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Edit: btw i'm not suggesting remove health augment - that is up to you. I personally prefer to keep it for comfort in most of my builds.
Oh like my tackle that move and recover my hp, and let me hit that big number to regen is back even more (don't forget your medicene deco) boom. Constant in your face great sword
But if you can't avoid every attack, or heal fast enough from say Safi jiva armor, you have to spend time healing, where health augment allows you to heal while being aggressive, so it can indirectly boost your damage output, by decreasing downtime, and can make skills like peak performance very valuable, as it's easy to stay at full health, but this wouldn't be useful in the theoreticaly perfect hunt.
Affinity is a good choice, especially if you don't want to tenderize, you can often use affinity augments crit eye and Safi armor and agitator to reach 100% affinity without tenderizing
But if your running gunlance or sticky ammo, where crits Don't matter as much if at all, attack augment is still a good option
For elemental builds, you would go elemental augment and health augment or full elemental augment.
With alatreon GS, probably go 2 ele augment 1 health.
This. GS should always go for attack instead of element, because of the way math is done for its moves. Elemental augs don't give a significant boost to your charged attacks like attack augs do.
Yes, elemental damage also gets boosted with your TCS, but if you consider the massive motion values GS gets, along with the sharpness multiplier for raw, the generally higher HZVs for raw, and your run-of-the-mill meta skills like Crit Boost and Agitator which don't boost your elemental attacks at all, it's not as optimal.
Edit: Actually, upon checking kiranico for the elemental multipliers, it's probably better to spam Leaping Wide Slash III than TCS if you want to run element, because of the x3.50 multiplier compared to what TCS Power has (x1.80)