A scored challenge run for MHGU. Your score is based on the Zenny you earn and the bonuses you have based on the difficulty you take on.
This challenge run is Nuzlocke inspired, you lose weapon/style combos as you cart and/or fail quests depending on the selected difficulty. If you lose enough combos, your run ends.
Before taking on the challenge it would help to have one of every weapon and possibly various sets to work with for style differences.
Nothing stops you from making sets mid run, so you are free to do so. Quests that don’t follow the restrictions cannot be counted for the run, but you can do them if you need materials or resources.
You have 50 quests in a run, only cleared quests count towards this progress since failures can cost you weapon/style combos.
You are allowed to take on any non-Arena, non-Prowler quest you wish be it Village Advanced Quests to Deviant EX quests to Events.
You are free to take on easier quests to ensure success or risk failure by taking on higher paying quests.
In higher difficulty settings, you will be locked into retrying a quest once after a failure.
Scoring is based on several factors.
You have Earned Zenny from quest rewards (only the main Objectives are taken into consideration currently)
You have Difficulty based bonuses that will increase how much you earn.
If you are able to clear all 50 quests without losing all your combos, you earn a Survivor Bonus for each combo that survives.
In the event you opt in to enable Rerolling, you will be able to reroll a weapon combo you want to avoid. This however deducts points from your score and it dramatically increases each time you use it.
Similar to Rerolls, Revives can also be enabled should you wish to bring back a weapon/style combo. This also will deduct points from your total as a cost.
Deducting point totals was selected since it can be enforced easily on the app’s end.
You are allowed to customize the run to your liking.
Higher Difficulty runs can gain points much faster but are likely to fail early. As a result Higher Difficulty runs are for people who want a high risk/high reward style run.
Lower Difficulty runs gain points more slowly but are more likely to reach the 50 quest completion state. As a result Lower Difficulty runs are for people persistent enough to stick with a potentially longer run.
The hardest run available is rated Extreme and it pays a Max bonus. Extreme asks for every setting at its harshest, so that is Carts and quest failures, 1 style per weapon, a Randomized Weapon/Style combo, the Quest Retry Lock on and no Revives or Rerolls. How long you hold a weapon/style is the one setting that doesn’t matter here, any of the three will do. Easing anything else drops you back to Very Hard.
A Weapon/Style combo is rolled or selected depending on your selected settings. Combos that have fallen (you cart/fail with the combo) are removed from the pool.
Select a quest, then update the cart count and the result of the hunt.
If you clear the quest, then your earned Zenny is increased by the Quest Reward and your selected Difficulty’s Bonus. The progress counter is incremented.
If you cart or fail the quest, your combo may be considered Fallen, you may need to Retry the quest. The progress counter is not incremented on failures.
Depending on the settings, you may be forced to switch Combos after a cleared quest.
The grid is every weapon against every style.
Rows are weapons, the columns are Styles.
When a weapon is selected, the row will have a Blue highlight and its name will be Selected.
When a style is selected, the column will have a Red highlight and its name will be in Red.
The intersection where both meet will be Purple to show you the currently selected Weapon/Style Combo, this is also displayed in the right panel.
The Grid is simply a means to see the current state of the pool of combos you may be assigned or select.
Available Weapons are weapons that can be selected or rolled into and are displayed as a weapon icon with a letter to show the style.
Fallen Weapons will be a weapon colored bone icon with a charcoal background to show they are ‘dead’.
Retired Weapons are weapons that are removed from the pool after enough fallen combos for a specific weapon occur and are displayed by removing the icon and dimming the background.
The result screen will be an overview of your run’s rules, stats and your earnings.
Things like carts, quests failures and quest clears will be tallied throughout the run.
The screen will also show how many weapon/style combos survived and how much of a bonus you earned if you complete 50 quests.
The Difficulty box above the panels rates whatever you have selected, from Very Easy up to Extreme, and shows the Bonus that rating pays. Extreme is the top of the scale and only appears when every setting is at its harshest, it pays a Max bonus.
Kill Condition is the condition that ‘kills’ off a weapon/style combo turning it into a Fallen combo.
Weapon/Style Combos is the amount of Styles you can have per weapon before that weapon is retired.
Locks impact when a weapon/style combo are swapped out and how they are selected, if you have to retry a quest or not after failing.
Rerolls/Revives can be enabled in the next two panels for reduction in bonus and using this requires a deduction in your point total.
Companion fan tools by the same author. Each opens in a new tab.
Skips pressing Roll Combo. Only applies while the app is rolling for you — on Hunter’s choice there is nothing to automate. It does not affect difficulty, and like the run’s rules it is fixed once a run starts.
The cost comes off your earned zenny.