Does Exhaust Reduce True Dmg
Which of the following does NOT reduce emissions of sulfur dioxide in power plants? A) catalytic converters B) scrubbing flue gases with a limestone slurry. Jun 15, 2015 Understanding How Motorcycle Exhausts Work. Posted on June 15, 2015 by EBF. One of the most popular modifications owners do to their motorcycles is to change the stock exhaust. But does installing a slip-on actually improve performance? What do you need to do after installing a full replacement exhaust? That’s true, but does that mean.
- Do Exhaust Reduce True Damage
- Does Exhaust Reduce True Damage
- Does Exhaust Reduce True Dmg File
- Does Exhaust Reduce True Dmg Download
One of the most popular modifications owners do to their motorcycles is to change the stock exhaust. But does installing a slip-on actually improve performance? What do you need to do after installing a full replacement exhaust? What should you be aware of before taking your modified exhaust onto the streets? Let’s take an exhaustive look at how motorcycle exhausts work (first time ever that pun has been used, guaranteed).
What An Exhaust Does
It’s probably first best to understand the purpose of your exhaust. While it most certainly performs the function of improving your bike’s performance, it’s just one of a number of important reasons that your exhaust system exists.
Probably the most important aspect from the riders point of view is that it routes the hot gasses from the engine after combustion. That’s somewhat critical because if you spent too long breathing those gasses in, you’d probably feel sick pretty quickly (or die). In fact, your standard motorcycle exhaust will house a catalytic converter which helps convert the carbon monoxide expelled from the engine into carbon dioxide which at least makes it slightly more environmentally friendly.
Your exhaust system with the help of the muffler also reduces noise. How much noise? A lot – disconnect your muffler from the pipe and you’ll see how much. You’d go deaf pretty quickly without it and you’d be public enemy number 1 around the neighborhood. Your muffler has nothing to do with exhaust emissions – nor with engine performance (but more on that later).
But finally, your exhaust performs a major function when it comes to how your engine performs. You may have read that aftermarket exhaust systems can help increase your engines horsepower by being ‘less restrictive’. That’s true, but does that mean that if you had no exhaust at all (and therefore no restriction) horsepower gain would be maximized? Not at all.
Your engine and exhaust system actually are designed to work together. It gets very technical and the practical application of how it all works includes things like reflected pressure waves. Suffice to say that without an exhaust connected to your engine, you’d be introducing air directly into the system in the wrong direction through the exhaust ports (consider how much would enter when riding at speed) which would throw everything out of wack.
So an exhaust system is necessary – both from a legal perspective, from a not going deaf perspective and from a performance perspective. So what can you do to make some horsepower gains? There’s two paths people take – the cheap way and the not so cheap way. That is, replacing the muffler with a ‘slip-on’ or replacing the entire system.
The Slip-On Fallacy
The subject of slip-ons is one of those things in motorcycle circles that many won’t agree on. Do they or don’t they actually help improve your motorcycles performance. In our opinion they do, but it’s got nothing to do with improving engine efficiency. It’s simply that most of the time an aftermarket exhaust will weigh less than what comes standard on your bike.
Motorcycle manufacturers are out to make a profit which means where possible, they’ll use cheaper components to save money. A muffler is usually one of those cheap components. It doesn’t hurt the engine performance in any way, but cheap on a motorcycle often means heavy – and OEM mufflers are often very, very heavy. Aftermarket exhausts on the other hand are priced in such a way that they can weigh many pounds less than what comes standard on your bike. Weight saving is a performance improvement.
But they don’t increase horsepower. We’ll probably get some comments arguing this point, but there’s nothing we’ve ever seen that indicates that slip-ons do anything to improve engine efficiency. We’ve seen some argue that a good designed muffler will reduce the amount of air reflected back up the exhaust pipe but again, we haven’t see any real evidence that this is actually true.
And yes, almost every slip-on manufacturer will provide a dyno chart showing the horsepower gains of their product. But it’s not a fair comparison. Those dyno charts are done under conditions that are favorable to the slip-on – the engine has been tuned, higher octane fuel is used and potentially even ignition timing has been altered. If the same was done with a stock exhaust, the result would be the same. Slip-ons provide weight savings, not horsepower increase.
