
Originally Posted by
ForsakenRoe
What I was thinking is that basically, DHIT sucks cos it's 'crit but smaller' yes, but it's at least interesting as compared to determination, which is a flat 'everything' boost. So we'd have 4 stats per role:
Right, but that "flat 'everything' boost" is at least a decent enough option, especially in a context where Crit only affects chance and jobs each have crit procs, as it opts for power over frequency of bonus events.
Having DHit convert into a Crit Bonus stat wouldn't be too awful, either, but would force mirrored investment each in Crit Chance and Crit Bonus for what jobs would actually want it, still constraining it as an option so that it's less desirable (or, has a lesser expanse of use cases), ultimately, than just straight Det.
For my part, I'd rather just see 3 general stats, each with job-specific scaling modifiers to allow for more or less oGCD-based jobs to still be allowed access to (something other than) Haste...
General: Haste (only GCD rate), Precision (Critical Hit Chance), Determination (Flat)
...such that we actually have enough of each of those now-just-three stats for them to actually make a significant difference...
...and 3 tertiary stats not naturally found on gear that are taken basically only for cheese / QoL / easy-mode-ing fights without a particularly tight enrage.
Tertiary: Tenacity (slightly increases maximum HP, Defense, and Magic Defense each), Swiftness (bonus movement speed and reduced Sprint CD), and Piety (increases all MP gains, including from external sources such as elixirs or being resurrected; maybe also reducing the duration of Weakness).
Granted....
...my own radical pipedream would be to have no secondary stats at all and instead just have Strength, Dexterity, Focus, and Spirit serve different functions that are useful, at least to a point, for every job and could make far more radical differences (a more Freya-like clothie DRG focused around frequent Geirskoguls and Mirage Dives, rather than powerful DFDs and Stardivers).
(Technically) complete freedom of gearing, with item sets being manipulable between different armor classes -- each tier has just 1 or 2 base items atop which armor is added, cloth lengthened, etc., as to increase Focus or (Magic) Defense at the cost of added Weight (which comes at an effective cost to, indirectly, the value of one's Strength and Dexterity) and adjust its balance of bonus stats (based primarily around the piece's 'vibe' I guess, since we apparently need wearing a nicer jacket be capable of making one hit 5x as hard).
In that setup, though, there wouldn't really be a single set role per job, and omni-levelers would as often just "main" Spirit, Focus, Strength, or Dexterity play, because a Spirit-heavy Monk would play a role more similar to a Spirit-heavy White Mage than a Focus-heavy Scholar would.
To be clear, even then, Warrior would not be able to competitively support much Focus or Spirit, though such could be useful for a highly flexible DPS build, while casters other than RDM would not be able to support much Strength or Dexterity (outside of perhaps Summoner Avatar meme builds, taking on physical qualities from its summons).