Don't like being told that you can't design video games, do you?Originally Posted by stupid11
Here's the bottom line: AP (which is STR, AGI, whatever form it comes in) makes the baseline number above the mob's head bigger. ArP makes the baseline number above the mob's head bigger. They're the same effect.
Crit throws a multiplier onto the baseline number above the mob's head.
Haste makes the number above the mob's head show up more quickly.
The latter two are different mechanics that represent something very different in the game world than simple attack potency, which is exactly what AP and ArP are. By potency I mean how much damage your character is capable of wielding in a single strike. Crit would represent placement of a strike in a choice location and haste represents ability to attack quickly with a weapon.
Oh, in case you didn't know, at least some superficial grounding to reality is necessary to make a game like this at all meaningful (and not in a moral sense). You have to have something that people can relate to for the non-real world part of the universe to take off from. (Just because I see the "WoWz isn't real nub" argument coming a mile away.)
WoW's _massive_ popularity has never been due to complexity of stats. It's a piece of the game that plays to a minority audience (the hardcore metagamers) and one that Blizzard has evaluated and found certain parts of to be unnecessary. I don't need Ghostcrawler to make clear the problems of gratuitous complexity. I've known about Ockham's Razor a lot longer than this game has existed.
If you want a Rube Goldberg MMO why don't you go pitch it to some game companies and see how far off the ground it gets. I'll bet it'd be a real winner.