Tool 03
Effective Raw Calculator (ERaw)
ERaw turns a weapon's stats into one comparable number: ERaw = Raw × (1 + Affinity × CritBonus) × Sharpness. Positive affinity crits for 125% (140% at Critical Boost Lv5); negative affinity hits deal 75%.
Free · No sign-up · No ads · Runs entirely in your browser · Game-file data, snapshot 2026-10-11
Sharpness multipliers - Fextralife · Nexus Mods . The elemental column on the reference table below is secondary: sources disagree on the Blue value (1.05 vs 1.0625), so it's marked disputed.
How to use the ERaw calculator
- Enter the weapon's true raw and affinity - or load one of the 14 rarity-8 presets (one per weapon class, straight from the game files).
- Pick the sharpness tier you actually fight at (not the top of the gauge you never reach) - each tier shows its multiplier.
- Set Critical Boost 0–5 if your build runs it; crits go from 125% to 140% damage.
- Compare: the steps show the exact arithmetic, and the bar chart runs the same weapon across all seven tiers so you can see what sharpness is worth.
Worked examples
200 raw, 40% affinity, White sharpness, no Critical Boost:
200 × (1 + 0.40 × 0.25) × 1.32 = 200 × 1.10 × 1.32 = 290.4
250 raw, −20% affinity, Purple sharpness:
250 × (1 − 0.20 × 0.25) × 1.39 = 250 × 0.95 × 1.39 = 330.1 - negative affinity applies the fixed 0.75 crit penalty; Critical Boost is ignored.
200 raw, 100% affinity, White, Critical Boost Lv5:
200 × (1 + 1.00 × 0.40) × 1.32 = 200 × 1.40 × 1.32 = 369.6
How it works: formula, sources, limits
The formula
ERaw = Raw × (1 + Affinity × CritBonus) × Sharpness where CritBonus is +0.25 at Critical Boost Lv0 (crits deal 125%) and +0.40 at Lv5 (140%). Negative affinity is the expected-value form: a |20%| negative-affinity weapon lands 75% damage hits 20% of the time, for a ×0.95 factor. Every case is the same one-line expected-value calculation - shown in the steps.
Sources & limitations
- Sharpness raw multipliers verified across Fextralife, r/MonsterHunter threads and mod documentation (Purple ×1.39, White ×1.32) - links above the chart.
- Critical Boost values come from the in-game skill descriptions in the game files: 125 → 128 → 131 → 134 → 137 → 140%.
- Out of scope on purpose: motion values, hitzones, quest modifiers and elemental damage (its sharpness column is reference-only and partially disputed).
- The formula implementation is unit-tested, including negative affinity and clamping.
Sharpness reference table (cited)
| Sharpness | Raw multiplier | Elemental (reference) | Note |
|---|---|---|---|
| Red | ×0.50 | ×0.25 | - |
| Orange | ×0.75 | ×0.50 | - |
| Yellow | ×1.00 | ×0.75 | - |
| Green | ×1.05 | ×1.00 | - |
| Blue | ×1.20 | ×1.05 | sources disagree |
| White | ×1.32 | ×1.15 | - |
| Purple | ×1.39 | ×1.25 | - |
Wilds launched with six sharpness tiers (Red → White); Purple exists in the title-update era with a ×1.39 raw multiplier. White = 1.32 is confirmed by both cited wikis. Elemental multipliers feed the elemental part of the damage formula, which this calculator intentionally leaves out.
ERaw FAQ
What is effective raw?
Why doesn't this show exact damage numbers per hit?
Does negative affinity matter?
Is purple sharpness worth much over white?
Where these numbers come from
Armor, skills, decorations and charms are extracted from the game files via wilds.mhdb.io (snapshot 2026-10-11); sharpness multipliers are cited from the community sources on the data & sources page. The math runs entirely in your browser - no accounts, no tracking. If a value disagrees with your game, cross-check it against the community wiki; that's what the wiki links on every row are for.
Last reviewed 2026-10-11 · Fan-made tool, not affiliated with Capcom · Privacy (nothing is collected) · Changelog