Secondary Stats barely do anything in this game. In 3.1 they are going to be adding ilvl180 (or was it 190?) crafted jewelry. Which means that people who RMT or have tons of money will have a "HUGE" advantage to people who even do Savage Raiding. This is .. not good game design, especially since most of those are required to beat said content.
Base stats are FAR FAR more valuable in this game. Which I don't think is right, we need more choice and better secondary stats honestly.
Current Crafted Jewelry is 31 strength, 29 vitality: 60 base stats.
Alexander Normal: 40 base stats.
Alexander Savage: Only 47 base stats.
If current rates are go
New Crafted Jewelry would be 31 strength (or more), 36 vitality: 67+ base stats.
Current Jewelry needs a buff to compensate or secondary stats need "need" a revamp to be on-par with the base stats of crafted Jewelry.
Accuracy: Probably the most important stat in the game, but a badly designed stat in general for the game. Don't have it? Can't hit anything. Fun...
Critical Hit Rate: Probably the second best secondary stat in the game since its different from the damage main stats. Everyone wants every piece of their gear to have this for a good reason.
Determination: Have 100 Determination? That is about 10 strength, mind, intelligence, dexterity. After its nerf for no reason the stat is .. anything but good. Its ok...
Parry: 250 Parry? That is quite the big number you got there! About 1% damage reduction total if not less! The Strength/Dexterity nerf made it pretty worthless.
Skill/Spell Speed: I really.. REALLY don't like this secondary stat at all. It ruins rotations and honestly just even with 1000 skill/spell speed it barely effects your character. Also when you have tons of it it makes you run out of MP/TP faster! They should of really put more thought into this when they designed it.
Primary Stat change:
Vitality:
Now adds a chance to riposte attacks. More Vitality=more chance to riposte.
40 Vitality=1% chance on hit to reduce damage taken by 20% and make a counter attack that is 4*level (60=240 damage base.) Yes, it can critical hit too.
Secondary Stats I recommend that would actually make a difference:
Autoattack Modifier: (Or remove autoattacks from the game completely and just use skills, would reduce lag.)
Raises the damage of autoattacks. Fairly simply, right now some DPS are doing 1400 dps and our auto-attack barely hits for anything. It is a much needed addition to the game. Honestly though, this game doesn't really need auto-attacks.
Riposte Damage:
Each point of "Riposte Damage" adds 2 damage to riposting and 2 enmity.
Critical Hit Chance:
Instead of a number it is base percent.
5% = 5%, 1% = 1%. Much more satisfying to see a base percent then crunch numbers. Trust me, it makes the game funner too.
Critical Hit Bonus
Critical hits deal more damage. Self-Explanatory.
Each point of "Critical Hit Bonus" adds 2 damage to critical hits.
TP Reduction:
Reduces the cost of skills that use TP by percent. Same as Critical Hit chance, completely percent based.
5% = 5%, 1% = 1%.
MP Reduction
Reduces the cost of spells that use MP by percent. Same as Critical Hit chance, completely percent based.
5% = 5%, 1% = 1%.
Haste
Pretty much already in the game as "Attack Speed", but not on gear.
Increases reuse/gcd of all skills/spells. Based completely on percent.
5% = 5%, 1% = 1%.
This would mean you could actually build your character more the way you want to build it. Which would actually be pretty fun to the game.