[MHW:IB] Skill Point Allocation Optimization
Author: fumofumobunExecutions: 450
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This search finds the local optimum (maximum value) for skill point allocation in MHW:IB, taking skill activation rates into account.
SP1/Lv: Preemptive Strike, Attack Power, Challenger, Unleash Power, Resentment, Offensive Defense
SP2/Lv: Calamity Reversal, Full Charge, All-Out Attack, Weakness Exploit, Super Critical Hit
SP2/Lv: Calamity Reversal, Full Charge, All-Out Attack, Weakness Exploit, Super Critical Hit
| Expected Attack Power (Initial) | Expected Critical Hit Rate (Initial) % |
| Optimal Truncation | Weakness-Targeting (Optimal) Super Critical Hit (Optimal) |
| Attack Power (Optimal) | Challenger (Optimal) Unleashing Power (Optimal) All-out (Optimal) |
| Disaster Reversal (Optimal) | Full Charge (Optimal) Resentment (Optimal) Offensive Defense (Optimal) |
| Expected Attack Power (Optimal) | Expected Critical Hit Rate (Optimal) % |
| Damage Increase Rate | % |
This applies to physical damage.
The critical hit rate is not calculated by multiplying each skill’s activation rate and then adding them together. Instead, for each of the 24 possible activation outcomes, the system checks whether the total exceeds the 100% cap, and then calculates the expected value as a weighted sum.
However, attack power caps (such as "Firefield Power," "Indomitable," "Evasion Garment," and "Attack Melody") are not taken into account. In the future, this calculation may be improved to include these factors, as well as self-enhancements and projectile enhancements.
The weapon multiplier includes Attack Power Customization, Attack Power Parts, and Awakening Ability Attack Power. It is calculated by dividing the displayed Attack Power (when not equipped with talismans or claws) by the weapon coefficient.
Weapon Coefficients
Great Sword: 4.8, Katana: 3.3, One-Handed Sword: 1.4, Dual Blades: 1.4
Hammer 5.2, Hunting Horn 4.2, Lance 2.3, Gunlance 2.3
Slash Axe 3.5, Charge Axe 3.6, Insect Glaive 3.1
Light Bowgun 1.3, Heavy Bowgun 1.5, Bow 1.2
These are merely local optima; shifting the initial values and exploring further increases the probability of finding the true optimal solution. Specifically, regarding “All-Out Attack,” because the definition of “neighborhood” is narrow, if Lv5 is the true optimum, Lv1–Lv4 will not be selected during the exploration process and are unlikely to become optimal candidates.If you expect “All-Out Attack” Lv. 5 to be advantageous, it’s a good idea to set the initial value for “All-Out Attack” to Lv. 4–5. Other skills that fall under this category include “Attack” Lv. 4, “Precision” Lv. 7, “Challenger” Lv. 3, “Challenger” Lv. 5, and “Unleash Power” Lv. 6. We may improve the way we define the neighborhood at some point.
The critical hit rate is not calculated by multiplying each skill’s activation rate and then adding them together. Instead, for each of the 24 possible activation outcomes, the system checks whether the total exceeds the 100% cap, and then calculates the expected value as a weighted sum.
However, attack power caps (such as "Firefield Power," "Indomitable," "Evasion Garment," and "Attack Melody") are not taken into account. In the future, this calculation may be improved to include these factors, as well as self-enhancements and projectile enhancements.
The weapon multiplier includes Attack Power Customization, Attack Power Parts, and Awakening Ability Attack Power. It is calculated by dividing the displayed Attack Power (when not equipped with talismans or claws) by the weapon coefficient.
Weapon Coefficients
Great Sword: 4.8, Katana: 3.3, One-Handed Sword: 1.4, Dual Blades: 1.4
Hammer 5.2, Hunting Horn 4.2, Lance 2.3, Gunlance 2.3
Slash Axe 3.5, Charge Axe 3.6, Insect Glaive 3.1
Light Bowgun 1.3, Heavy Bowgun 1.5, Bow 1.2
These are merely local optima; shifting the initial values and exploring further increases the probability of finding the true optimal solution. Specifically, regarding “All-Out Attack,” because the definition of “neighborhood” is narrow, if Lv5 is the true optimum, Lv1–Lv4 will not be selected during the exploration process and are unlikely to become optimal candidates.If you expect “All-Out Attack” Lv. 5 to be advantageous, it’s a good idea to set the initial value for “All-Out Attack” to Lv. 4–5. Other skills that fall under this category include “Attack” Lv. 4, “Precision” Lv. 7, “Challenger” Lv. 3, “Challenger” Lv. 5, and “Unleash Power” Lv. 6. We may improve the way we define the neighborhood at some point.
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