
Originally Posted by
Urthdigger
I think the numbers are fine. They make balance easier by allowing the devs to increase in smaller increments. If we assume the same general amount of power compared to the enemies, but the numbers are simply smaller, it means any increase is more significant.
For an extreme example of why this can be bad, look at refresh in FFXI, at least when the cap was still 75. Because the numbers gotten back from any form of refresh were so small (I believe the highest from any given source is 3, from the spell), even getting an extra +1 refresh from a piece of gear was a big thing, and as a result only higher-end pieces had it.
Using bigger numbers, bonuses can be given in smaller increments. Let's say in the above example, all the numbers were multiplied by 3, so the refresh spell gave 9 MP a tick, armor give 3 MP a tick, and maximum MP and spell cost were all 3x as much. It would be possible for them to add lower level, more common armor that gives 1 or 2 MP a tick. On the HP side of things, they not only have more freedom to add regen effects, but they can also be more liberal in adding damage reduction effects like phalanx (FFXI phalanx, which reduced a static amount of damage from each hit), or bonuses to stoneskin.
This also extends to the various other combat statistics as well. In FFXI, it wasn't uncommon to see a piece of low level gear get used for many levels, simply because it was the only piece for that slot that increased that stat, and usually by a small amount too, like 2 or 3. By using bigger numbers, SE can gradually increase the stats available from a slot, without each one having to be a huge leap in quality.