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this also isnt the first game to do this actually. its not a new concept.
Let me translate that into what you're really saying.
"complicated numbers are more interesting than making it straightforward so everyone can understand it. This game shouldn't be understandable by everyone."
Do you hear yourself? you're saying it should be pointlessly obtuse just for the sake of making it harder to understand.
You get the pattern right? Welcome to adulthood.
This been long around many RPG or other games and becomes standard rule, not only just MH series or alike. Instead, setting them the same number across weapons would possibly causing misunderstand for new players who thought that GS, Hammer and other slower weapons alike to be weaker than SnS or DB.
If DB and GS have same raw stats. You will have to notes weapon like this to others:
"GS is slow weapon that has bigger damage multiplier from the stat,
DB is fast weapon but has low damage multiplier from the stat" for people to understand the DPS and usage correctly.
Instead, if the bloated number is shown, you can simply notes players
"But GS is slow weapon, while DB is a fast weapon", much shorter and from this people can summarize their DPS and usage.
---
Just add: I agree with the other comment that instead changing the stats to raw. Showing motion values would be better actually. Can be done in hunter guide or training area.
Search "True weapon damage values" on nexus and done.
laughs in HBG pierce builds doing 1:58 speedrun
I do not remeber a single game RPG, MMRPG, ARPG or otherwise that uses bloat values ever and by this I mean values that are absolutelly never used for the damage formula and are just for show, some follow the all weapons have the same damage range but obiously fast weapons deal less damage per hit strong weapond deal more damage per hit or they each has their own damage but that is the damage used by the damage formula and when you find a skill that add +10 attack it just straight adding +10 attack to your weapon, no need to multiply it by an arbitraty invisible multiplier especific to your weapon type.
i mean, there was a general understanding that bigger number > burst / smaller number > DPS
not coincidentally the only other game/s that used true values instead of bloat values was X/X
realistically the utility of knowing the exact true raw value - to the average player - compared to the same increment in bloat value is zero as neither value is a true representation of the actual real-world damage output of the weapon
only the training pole will give you a reasonable approximation of real-world values instead of the bloat value abstraction / true raw value in a vacuum
people just like seeing big numbers and the bloat values are, by their nature, bigger
that the difference between bloat and true value is immaterial to the actual damage calculation makes this debate pointless