In PSU PA's were unfairly blamed for the imbalance issues, but the problem was that Sonic Team expanded on a flawed status structure.
PSO:
By end game the hunter class had decent accuracy but they had attribute % which would amplify their damage, in damage per second this would translate into them making up for lost time; lost time being the misses. However very few enemies by this point have the kind of evasion needed to simulate a balance. Ranged classes were balanced with Force classes until they used spread neeedle or yashminkov M and were a racast, which had hunter status parameters for the most part but more accuracy for a little less strength. (I believe more strength than a Hunewearl though.)
PSU:
Pa's give % damage buffs when done and accuracy buffs as well as weapons still giving up to a 50% damage buff which in opposing cases turned into 100% buff. Ranged classes I'm not sure about but force classes recieved a % buff from the PA's (Usually lower than any comparible melee Pa. They actually recieved a 12% buff on their slowest cast speed weapon (staffs) and a passive 10% element buff from their techs. (Thats right foie only does 10% fire element damage at level 1-10 and gets another 10% every 10 levels.)
The damage isn't the issue though thats just where the problem starts, the problem was in how fast the damage was done, techs only hit 1 hit box at a time per cast and do only 1 hit per cast, while a Pa can do up to 9 hits per attack and some are fast enough to do 2 of them before the techer can finish casting their tech. An item adjustment would be needed to keep up in the form of har/quick in PSU, but that uses up a head slot and lowers tp damage by 100; the only purpose of it in the end is to help even out the dps and make offense a viable option.
That is why I'm so down, the condeluted system of scaling created by Sonic Team as I understand it. That and the reskins.
I'm Unamerica and you can too.
The Official Huge Monster Hunter Thread:









