Ah theory craft. Actually this itself is based on a false assumption. So I have been reading up on this approach to gaming, and I have found several flaws with it already, not in generalities because certainly there are ways to optimize anything in this kind of game because it is ultimately based on concrete algorithms (whether they are known or not), but in specifics where it is used to assume that there is only one single perfect way to beat every fight, and therefore there is no reason for any stat allocation that isn't optimized for this perfect approach that works for every fight.
In essence, this is how in chess, each specific known stratagem also has a specific way to beat it. If you attempt to use the same approach to beat one as another, you will lose. It is about strategy and approach, and what your focus is (stats) will very from game to game.
At best you could argue that any character with a static stat will be gimped because in any given fight, the stat will be allocated wrong. So the best you could hope for is a middle ground allocation that is balanced for all fights equally. But then this isn't the ideal stat allocation, it is just a compromise. So in that sense stat allocation of any static nature will be gimping your character, whereas a dynamic one (if at a cost) allows for approaching each fight much more optimally.
Further your assumption is also based on playing a single job, and only that job, ever. Meaning that switching jobs would also find said allocation to be gimping your character, not to mention those jobs that are split between stats, where both are equally important, but for different skills. In other words, if you allocate for a fight where you need one skill mostly, then in another fight where you need a different skill that depends on a different stat, you are no no longer optimal. The only way this would make sense is if each job had only one skill, dependent on one stat, and you could never switch what this skill was .
In short: you are incorrect in the assumption that static will always be better. In fact dynamic is the only way to allow for switching job specialties and accounting for different fight mechanics later that will be different, short of the system itself automatically adjusting stats to fit each job and fight. And honestly if you want to play a game that automatically optimizes your character stats for you for every single fight, so you are always perfectly prepared for the perfect fight, just by walking into it. Well, that is not this game at all, and certainly isn't one I am interested in.
Now, carry on writing me off as you apparently write off everyone else who disagrees with you on anything.![]()

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