Grampy_Bone
Arcane
Rules are rules because of being documented. The formulas of damage multipliers are not rules and player is not supposed to make judgements based on them.
If Roxor finished the game though, he would have found out that pumping only one skill is only good for first half of the game. For some skills many times so - Summoning is a prime example, but if you want mages to do damage and quickly learn all skills, you'd better to increase one magic skill before splitting into another too.
It's closer to end of the game where you can make characters like pyrostaffer with fire, fire buff on staff & warfare, and begin searching for alternative damage options, like choosing between weapon skill and backstab for example. You can play it differently, but why? Physical fighters pump Warfate & 1-3 (or none, if you have rings + skills or something) extra skills for more abilities, and that's that - for most of the game.
And to be honest... after years and years of being and OCD gamer in PC & P&P games and wargames to boot myself - I personally am completely tired of finding those extra 20 damage from whatever to my 600 basic damage, because it's banal and boring. I just want choices in character development and during conbat be interesting and challenging and surprise me. If they fixed the formula so Warfare and other skills would be equal for physical characters, it wouldn't really change anything. Character development in DOS2 would still be an MMO chore and +5%, and that's that.
I think it's more of an issue of reinventing the wheel *and* making the wheel an octagon, because "variety."
Games often (used to) give stats a unique purpose. Strength adds melee damage, dex adds accuracy. Okay. They also made combat styles distinct. Melee received damage bonuses from stats, while spells became harder to resist.
Now DOS2 has "strength weapons" and "dex weapons" and "int weapons." So everything is a damage stat. What is the different between an Int weapon, dex weapon, and str weapon when they all do 1d8+(stat*5%) damage? Not much. It's bland.
Then you have ability skills which add damage, or except in certain cases they add crit damage or high ground damage or free stat points (???). This is unintuitive. If your archer wants to hit hard, boost the warfare skill, even though you're not using warfare abilities. Mages should boost huntsman because they'll often attack from high ground and they lack other damage boosting options. Everyone ends up with cross-class ability points for skills they'll never use or are at odds with the rest of the build.
It's just a very kludgy system.