- Joined
- Oct 21, 2004
- Messages
- 5,301
- Age
- 40
The main issue is items with insane bonuses, take a novio earring for example, it would match a moldavite at lvl54. Imagine at lvl54 +10mab on just earrings? Zenith mitts would be another 3mab (or 4 if you own the +1), morrigan body, etc.. Almost all the top pieces at 75, would remain a top piece even at very low levels.
Basically, starting at the 70's, items start popping up that have flat out insane bonuses, just imagine the gear a lvl70 character can wear, and a lvl75 can, the "nerf" using your formula would only be 6.6% yet the gear can be many times better. And quite frankly, almost any formula would have the same drawback that's caused since item's stats don't get better in a linear fashion, and don't get higher at the same rate for all jobs or all slots.
The only reasonable way to do this would be on an item-by-item basis, which I really doubt SE wants to do. Either that or let higher level item be better than normal items and introduce a new powerlevel technique.
I think that perhaps there should be a statistical reduction based on level you get capped at as opposed to level of the gear (that is to say, the greater the gap the greater the penalty). This would make using level 70+ gear at level 20 less useful than using that same gear while capped at level 40.
If a 15-level gap gave, say, a 40% stat reduction then something like Byakko's Haidate would be 3% haste and 9dex, it'd be good but not massively broken for that level, as an example. If it's done this way then using Haidate in the L20s range would wind up being something like 1% haste and 3dex - not that great but for an L20 item it'd be acceptable compared to other crap you'd be wearing, i.e. beetle subligar +1.