About stats and their purpose
Before I start, please take a quick look at this. This is latest table with the stats and their function that I found in the official patch notes.
So, we can assume it is what is going on in the game at the moment. I'll also assume, for the sake of lacking clairvoyance, that they'll use the same stats and effects in ARR. Why? Because I'll make suggestions.
Quote:
≪Parameters and Their Effects≫
StrengthVitality- Damage taken
- Enhancement Magic Potency
- Maximum HP
Dexterity- Accuracy
- Block Rate
- Parry
IntelligenceMind- Healing Magic Potency
- Magic Accuracy
Piety- Magic Evasion
- Enfeebling Magic Potency
- Maximum MP
≪Auto-attack Damage Bonus≫
Pugilist
- Bonus 1: Intelligence
- Bonus 2: Strength
Gladiator
- Bonus 1: Mind
- Bonus 2: Strength
Marauder
- Bonus 1: Vitality
- Bonus 2: Strength
Archer
- Bonus 1: Dexterity
- Bonus 2: Piety
Lancer
- Bonus 1: Piety
- Bonus 2: Strength
Conjurer
- Bonus 1: Mind
- Bonus 2: Piety
Thaumaturge
- Bonus 1: Mind
- Bonus 2: Piety
The stats by themselves, without the auto-attack bonus damage, kind of make sense. Things are well spread out and less meaningful stats have more effects to reinforce their meaningfulness.
There is one down side to it though, if I'm playing a class of the Discipline of War, why in my right mind would I put points in INT, MND or PIE?
Because I'm using a class, I can freely pick additional abilities in the Discipline of Magic to supplement my arsenal of abilities. However, by doing that, I greatly undermine my primary role in Discipline of War: physical damage/defence.
Why?
Because the stats of INT, MND and PIE are utterly useless for Discipline of War! I have to spread myself over many stats to try to patch my weaknesses.
That would be another story if all stats were meaningful for all Disciplines.
The devs thought about it too! So they decided to add the ≪Auto-attack Damage Bonus≫. Most Discipline of War reach into INT, MND or PIE to add meaningfulness to one of these stats.
Another way of seeing it would to be to realize that they are so useless to Discipline of War, the devs had to artificially force them into base auto-attack damage to draw our attention to them.
Otherwise, a lot of stats would be even more frowned upon and the market would be filled with the same stat items/materia and all Discipline of War would have roughly the same points allotted in the same stats.
This is yet another example of powder thrown at the players' eyes.
I do not blame the devs, it is quite difficult to balance things and create new original systems that are working.
As a good player criticizing, I'll try my best to make it constructive criticism and propose an alternative. I expect other players to do so too, please.
First, the main idea is to have all stats useful and meaningful to all classes.
Otherwise point allotment is cumbersome and a weakness to the game, not an asset.
Second, in my example I will try to abolish ≪Auto-attack Damage Bonus≫ per class.
Here goes:
Quote:
Strength- Base auto-attack damage [*include archer shots and thrown weapons]
- Enfeebling Magic Potency
Vitality- Reduce physical damage taken
- Max HP
- Enhancement Magic Potency
Dexterity- Physical attack accuracy
- Physical block/parry/evasion rate
- Healing Magic Potency
Intelligence- TP consumption rate [less TP required for weaponskills]
- Base spell damage
Mind- Weaponskill damage (physical)
- Combo effect power [damage, % chance, duration -- depending on the effect, both for weaponskills and spells]
- Attack magic Accuracy
Piety- Critical strike rate (physical & magical)
- Magic evasion
- Max MP
Now, for example, a class from the Discipline of War.
- Strength is useful to me because it enhances my base auto-attack damage.
- Vitality is useful to me because it reduces my damages taken and increases my max HP.
- Dexterity is useful to me because it allows me to hit more often (steady damages closer to my base damage too) and avoid being hit.
- Intelligence is useful to me because it allows me to use weaponskills more often.
- Mind is useful to me because it increases the power of weaponskills and combo.
- Piety is useful to me because I can do critical strikes noticeably more often.
Because we have limited points to be allotted and stats are meaningful (let's assume that), I can specialize my classes the way I want them.
Do I want an accurate lancer dealing a lot of critical hits, but with low HP, defence and weaponskill power?
Do I prefer a lancer specializing in weaponskills and accuracy, but totally useless when it reaches 0 TP?
Do I prefer a jack-of-all-trades lancer that can adapt to any situation?
Same for Discipline of Magic, but in my distribution above, it's kind of unbalanced.
It's something similar to this that we need to have a purposeful point allotment system and not a torn in the foot of character progression.
Mistakes must be lessened and allow place for creativity in customization of your class.
Of course, cookie-cutters will always exist, but it might allow for more than one set of cookie-cutting builds.
Thank you for reading all this way, please help me improve this idea and the point allotment system. We want ARR to be successful and an epic win, for the well-being of our entertainment and possibly help reform the crappy MMO trend out there.