The Pipes Are Where It’s At
Where a modified exhaust system does increase horsepower is in the header pipes connected directly to the exhaust ports. The less restrictive these are (i.e. the easier it is for the exhaust gasses to be expelled) the more horsepower gain there will be. If you compare a stock exhaust system next to an aftermarket one, you’ll often notice that the there are less bends (or gentler ones) and the headers will often direct gasses to one side of the bike instead of both – lessening the overall distance gasses need to be expelled.
This is further emphasized where you replace a 4-into-2 exhaust system with a 4-into-1 aftermarket exhaust – not only is there even greater weight reductions but you’ll again be creating a less restrictive system. That being said some engine configurations are designed to work better with 4-into-2 systems as opposed to 4-into-1, so do research before committing to a big change.
Another simple reason that a full exhaust system will increase horsepower is often the absence of a catalytic converter. A catalytic converter will restrict the airflow in an exhaust and in some cases also increase back pressure, reducing engine performance. Yes, that means that your bike won’t pass an emissions test on the street but if your only using the aftermarket pipes on the racetrack it’s not a problem
Finally, another reason a full exhaust performs better is the lack of a resonator. A resonator, like a muffler, is designed to reduce noise. You’ll know your exhaust system has one because it’s an almost rectangular shaped bulge in the pipes – usually situated halfway between the muffler and the headers. It’s just another part that restricts the exhaust gasses and hence by not having one, horsepower is increased again.
Don’t Go Riding Just Yet, You Need to Tune First
Unfortunately, not only does a full exhaust system cost a lot more than a slip-on, you’re also going to have to pay to get your bike running correctly now as well. The simple reason for this is that because the engine is now working more efficiently (in a way, it’s breathing better), your air/fuel ratio will now be out of alignment. Your engine is getting more air than before, but the same amount of fuel as previously.
You’ll probably hear the term ‘running lean’ in reference to the issue when you install a full exhaust. At best, this means your bike won’t run great and you’ll hear a lot of noises like small explosions in your exhaust when decelerating. At worst, your engine can be running so lean that it overheats and things start melting. That’s bad.
To correct this you’ll need one of two things – depending on your bikes fuel management system. For bikes with a carburetor, you’ll need a jet kit and a trip to a tuner for a dyno session. For EFI motorcycles, you’ll need a fuel controller (like a Power Commander) and either an additional module to automatically adjust the air/fuel ratio or a trip to a dyno and have a qualified technician adjust things. That’s another $300 to $500 there in addition to your actual exhaust system cost.
No doubt this cost is a reason why many take the slip-on route over the full system alternative. But in the end, if you’re making modifications to your bike for real horsepower gains and not just aesthetics/weight savings, then like all things – you get what you pay for.
- Damage Type
- Sharpness
- Elemental Value
Damage Type
When attacks strike a monster, two types of damage are dealt: Physical (Raw) damage, and Elemental damage (but only if the weapon has an Elemental attribute).
Some weapons have an abnormal status attribute instead of an Elemental attribute. These weapons will Physical damage and apply Status damage.
Physical damage includes Severing-type damage, Blunt-type damage, and Projectile-type damage. Elemental damage includes Fire, Water, Thunder, Ice, and Dragon. There are also other sources of damage such as Fixed damage and Status damage. All damage types are dealt independent of each other.
Severing
Severing (sometimes known as Cutting) damage is the primary damage type for the following weapons:
The following attacks also deal Severing damage:
- Hunting Horn's Handle Poke
- Bow's Melee Attack deals Severing damage
- Some Kinsects deal Severing damage
- Slicing shot from Bowguns
Tails can only be cut by Severing damage. This happens when sufficient Severing damage has been accumulated on the tail, which then severs it.
