Expanding on the theory that in FFXIV your weapon will determine many things.
I think your weapon should expand your stats in one area and kill your stats in another maybe somewhat like these:
Two handed weapons greatly increase str while lowering mp, hmp, chr, int, mnd, and vit. They give you the highest str caos but no added dex
Swords and Katana moderately increase str and dex while lowering mp hmp, int, mnd, and agi. They give you moderate str and dex caps..
Daggers, katanas, etc greatly increase dex while increasing str slowly, while lowering mp, hmp, int and mnd. They give low str caps and high dex caps.
so basically two handed weapons increase str to a higher cap than sword or dagger, but decays dex to a lower cap than sword or dagger; Sword is in the middle, and dagger gives you a high dex cap and low str cap.
Casting black magic increases int, mp and hmp, but lowers dex, vit, chr and str
Casting white magic increases mnd, chr, mp and hmp, but lowers dex, agi, and str
Using a shield increases vit, mnd, agi, and chr while lowering mp and dex
for example, using a scythe on your dark knight would result in a high attack character and lower accuracy. In order to change this you have to play with a sword or dagger for awhile to increse your dex.
I see it like this:
on Dark knight you have soft caps of 75 str, 75 dex, and 75 int. You cast a bunch and your int goes up to a cap of 100 while your dex and str goes down to 75. You hit with your sword to raise dex and your int suffers, going back down to 75. You fight with your scythe and your str goes up to 100 but your dex goes nowhere. This make a cycle of keeping your dark knight great but forces you to expand variety play of the game ^^
You can see how this sould help and limit many of the currect jobs of FFXI unless they play with different weapons, while you can have a fine experience playing with one, to do your best, you have to play with many before using that one.
So for FFXIV I see us all starting out as onion knights (basiaclly rdms) who can cast and equip just about everything but never get above stats that cap at 30. No onion knight could get far into the game. But when you reach certain levels of certain stats, you can unlock jobs and take certain stats up to high levels on those jobs and have to suffer soft caps if you don't balance your play. Example you have to get int, mnd, and dex (with a dagger, cause the +dex would be > - dex from casting) to certain levels on your union knight to unlock red mage. Then the red mage soft caps are 75 for int, mnd, and dex. but you have a challenge ahead of you to get them all near 100 hard cap.
On thief, you could play around with a sword to raise your str high and then switch to dagger, use your dagger weapon skills until your str decays back to dagger level and then go back to sword.
Spells, abilities, and weapon skills could be based on your stats and weapons too. Example, you need 80 str to do Guillotine on dark knight, if you fall below 80 str, you can't do it anymore. A black mage who melees alot might do nice spirit taker for mp regain, but his low int would prevent casting tier 4 spells and tier 3 "-ga"s which would require 80+ int.
Now you can see how relic weapons would be even more awesome in this game. They could be designed to increase stats that the weapons normally wouldn't and cause stats to increase beyond hard caps. A black mage relic staff could allow you to raise int (25% above cap) to 110 and that's the level you need to cast ultima! ^^
Then finally potions that temporary raise stats would be vital for some things. An int potion could help you reach that 110 int needed for ultima but you could only cast it for the 5 minutes that potion lasts.
Edited, Jun 27th 2009 12:02pm by Eanna