Quote from ironwoman:
You're forgetting the very reforge that makes other weapons pull out higher damage than guns do: elemental reforges. Also, as of the new Final Hit content, there's a sword that will give +critical damage. Also, not sure if anyone mentioned it or not... but the new skill DOES have increased attack speed for dual wielding.
-snip-
As a side note, Final Hit also benefits more from reforges than WotG will. Final Hit duration reforge is undeniably longer, and if you get your hands on elemental reforge and Final hit max damage in the same weapon, your damage potential skyrockets.
Before we go into how broken reforges make a skill, shouldn't we establish that the skill is powerful enough in its own right? After that, we can adjust reforges so that they no longer create a problem. If we look at it from the other end we're going to end up with a skill that feels lackluster without reforges, which sounds like the complaints I hear lodged at the whole melee tab as of now.
That said, I'm not going to dispute you on reforges making FH broken. I just want to make sure the skill is good enough sans reforges to be useful.
Now, you mentioned that it does have an attack speed increase. I can't find the numbers on this anywhere and my korean is awful, so could you enlighten me as to what they are? I can't say much if I'm missing a huge piece of information like that.
With all that being said, let's take a look at the numbers here:
Final Hit: Base damage*400%*1.33 (ele 3) = Base damage*532%
WotG: Base damage*312%
Now you might say that WotG hits faster and therefore wins... However, this proved to be false with the new FH.
WotG, currently with Dowra R6, will net 1225.7% DPS, compared to average 1410% of Final Hit. Source
And the above was disregarding elemental reforges. With elemental reforges, the DPS would come out to 1875.3%
Doesn't look so appealing just with percentages, right?
The source link isn't really helpful when I can't read a word of it (though the google translation is amusing). A video or summary would go a long way. As such, I can't really tell what's going on in his test. I don't know if it's applicable in general (knowing the attack speed increase would help here) or just applicable to his character (seems like a personal DPS test?). Obviously, if he is a melee focused character (did I see him say some gun skill was rank 6? Or is that the special upgrade you mentioned?), then he's going to do better with the new FH; something that may have been a change from the old FH, hence prompting him to make that thread. Basically, raw DPS numbers are hard to work with unless we have his base stats. Thus, I'll see if I can make a general case for his argument.
The only references that I can find to an attack speed buff for FH reference early testing from several months ago. It was originally 200% damage and 200% attack speed, then became 400% damage with no notice on the attack speed. Assuming the AS remained buffed to 200% (which doesn't seem like too much of a stretch), the total raw damage increase would be 800%, or roughly twice as much as I thought it was before. This is compared to 250% (crit) damage with 200% attack speed from WotG for a raw 500% damage, or ~612% with red upgrades. If those numbers are correct, then FH would win in a DPS test assuming identical attack, though not by a margin that I consider alarming given the relative risk in the two skills.
But perhaps that analysis is deceptive because one set has higher base damage than the other?
Gun damage comes in at (STR + INT)/5 for max.
Melee damage is STR/2.5 for max.
At caps, this means the two will have identical damage. Before caps, given that INT is relatively easier to get than STR, guns would likely have an edge. Thus, this isn't where FH gains any ground.
Since you mentioned that "the elite upper crust might have stats to put up those sorts of numbers"... I'll show you why you don't even need high stats to do damage.
Let's say you have 250 max, which is really beginner tier damage. Now combine that with the percentage above. That gives you 4688 of average hit per second. That alone can clear out pretty much any content that pre-HM users have problem with, and will still clear out post-HM contents with ease. Now multiply that by three, assuming the character has 750 max, which by the way, isn't really that high, especially considering the STR potential of NA servers because of Ninja and you could even get upto high 800 or low 900, especially with SAO enchants or the new enchants that will be released, now add in 30% BFO because that's pretty average, boom, you get yourself 20k per hit.
With all due respect, I think your perception of average is a bit skewed. It's certainly possible to do everything you said if you're the kind of player that maxes every skill within days of it's release and spends time and gold running high-efficiency content with the single-minded goal of gaining strength. It is an accessible strength for those who go after it, but that is, realistically, a very small portion of the playerbase.
That said, when one compares this 20k raw damage FH with other skills used by a player of the same caliber, does it still seem so crazy? If it did, I suspect the general case should be looking far more alarming.
Perhaps the biggest problem here is that, with 0 restrictions, the best skill from the best skillset will always dominate. As players reach endgame, they have no reason to use any skillset but the one that is best in whatever their current situation is. Attempts to change that have always been met with unbridled ferocity, matched in fervor only by the complaints that one skill is dominating the game. Whether Final Hit ends up being an issue or not, I wonder if there's any possibility that Mabi won't have a single 'best skill' at any point in time.