Blunt
Blunt damage is the primary damage type for the following weapons:
The following attacks also deal Blunt damage:
- Sword & Shield's shield-oriented attacks
- Sword/Shield Combo
- Shield Attack
- Shield Bash
- Hard Bash
- Falling Bash
- Lance's Shield Attack
- Kinsects with Blunt attribute
Blunt weapons deal Exhaust status when they hit a monster. If they hit a monster's head, they deal Stun damage.
Projectile
Projectile damage is the primary damage type for the following weapons:
Gunlance's Shelling attacks deal Fixed damage instead of Projectile damage.
Elemental
Elemental Attributes:
- Fire
- Water
- Thunder
- Ice
- Dragon
Blademaster weapons can have an Elemental attribute, a Status attribute, or neither. Some Dual Blades have two Elemental/Status attributes, one for each blade.
The Bow may have an Elemental attribute. The Bowguns do not have natural Elemental attributes, but they can load Elemental shots that effectively functions as dealing Elemental damage when it hits a monster.
Elemental damage is mainly affected by the weapon's Elemental value and the monster's Elemental Hitzone. Abnormal Status damage is not affected by the monster's Physical or Elemental Hitzone values. Blademaster weapons have a 1-in-3 chance per hit to apply Abnormal Status damage, while Gunner weapons always apply Abnormal Status damage.
If a monster has no weakness to a specific element on their Hitzone, then no Elemental damage is dealt. The Physical damage done by the weapon is not affected, as Elemental and Physical damage are calculated separately.
Status Attacks
Do Exhaust Reduce True Damage
Abnormal Status attributes:
- Poison
- Paralysis
- Sleep
- Blast
Blademaster weapons can have an Abnormal Status attribute instead of an Elemental attribute. Bows cannot have a natural Status attribute, but may equip Status Coatings to make fired arrows apply Status damage. Equipping Status Coatings will disable the Bow's Elemental attribute temporarily. The Bowguns do not have natural Abnormal Status attributes, but can load Status shots that apply Abnormal Status damage.
For Blademaster weapons, each time an attack lands, the attack has a 1-in-3 chance of applyingAbnormal Status damage. For Gunner weapons, a successful hit will always apply Abnormal Status damage.
Applying Abnormal Status damage to a monster does not instantly activate it's effect. Instead, monsters have an innate tolerance to Status Ailments. To trigger a Status Ailment, enough Status damage must be dealt to a monster to overcome its tolerance threshold. Once a monster is affilicted with the Ailment, the accumulated Status damage is reset to 0 and additional Status damage cannot be dealt until the monster recovers. The only exception to this is Poison.
After the monster recovers, its tolerance threshold for the Ailment increases. This means it takes more Status damage must be accumulated before being able to inflict the monster with the same Ailment.
For all Ailments (except Blast), the accumulated Status damage disappears gradually due to the monster's tolerances. Overcoming this gradual decay is necessary to successfully trigger a Status Ailment on a monster.
Icon | Status | Effect(s) |
---|---|---|
Poison | Slowly drain the monster's health | |
Paralysis | Temporarily immobilizes the monster and makes it take a bit more damage | |
Sleep | Put the monster to sleep | |
Stun | Stun/KO the monster, which topples and immobilizes it | |
Exhausted | Drain the monster's stamina, making it tired | |
Blast | Triggers an explosion on a specific monster part, which deals damage |
Factors for Damage Calculation
The following factors influence damage calculations:
BM = Blademaster
Factor | BM (Physical) | BM (Elemental) | Bowgun (Physical) | Bowgun (Elemental) |
---|---|---|---|---|
Attack Value | O | O | O | O |
Motion Value | O | O | ||
Sharpness | O | O | ||
Weapon Adjustment | O | O | O | O |
Sharpness Adjustment | O | |||
Critical Hit | O | O | ||
Monster Hitzone | O | O | O | O |
Elemental Value | O | O | ||
Projectile Adjustment | O | |||
Critical Distance | O | |||
Rapid Fire Adjustment | O | O |
Attack Value
The Attack value of the Hunter is calculated from the Hunter's equipped weapon, offensive boosts (e.g. being in DB's Archdemon Mode or having a HH attack buff), equipped skills, items, and Food skills. When damage is calculated, only True values are used, and the Displayed Attack value is adjusted down by the Display Multiplier.
