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Not to mention skill. Some folks like pushing their limits, killing with whatever to see if they can. I personally have been a devout long sword user since 'freedom' It's just the playstyle I find the most appealing.
Thought so.
Min-Max doesn't work in this game, really. Weapon choice is largely about personal preference with some initial limitations for status or element. A monster doesn't just stand there, so trying to figure out dps from a mathematical standpoint does not work.
For example, you can compare dual swords with switch axe. Given ~9 damage per strike from swords, ~25. Dual swords hit for less damage, but you can hit more often while fighting an agile enemy. But, the axe hits harder with each strike and can quickly bridge the DPS gap if the enemy is made stationary. It's highly situational and dependent on what you like best for a particular fight.
Monster health also seems to be variable and will seemingly recover any time the monster feeds or is left on its own for a few moments. This is why you can have a limping monster flee to some area other than its nest (often just walking right past it), stand there looking fine, take another hit, then finally start limping back to its nest to sleep it off. Or why some monsters can seemingly take much longer to kill just because you had to wait till something else passed through the area to continue fighting at one point or another.
"Bloated" attack power (e.g. MH4U, MHW) conveys the average damage per hit from that weapon. However, a few swings in the training arena will learn you which weapons hit quickly or slowly compared to others. Yes the GS will hit very hard, but in the time it takes to swing that GS once, a SnS can easily land 2-4 hits, and the total damage dealt more or less balances out.
"True" attack power (e.g. MH Generations) conveys the weapon's overall DPS; weapons made from the same materials generally have the same true attack as each other. The tradeoff is that fast-hitting weapons inflict less damage per hit -- which is also immediately apparent when you start using the weapon.
Then there are utility options like others have mentioned.
Sword and Shield has an on demand mounting attack, alongside blunt options if you wanna flail with your shield, and the ability to use items without putting away your weapon first.
DPS will always matter no matter how much people try to claim otherwise.
But at the same time, how convenient you find a weapon to use will always be more important than lab conditions spread sheets. If you hate using the "Best" weapon, it's gonna be worse DPS than using a "Second rate" weapon you have no problem using.
Back to Gun Lance for example. "Wide has the best shelling damage and wyrm damage!!!!" Yes, this is true. But you also only get 2 ammo by default, 3 tops with a capacity skill, for one example convenience vs theory.
A roar, a bad position, ANYTHING that interrupts your EZ "mash circle 3 times" shell shell stake combo that can't bonce off armor like your melee combo into stake can with a bad position (hello, Iron MK 3 vs Barroth), means you have to stop and reload with a wide type. No. Matter. What.
With a long or normal type, you have more wiggle room to **** up and still have 2 in the chamber to try again for that combo. And so on.