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All guides Sensitivity strip

How to read the sensitivity strip

The eight bars under a creature or hunt, what a percentage means, and the one row that means something else.

The strip is the densest thing on the card, and it is where the ranking underneath it comes from — if you want to know *why* a weapon is on top, the answer is usually a bar. Seven of the eight rows mean one thing; the eighth means something different, which is where most misreadings start.

  • Fire 80%
  • Ice 90%
  • Earth 110%
  • Energy 120%
  • Physical 95%
  • Death 105%
  • Holy 0%
  • Armor 91
Example Mercurial Menace

A percentage is how much damage gets through

Each of the seven damage-type rows is the share of that damage the creature actually takes. 100% is neutral. Above it the creature is weak to that element and your hits land harder; below it the creature resists and your hits land softer. Higher is better *for you*, which is worth saying once, because it is the opposite of how resistance is usually written.

0% is absolute immunity. Not "very resistant" — nothing gets through, and no amount of piercing opens it. An elemental weapon against a creature immune to its element is worth only its physical half.

And the expensive one: some creatures are healed by an element. Where that happens the weapon does not merely fail, it hands the creature health with every hit. The row says so and the weapon rows repeat it, because it is the difference between a slow kill and a kill you cannot finish.

The eighth row is armor, and it is not a percentage

Armor sits under Holy and prints an absolute value, because armor has no neutral the way a damage modifier has 100%. There is no armor value that does nothing to your damage except zero — so the row borrows the shared ruler without borrowing what the marks on it mean.

Its colours are inverted, on purpose. Everywhere else on this panel green means "you deal more damage here", and more armor means less damage, so a heavily armoured creature is red. It is the one row whose colour means the opposite of its neighbours, and it would be worse the other way: a green bar next to a number that hurts you.

A dash and an empty bar are not a zero. They mean nobody has recorded that creature's armor — 139 of them, and neither wiki has the figure. A zero would be a claim about the creature; a dash is honest about the data.

The two ticks, and why they move meaning

Every row carries the same two marks, a third and two thirds along the track, and they let you compare rows at a glance without reading numbers. What they *mean* is per row: on a damage row the emphasised one is neutral — the point where the creature's resistance is doing nothing to you. On the armor row it is the average across every creature that records one, which is a reference point rather than a neutral, because there is no neutral to mark.

So a full armor bar is well above the average rather than the game's maximum. Only a handful of creatures draw one, and they are the ones that ought to look maxed.

Why armor is treated separately from everything else

Every other figure on the strip multiplies your damage. Armor subtracts a flat amount from each physical hit, and that difference has a consequence worth carrying into a hunt: a flat subtraction costs a small hit proportionally far more than a large one. Two weapons that look close on paper can separate sharply against something armoured, and that is why armor penetration is a term of its own rather than folded in with the rest.

Where these numbers come from

The resistances and the armor values are the wikis' — recorded by players, page by page, and read here without adjustment. How they turn into damage is what CipSoft has published about the game, plus a lot of hunting for the parts CipSoft has not explained. Where the strip has nothing to show, it says so rather than drawing a zero.

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© 2026 Goldwall Tech · v0.10.1 · b329102

Built 23 Aug 2026 · data 21 Aug 2026

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Hunt rates were read from recorded sessions played by other people. Your own hour will differ — spawn, level, gear and luck all move them.

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Tibia Hunt Helper ranks every melee weapon, attack spell and damage rune against the creature or hunting ground you pick, and shows what each hunt pays per hour. It is a fan project, built because raw attack is a poor guide when every creature takes each damage type differently.

The ordering comes from this site's own damage model: the weapon's physical and elemental attack against the creature's per-element modifiers, with fighting skill, proficiency piercing and armour on top. Those are estimates built from the wikis' numbers, not figures CipSoft publishes — a ranking is a good guide to what to carry, not a promise about any single hit.

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