Motion Values
All weapon attacks have a Motion Value (MV), which determines what proportion of the Attack value is used in damage calculations. For example, a weaker move with 40 MV uses applies 40% of the Attack Value in calculating damage, while a stronger move with 80 MV applies 80% of the Attack Value in calculating damage.
Does Exhaust Reduce True Damage
In general, slow weapons make up for their slower attacks with larger MVs, and fast weapons make up for their faster attacks with smaller MVs.
Sharpness
Sharpness describes how sharp a weapon is. Sharper weapons deal more damage and are less likely to bounce when hitting tough body parts.
Weapon Sharpness is split into discrete colors (see below). Different colors provide different multipliers to the damage dealt by the player.
Sharpness | Icon | Physical | Elemental |
---|---|---|---|
Red | x0.50 | x0.25 | |
Orange | x0.75 | x0.50 | |
Yellow | x1.00 | x0.75 | |
Green | x1.05 | x1.00 | |
Blue | x1.20 | x1.0625 | |
White | x1.32 | x1.125 |
In addition to lower damage, weaker Sharpness colors causes some weapons to lose functionality. For example, at Orange Sharpness, the Gunlance's shells will deal less damage, the Switch Axe may bounce while in Sword mode, and the Dual Blades will not complete its full Blade Dance animation. At Red Sharpness, the Gunlance cannot shell.
Sharpness Gauge and Consumption
Each weapon can only make a specific amount of hits in a specific sharpness color before it dulls and and the sharpness color is lowered. Sharpness is consumed when a player lands an attack, but some shield attacks from the SnS and Lance do not deplete Sharpness.
Does Exhaust Reduce True Dmg File
Although most attacks deplete Sharpness by one per hit, some weapons have attacks that deplete Sharpness faster:
Attack | Sharpness Cost |
---|---|
Normal Attacks Landing | 1 |
Normal Attacks Bounced | 2 |
Guarding with GS or CB*, small knockback | 1** |
Guarding with GS or CB*, medium knockback | 2** |
Guarding with GS or CB*, large knockback | 10** |
Gunlance Shell, Normal | 2 |
Gunlance Shell, Long | 2 |
Gunlance Shell, Spread | 3 |
Gunlance's Wyvern Fire | 10 |
Gunlance's Burst Fire | Shell Count x Shell Cost |
*Charge Blade with Elemental Boost doesn't lose Sharpness when guarding.** Doesn't lose sharpness when blocking roars, wind pressure, or tremors.
Does Exhaust Reduce True Dmg Download
Sharpness can be restored by sharpening the weapon with a Whetstone.
Weapon Adjustment
Certain attacks have inherent damage bonuses:
Weapon | Attack Name | Physical Bonus | Elemental Bonus |
---|---|---|---|
SnS | Charged Slash | +XXL | |
Dual Blades | Demon Mode | +M | |
Dual Blades | When both blade strike at the same time | -L | |
Great Sword | Charged Slash Lv1 | +S | |
Great Sword | Charged Slash Lv2 | +M | |
Great Sword | Charged Slash Lv3 | +XL | |
Great Sword | Strong Charged Slash Lv1 | +XXL | |
Great Sword | Strong Charged Slash Lv2 | +XXL | |
Great Sword | Strong Charged Slash Lv3 | +XXL | |
Long Sword | White Spirit Gauge | +XS | |
Long Sword | Yellow Spirit Gauge | +S | |
Long Sword | Red Spirit Gauge | +M | |
Lance | Dash Attack | -XXL | |
Gunlance | Charged Shot (Normal/Long) | +M | |
Gunlance | Charged Shot (Spread) | +XL | |
Gunlance | Burst Fire (Normal) | +S | |
Gunlance | Burst Fire (Spread) | -S | |
Gunlance | Wyvern Fire (Long) | +M | |
Switch Axe | Power Phial | +M | |
Switch Axe | Elemental Phial | +L | |
Charge Blade | Elemental Phial | +XXL | |
Charge Blade | Elemental Boost (Axe Mode) | +M | |
Insect Glaive | Red+White | +M | |
Insect Glaive | Red+White+Orange | +M | |
Bow | Power Phial | +XL | |
Bow | Elemental Phial | +XL | |
Bow | Melee Attack | -XXL | |
Bow | Charge Lv 1 | -XXL | -L |
Bow | Charge Lv 2 | - M | |
Bow | Charge Lv 3 | +XL | |
Bow | Charge Lv 4 | +XXL | +M |
Bow | Arc Shot | -L | -L |
Bowgun | Normal | +L |
Sharpness Adjustment
Some moves modify Sharpness, which affects both damage output and the liklihood to bounce.
