The easiest one to measure would actually be attack speed
Take any absurdly slow skill (not a multi hit, they have some properties that make it harder to measure), for example that slam skill on maces and one handed axes.
Measure it’s startup using a recording software of the skill unenchanted at 0 attack speed. Slowly increment attack speed from armor using armor, gems, and enchants.
The percent decrease in startup is found by 1-((x-y)/x), where x is the starting startup time, and y is the modified startup time.
You can then calculate the effective PROJECTILE speed, which is what the attack speed stat directly scales, by multiplying the previous percent decrease in startup time by 2. This is known to be true, and one of the only stat scaling multipliers actually publicly known.
From what i know, all the substats in the game use the same basic coefficients for their conversions, just modified by a scalar “effectiveness”, so using this should be able to get you an approximation for all stats.
no reason but this remind of a movie where superheroes are classified into Heroes and Sidekicks and at the end of the movie one of the Heroes say “lets stop calling them Sidekicks and call them what they truly are: Heroes”
yea, i’ve never really liked the term sub stats, it just feels weird to only have two stats that are actually important while the rest are deemed lesser
If anything, I think higher level caps will be slightly better. As you said, the new dual-stat jewels are a big reason why stats are so inflated now. But unlike all other equipment in the game, jewels don’t scale with levels, so after the level cap rises a few times, the stats we get from jewels will be just about useless. There’s still the issue of exotic enchantments and Dark Sea armor, but it won’t be as bad as it is now.