That said, it seems to me that in most cases stats are one of the least worthwhile places by which to attempt to generate additional variance in gameplay (one could even say gameplay meta-content), rather than theorycrafting meta-content. Critical Hit, for instance, has been purposely tuned down, in being made both crit chance and multiplier, from its previous gameplay differential on Bards (and what Monks now would have seen if not for the change). Healer MP restoration tools are too significant to Piety to seem so as well, and even if it did carry far greater significance, it likely wouldn't feel good, as a lack of it feels more restrictive than having it feels freeing. Determination and Direct Hit are about as banal as you can get. That leaves Speed the only real, consistent gameplay modifier, but even then -- only at its specific breakpoints.
What I would like to see then is to go in either or both of two ways: (1) simplify the stats' outputs such as to draw as close as possible to equal rDPS increase, but in more distinct ways, and/or (2) allow for flexible stat allotment towards chosen breakpoints.
(1) rDPS gap squished. Gameplay gap widened.
The goal here is that you can wear pretty much whatever secondaries you like, pretty well regardless of job (e.g. exempting Speed up to certain breakpoints, and still stacking Critical on a Bard or Monk).
Or, you can go the step further, and make it truly work evenly regardless of job.
For instance, to make all stats equally contribute to Repertoire or Deep Meditation, one need:- Make each generate from any Critical Hit or Direct Hit.
- Have a generation chance based on the passive (stat-determined) damage modifier.
- Use a player-determined tick rate for DoTs, which scales with Speed. (The duration remainder past the final tick possible will deal proportionate damage upon the debuff's conclusion or replacement.)
- Have Speed affect oGCD damage.
- Have Critical Hit solely grant critical hit chance, while Determination supplies the bonus damage on CH/DH, doubly, on both the general damage, and the critical/direct modifier, stacking.
- Voila, all stats now contribute roughly equally towards Deep Meditation. (Or, so they could be tuned.)
But let's say we also want to see a larger difference from the stats. While I'm not normally a fan of pruning, I actually think Direct Hit, so long as its remains just a watered down version of Critical Strike, may as well be cut. The apparent issue is cutting without replacing, and the real: the lack of viable replacements. Accuracy, even if made a "real" stat (flexible, granular -- rather than bimodal, and capable of post-cap benefits, would be probably still want to be swapped about on a fight-by-fight basis. Anything which would accelerate Ability cooldown rates would affect gameplay greatly, but not necessarily for the best, as an optimal party composition would have to decide on a speed to sync to, and then continuously gear towards that while remaining wary of any slight discrepancies which may force a Trick Attack to go off too soon or too late for an optimal window, etc. The closest major adjuster I can imagine is something which would increase the durations of certain buffs, etc., as to at least create as much gameplay variance for some classes as Speed does, but it would also end up a redundancy, two sides to the same coin; if Speed offers
relatively more time (GCDs, in this case) per buff, then offering more actual time is essentially irrelevant. It would seek only to fix "issues" like DoTs being forcibly clipped by optimal rotations (which actually has the benefit of offering freed time within the optimal rotation, and therefore probably shouldn't be seen as an "issue" so much as designated leniency), which, where an actual issue, had best be fixed in a more universal manner (such as a pandemic system, to borrow WoW's term).
So, what
can we do?
A basic spread would include something like Rate, Modifier, and Chance Rate (optional: +Modifier). And to an extent, that can actually be interesting, but only chance and modifiers can still deliver notable breakpoints.
If it would normally take 10 hits (or 6.67 --> 7 crits) to trigger some damage-created effect, then by reducing that relative requirement to 9 (or 6 crits), you'd see an actual difference from something like Determination. And yet, we have no mechanics like that, neither universally (likely nested in our enemies through some mechanical interaction), nor within class toolkits (additional effects, or traits). Alternatively, if we were trying to guarantee a critical hit within x GCDs, there would have to be more to that than just chance, such as (as per WoW's Fire Mage or some FFXIV 1.x designs) increasing chance bonuses until the chance effect has been guaranteed. Short of that, you don't have a necessarily changed effect -- and that can be okay, but
only if there's a counterpart that does offer the guaranteed event. That's probably the
core issue. We can utilize chance, but only in gimmicky mechanic-by-mechanic way limited only to a couple jobs out of the whole lot, and only Speed offers us actual consistent breakpoint change (in this case, internal / rotational). If each of the basic spread were to offer something visible, significant, we'd probably feel far more impact from our stat choices.
But that still leaves one major issue, our constant numerical finagling over our gear in order to keep our breakpoints as near as possible to no excess. For some that metacontent may be interesting, but I strongly suspect the majority would prefer something a bit less demanding of time spent pouring over loot tables and replacing materia.
(2) That's where flexible stats come in.
Let's say you had, rather than fixed stats (which we can for now call Red, Yellow, and Blue), three half-way colors, Citrine, Emerald, and Amethyst, or vice versa. Gear still permits what stats you can take, but you can set those breakpoints directly from which to determine in what direction each stat is spent.
- Priority 1: Speed to 1200.
- Priority 2: Critical to 1660.
- Priority 3: Speed to 1750, if possible. (Skipped if not possible)
- Priority 4: Determination.
And with that, you hit well-rounded values at all times, though one must still pursue gear fit to their purposes.