Weapon | Condition | Sharpness Adjustment |
---|---|---|
Blademaster weapon | Yellow Sharpness. At the start of weapon swing | -XL |
Blademaster weapon | Yellow Sharpness. At the end of weapon swing | -L |
All Melee Attack | Have the buff from Demon shot | +S |
Sword & Shield | All Attack | +XS |
Great Sword | All Charged Attack, Lv 1 | +S |
Great Sword | All Charged Attack, Lv 2 | +M |
Great Sword | All Charged Attack, Lv 3 | +L |
Great Sword | Hit with the middle of the blade | +XS |
Long Sword | Max Spirit Gauge | +S |
Long Sword | Hit with the middle of the blade | +XS |
Lance* | Damage based on Blunt Hitzone | -L |
Bow | Melee Attack with Close Range Coating | + L |
* Lance/Hitzone Selection
Critical Hits and Feeble Hits
When an attack makes a Critical Hit, additional damage is dealt. When an attack makes a Feeble Hit, damage is reduced.
Critical Hits occur when a weapon has a positive Affinity value. Positive Affinity refers to the probability of making a Critical Hit on an attack. For example, a weapon with 20% Affinity will have a 20% chance of dealing a Critical Hit on an attack. Higher Affinity values will increase the likelihood of dealing a Critical Hit. A successful Critical Hit applies a +25% bonus to the weapon's Attack Value when calculating damage.
Feeble Hits occur when a weapon has a negative Affinity value. Negative Affinity refers to the probability of making a Feeble Hit on an attack. For example, a weapon with -20% affinity has a 20% chance of dealing a Feeble Hit. Lower negative Affinity Values increase the likelihood of dealing Feeble Hits. A Feeble Hit applies a -25% debuff to the weapon's Attack Value when calculating damage.
The below table briefly illustrates the interaction between Affinity and the probability of making a Critical or Feeble Hit:
Affinity | Probability | Damage Multiplier |
---|---|---|
60% | 60% | x1.25 |
20% | 20% | x1.25 |
0% | 0% | x1.0 |
-20% | 20% | x0.75 |
-60% | 60% | x0.75 |
Some skills influence Affinity values:
Skill/Food Skill | Effects |
---|---|
Critical Eye 1 | +1% |
Monster Hitzone
Monsters are comprised of different body parts, and each part has has different weaknesses to Physical damage and Elemental damage. The Physical weakness of a Hitzone does not affect it's Elemental weakness, and vice versa. If a Hitzone is not weak to a specific Element (i.e. a Hitzone value of 0), then no Elemental damage is dealt, but Physical damage is not impacted.
The higher the Hitzone value, the weaker it is. For example, if a monster's head has Hitzone values of 20/50/40 (corresponding to the Severing, Blunt, and Projectile damage types respectively), then Severing-type attacks deal 20% of its damage, Blunt-type attacks deal 50% of its damage, and Projectile-type attacks deal 40% of its damage.
A Hitzone is generally considered vulnerable when its Physical Hitzone value is 45 or higher or when its Elemental Hitzone value is 20 or higher.
Elemental Value
When a weapon with an Elemental attribute lands an attack, the weapon will deal Elemental damage on top of the Physical damage it deals. Player-dealt Elemental damage does not inflict Elemental Blights on monsters.
