Making a post in this other thread, I started thinking about what attributes do, and what else they might do (to make non-mainstats more attractive). And that led me to thinking about D2 stats like faster cast rate, blocking speed, and hit recovery, that all had breakpoints. If you didn't play D2, the issue was that the game was 2D and displayed things at a set speed of 25 frames per second, and thus events had to occupy a discrete number of frames. So you needed to get a certain amount of faster whatever for it to actually make a difference, and these bonuses always came with diminishing returns. For example, a sorceress' default casting speed was 13, and to cut off a frame she needed to add, 9, 20, 37, 63, 105, and 200 FCR to reach the max 7 frame casting speed. Thus you'd look at your build and if you were at 40 FCR, you knew you needed 23 more to make a difference, but that once you got to 63% you had to jump all the way to 105 to improve, thus there was no reason to tack on just another 20 or 30% at that point. There's an explanation and giant tables showing breakpoints for everything in the diablo 2 wiki. http://diablo2.diablowiki.net/Breakpoints We don't have breakpoints in 3D games like D3 since movements can just be sped up. Thus skills and item bonuses and such all just say "4% faster attack" or whatever. And that's what they do. You don't need math or breakpoints or whatever, and there's even a big green number to spur you on. That said, does anyone miss breakpoints? They were an artifact of 2D technology, but perhaps they were fun also? In D3 a lot of things are just "want moar." You want more ias, more mainstat, more cc, more cd, etc. And adding more does improve your performance, but breakpoints gave a sort of mini-goal to the equipment game. Instead of everything just making X slightly better in D3, what if you knew you needed 18% more IAS to make a clear difference? Every expert player in D2 planned their build to reach certain breakpoints, and we juggled gear extensively when we needed just 5% more FHR since that 5% would make a big difference. I can't see that ever coming back in D3, and I'm not really suggesting it. But I like the idea of mini-goals within the item game, and special small bonuses. So how about a hybrid system? Instead of breakpoints, what if every 10% more in X gave you a slightly bigger bonus, or some special bonus? What if every 10% in CC added 5% to your CD? What if every 100 in a resistance added 5 to your INT? Or every 50% more Magic Find gave you +5 to your vit? Or if every 50% in Critical hit Damage added 1% more CC? If you were sitting at 341% CD, you'd certainly put a bigger value on getting 9% more than you do now, eh? Obviously the examples above are just off the top of my head, but imagine this system throughout all the stats and figures. It would give you milestones to aim for and mini-rewards all over the place. Would this be fun? Would anyone care? Would it change anything? Would bliz be able to document it clearly enough for it to pass the "Bashiok's mom" test?