User:Legendary TAT/MHST concepts

Set up
This section includes concepts about preparations for combat, for example forging weapons and armor, building a gene bingo grid, preparing items to use in battle etc. Most mechanics from this section are based on MHS1 rather than 2.

Also, this system is not designed with PvP in mind, only PvE. Currently, mechanics about co-op content is planned but not yet included.

Battle pouch
The Battle pouch mechanic from MHS1 makes a return. Stock up your battle pouch with items to use them in battle.


 * You can save the current set you're using, then switch to them easily by selecting a saved set in the menu or using a wheel menu on the field.
 * Item set recommendations can be unlocked as a quest reward. You can use them instead of custom sets when selecting item sets.
 * If you have the "auto craft/purchase missing items in item sets" option toggled on, when you lack an item required to complete an item set, it will automatically be crafted or purchased when you enter a battle.

Genes
The gene system is based on MHS1, with a few mechanics from MHS2.


 * Gene bingo effects cannot stack, and the strength of bingo effects is lower in comparison to MHS1.
 * Genes cannot be leveled up.
 * There will no longer be (S)/(M)/(L) variations of genes.
 * Rainbow genes boost stats equivalent to 1 level up. Each monstie can have 1 rainbow gene maximum.
 * Genes that are not transferred(aka genes that originally come with the monstie) are slightly more powerful than genes that have been transferred, equivalent to a leveled up gene in S2.

Battle
This battle system is based on MHS2, but with the following alterations: One of the main purposes of damage type is to give an incentive to make the player switch weapons to match the vulnerability of the monster's parts. In this concept, even though it is without damage types, the player expected to utilize weapon switching to its full potential, since the skills and mechanics of each weapon suggests different strengths and weaknesses in various aspects(hammer is risky and takes more than one turn to pay off but deals large amounts of damage in the long run, HH requires understanding the monster's attack patterns but has powerful and long lasting buffs).
 * Switching weapons no longer reset gauge or temporary lower damage, unless otherwise specified.
 * Damage types and damage type vulnerability of monster parts has been removed.
 * While selecting skills with the attack type (P/S/T), a menu akin to the basic attack menu will appear for you to select the attack type of the skill. Power/Speed/Techseal will disable the option to select that attack type on the menu.
 * All effects are additive rather than multiplicative. For example attack +50% then attack -50% results in no change in attack, rather than attack -25%.

Weapons
There are two types of Weapon skills. All weapons of the same class (SnS, DB, GS etc) will have the same Weapon class skills. In addition, weapons from different families(rathalos SnS, diablos SnS, plesioth SnS etc) will have 1~3 Weapon family skills on top of weapon class skills. A few weapons may share the same weapon family skill but there are large varieties of weapon family skills for each weapon class.

Sword and Shield (SnS)
(WIP)A weapon with good offensive and defensive potential with huge potential to synergize with various builds, for example, evasion, damage reduction, critical hits, kinship, attack increases, part damage, and many more. Its family skills are switch in/out effects. When you switch to and from SnS, you gain buffs that modifies and enhances your abilities to further create synergies with different builds.

Dual Blades (DB)
(WIP)When condition is fullfilled while in demon mode, activates weapon family skill effect.

Great Sword (GS)
(WIP)Charge up over multiple turns, and unleash a devastating attack. Its charge gauge resets upon switching weapons, so using GS requires some forethought and planning.

Long Sword (LS)
(WIP)

Hammer
Hammer has inherently high damage, high kinship gain, but low accuracy. Basic attacks deals x2 damage if you used the same attack type last turn. You can store a charge type in the charge gauge, which can the be consumed by skills to perform a powerful attack of that attack type.  Weapon class skills Hammer charge(0): when selecting this skill, also select a charge type. Store it in the charge gauge. Water strike(20): when selecting this skill, also select a charge type. If you are attacked this turn, reduce damage taken, counterattack once, and store that charge in the gauge.

Hunting Horn (HH)
Attacks with the HH will add notes to the musical staff. Notes are based on the attack type used. Melody effects are activated when the sequence of notes match that of melodies. Musical staff resets at the end of a turn if no notes are added, or immediately when a melody is activated.  Weapon class skills Double note(P/S/T)(30): add a note to the staff based on the action of your monstie this turn. Deal heavy damage. Resonance(20): For 2 turns, target's actions add notes to your musical staff.

Lance
(WIP)

Gunlance (GL)
(WIP)Starts with full shells. Some skills cost shells instead of kinship. You can reload using weapon family skills, and they will have bonus effects such as guarding, dealing large amounts of damage, raising attack based on amount of shells reloaded, or generate 1 shell on winning HtH.

''editor's note: I feel like this weapon would feel too rigid for players. To avoid GL meeting the same fate as it does in mainline, I might rework this in the future.''

Switch Axe (SwAxe)
(WIP)

Charge Blade (CB)
(WIP)

Insect Glaive (IG)
(WIP)

Light Bowgun (LBG)
(WIP)

Heavy Bowgun (HBG)
(WIP)

Bow
(WIP)

Status effects
The status effects here are split into four groups, based on the source of the status effects. The groupings have no effect in gameplay.


 * Stat buffs and debuffs does not count as status effects.
 * Sources of status in this list will not be exhaustive, only a few are mentioned as examples.
 * Duration in MHS is indicated by how many future turns an effect will last, for example status effects with a duration of 1 turn lasts for the current turn and the next turn. Status effects with a duration of 0 turns last for the current turn, wearing off when this turn ends.

Elemental
Most skills that apply these status effects deal their respective elemental damage.

Specific monsters/family of weapons
These status effects are applied by specific monstie(s) or gear belonging to their family of weapons.