This isn't WoW. Main stats help to divide gear into cohesive groups the same way they do in WoW and act as flavor on top of that. It's aesthetic mechanical design. They do serve a purpose in being able to differentiate between stat reduction and damage type reduction as well, though we have yet to see SE exploit that in a raid (specifically referring to players getting debuffed here, not Addle/Feint/Virus) as far as I'm aware. Leave it at that.
As for the concept, I like the idea of trying to maintain Risk stacks in this manner, but I don't think Crit Rate is entirely appropriate. You're still going to stack Crit alongside this because of the damage modifier. Even if you force a cap on the rate. Maybe not as a main stat, but as a secondary for sure. Skill Speed and Determination are that bad.
I think a better approach would be to flatline the defence penalty to 10% regardless of how many you have and similarly crunch the crit rate boost, starting at 10% at 1 stack, then growing by 5% per each additional stack, up to a maximum of 30% at 5 stacks, letting you stack more on top of that from gear. That would be more fair and give you room to incorporate more into the rotation. You mention that this would be a mace/hammer user, but the way this feels (as far as I can tell) is a lot of little hits, very much like Bard, which ill suits a heavy weapon user. I think by making this reduction you can make more room for hard hitting abilities and pull away from the defensive kit a bit as well.


Reply With Quote




