As much as FFXIV at launch was a failure It had a lot of neat concepts which got me thinking about the leveling and job(class) difference between the two.
I propose an adaptation to FFXIV's physical level-up system, but with a small variance, you cant control what attribute increases.
I am grateful that SE has agreed to allow FFXI to be more Soloist friendly with exp. bonus rings, raising exp rewards from "even match" to lower mobs, and removing level caps from certain main story mission battles. But perhaps a little icing on the cake should be considered.
I am certain that countless people have invested time into having multiple jobs leveled, with intentions to be a jack-of-all-traits perhaps, or just to kill time. Rewarding the time invested here would only seem fair.
Imagine any job, lets assume lv.99, and imagine that WITHOUT a subjob's or equipment influence, its base attributes sum up HP at around 700 and 50 STR. And lets assume for a second that at lv.1 the starting HP is at 20 and 4 STR.
Now picture a stat accumulator that takes 2% of all and any job at any level after subtracting the lv.1 stats, so (700-20)680HP and (50-4)46STR, giving us 13.6HP and 0.92STR. This comes from only one job, all jobs accumulated lets picture a grand total of 132HP and 13STR (this person has maybe 9 or 12 jobs leveled at 99).
With this stat accumulator lets reward the player by adding all the stats to its current job, calculated by the current level. Say a player starts a brand new job (lv.1), he gets 2%(+2HP) from the stat accumulators totals to benefit from and the % increases by 1 each level. At lv.50 he gets 51%(+67HP,+6STR) of the accumulated stats, and at lv.99... 100%.
Now perhaps choosing 2% from all jobs to calculate the accumulator may be a bit low but I'm sure SE can decide on a fair value, considering the time investment it requires for any accomplishments in FFXI.
I would also suggest this system included the attack attribute with how many weapon skills have been leveled in the same way.
Lastly I would recommend this system to be a solo inspired bonus, so the bonus should be divided according to the number of party members (not counting alliance formed)
(Ph :: Physical calc.) formula: (job_stats - job_lv.1_stats) x ?%
(PhS :: Physical Sum) Ph<war> + Ph<mnk> + Ph<thf> + Ph<whm> + ...
(PhB :: Physical Bonus) reward (PhS x (current_job_lv + 1 / 100) / #_party_members
I'm interested in comments. "" If you wish for a physical system.
Thanks for your time