I first posted this like a million years ago but it kinda got shot down. I still think it's worth consideration, though I couldn't find the old one so I'll have to re-write it. I'm too lazy to come up with the calculations again, though. Well, the *complicated* ones, that is.
Every skill in Guild Wars that I've ever examined closely (not all of them, granted, but a large, large number) scales linearly. What do I mean by this? Well, the effectiveness of the skill increases on a per attribute level basis. For example:
X (skill effect) is equal to Y + Z*A, where Y is the Y intercept (the base value of the skill), Z is the modifier, and A is the attribute value. Take power drain. X (energy gained) is equal to 1 + 2*A. At 0 Inspiration X=1, at 5 Inspiration X=11, and so on. It's all linear. It all graphs as a straight line. Well, almost. It doesn't *quite* because some of the modifiers are fractional and the game rounds them before displaying them.
But what happens if we use a quadratic or cubic equation to scale the skill effectiveness? Sure, it's way more complex to balance, but it makes for interesting possibilities. What if a skill's gains drop off as its attribute approaches maximum? Or minimum? Immediately, we could have skills weighted towards primary profession or secondary profession use. Breakpoints become much more important. Instead of spending more attribute points for the same gain, what if it earned you more gain, or less? If it's cubic, than you can really have fun with it. Set the first vertex for zero, and the second for the attribute's maximum value (between 16-20 depending on circumstances, IIRC) - the curve in between can be anything you want! Don't you just love maths?
Just something to think about. Questions? Comments? Criticism?
C