Unlike Physical damage, Elemental damage is not affected by Motion Values. However, some weapons may confer a bonus to its Elemental damage on specific attack moves. In general, faster hitting weapons are better suited at dealing Elemental damage because they make multiple hits in the same time it takes a slower hitting weapon to make one hit.
Excluding Hunting Horn buffs, Elemental Attack buffs from Skills and Food skills are capped at a sum of +20%.
Elemental Crit Skill Adjustment
Weapon | Elemental Adjustment |
---|---|
Great Sword | +M |
Long Sword | +L |
Sword & Shield | +XL |
Dual Blades | +XL |
Hammer | +L |
Hunting Horn | +L |
Lance | +L |
Gunlance | +L |
Switch Axe | +L |
Charge Blade | +L |
Insect Glaive | +L |
Light Bowgun | +XL |
Heavy Bowgun | +XL |
Bow | +XL |
Projectile Adjustment
Skill/Food Skill | Affected Projectiles | Adjustment |
---|---|---|
Normal Up | Normal, Rapid | +S |
Pierce Up | Pierce | +S |
Spread Up | Spread Ammo | +M |
Spread Up | Spread Arrow | +L |
Critical Distance
For Gunner Weapons, Critical Distance (or Critical Range) refers to the distance at which a fired shot deals maximal damage. If the player is in Critical Distance, the aiming reticle will look like this:
Generally, being too close or too far away from the target will put the player outside of Critical Distance. Being too close or too far (i.e. outside of Critical Distance) will reduce the damage done by player Projectiles.
Critical Distance does not affect Affinity or Critical Hits.
Rapid Fire Adjustment
The Light Bowgun is capable of Rapid Fire, where the LBG shoots multiple shots in a single burst at the cost of 1 ammo. Each individual shot fired from Rapid Fire is weaker than a single shot of the same ammo type, but if most Rapid Fire shots land, their combined damage will exceed the damage done by firing just a single shot.
Rapid Fire Type | Adjustment |
---|---|
Lv 1 Normal x5 | -M |
Lv 2 Normal x3 | -M |
Lv 2 Normal x4 | -L |
Lv 1 Pierce x3 | -L |
Lv 2 Pierce x3 | -L |
Lv 1 Pellet x3 | -M |
Lv 2 Pellet x2 | -M |
Lv 1 Sticky x2 | -L |
Lv 2 Sticky x3 | -L |
Lv 1 Sticky x2 | -L |
Lv 2 Sticky x3 | -L |
Lv 1 Crag x2 | -L |
Lv 1 Fire x3 | -L |
Lv 1 Fire x4 | -XL |
Lv 1 Water x3 | -L |
Lv 1 Thunder x3 | -L |
Lv 1 Ice x3 | -L |
Lv 1 Dragon x2 | -XL |
Lv 1 Slicing x2 | -S |
Lv 2 Slicing x2 | -S |
Fixed Damage
Fixed damage is dealt directly to the monster and does not have a damage calculation. This means that Fixed damage attacks are not mitigated by the monster's Hitzone values or affected by the player's Attack value.
Some sources of Fixed damage, such as Gunlance shelling and Wyvern Fire, and Bowgun Sticky shot and Crag shot, also deal additional Fire damage. This additional Fire damage will be impacted by damage calculations.
Category | Damage Source | Damage Dealt |
---|---|---|
Slinger | Stone | 1 |
Slinger | Knife | 20 |
Slinger | Paralysis Knife | 5 |
Slinger | Poison Knife | 5 |
Slinger | Sleeping Knife | 5 |
Item | Small Barrel Bomb | 20 |
Item | Barrel Bomb | 80 |
Item | Barrel Bomb G | 150 |
Gunlance | Shelling | |
various other items | tbd | |
Charge Blade | Phial Burst - Counter | 3 |
Charge Blade | Phial Burst - ED | 5 |
Charge Blade | Phial Burst - AED | 10 |
Charge Blade | Phial Burst - SAED | 25 |
Bowgun | tbd |