I wonder if it's just me, but does anyone else wish we had more Stats that offered more variety in gameplay?

As of right now, stats can feel kind of lame due to the prevalence of Crit and the lack of much decision with them.

Since, given that a piece of gear typically has 3 secondary stats on it and we have 4 main secondary stats: Crit, Direct Hit, Determination and Skill/Spell Speed (Which, really, should just be one stat...)

With Piety and Tenacity being additional stats that are kind of lul. With Tenacity being kind of useless because extra mitigation is not necessary and it provides less damage than the other 4 stats. While Piety is generally wanted up to a breakpoint and then ignored (Possibly still the case even after its ShB rework)

I wonder, if we could get more stats. With more interesting and/or niche effects so that certain jobs might diversify from the Crit > DH > Det formula as well as making gearing and melding more interesting.

So, for that, I wonder, what kind of Stats would you find interesting to see?

I have some examples myself:

* Multistrike - Adding a chance for a skill to fire off multiple times (Additional effects are not duplicated) much like how NIN's Duality or BRD's Barrage works. Possibly could even allow for cascading procs I.e. Standard proc is +1 strike, but bonus strikes can also proc it allowing for multiple more strikes.

* Tick Rate - Increasing the frequency of DoT/HoT tick rates. Instead of being fixed every 3 seconds can be sped up, similar to SkS/SpS and the GCD.

* Follow Through - Adds a chance for a skill to proc an additional hit of damage. Also, increases the damage of the additional hit.

* Mastery - Adds to an effect that is unique to each job. I.e. Each job will get a trait with a passive bonus specific to some part of their kit. Mastery will improve it in some way, I.e Block Chance and damage return/MP gain on Block for Paladins. Astral Fire/Umbral Ice bonuses for BLM. Greased Lightning bonuses for MNK.

* Lifeleech - Adds a chance for skills to proc a life steal effect, dealing damage and healing you based on a percentage of your maximum HP.

* Cooldown Reduction
- Reduces the reuse timer on skills (That aren't the GCD)

Of course, I'm aware of the major barriers for implementing more stats. Such as, the time and balancing that would need to go into making sure that certain stats aren't brokenly powerful, or simply just far and above all others (Well... Disregarding the current state of Crit)

As well as the "Well, Theorycrafters will just math out the meta stats anyway" but this argument also suggests just doing away with secondary stats completely. Just make all gear simply give Weapon Damage/Defence, Primary Stat and Vitality... Since, that would be equally as interactive if you think Theorycrafted stats are the end-all-be-all of gearing.