I really can't be bothered to go over the problems with the example stunts in YS again. Let
this link be my contribution to the discussion.
...was this just put up as background for your thought process?
Yes. Feel free to check out the Telepathy power, it's
here.
He seems to be comparing accuracy and weapon rating at a 1:1 ratio...
I am indeed.
And if I follow your rebuttal correctly, it doesn't actually counter what I said.
See, my point only stands in a very specific case. That case is a case where even with the stress boost the attack will inflict no more than 1 stress on a successful hit, and where the GM isn't handing out free Aspects for glancing blows.
In that specific case, stress and accuracy are equal. Because no attack that is converted from a miss into a hit by the accuracy boost will do anything. And stress and accuracy boosts are equal when applied to attacks that would miss with the accuracy boost or hit with the stress boost.
The thing is, that specific case is rather common in social conflicts.
I'm not saying it needs a nerf. What I'm saying is that using Weapons already has a built in advantage of the weapon rating, and adding a stunt to boost the weapon rating even further feels like stacking stunts in a way the RAW doesn't intend. It makes more sense to me to limit it to accuracy stunts, or maybe stress boosting stunts that cost a fate point to use, like Killer Blow.
But that all's got little to do with social conflict, so perhaps we're getting off topic.
Don't worry about derailing, the thread is like 80% derail anyway.
Some stunts are written under the assumption that people will not always have access to their favourite weapons. I freely admit that they push the limits of balance a little bit, but if you can't specialize in a weapon with stunts something is very wrong.
The Rules As Intended here clearly let you use stress-boosters with Weapons and Guns. The rules and the examples are in agreement, and there's nothing unbalanced about the result.
PS: Killer Blow is garbage.