Hey, just wanted to break down and propose new stats for next tier Exalted. There are currently some issues with Classes not having support via the Exalted Armors and Valor is extremely polarized and doesn't benefit even half the classes properly.
Bourgeois:
Spoiler
Type 1
Head: Crit
Chest" CON
Gloves: Skill Power
Boots: Movespeed
2/4 - Max HP
3/4 - Crit Rating
4/4 - MoveSpeed
Type 2
Head :Accuracy
Chest: Maximum HP
Gloves: Pierce Physical
Boots: Dodge
2/4 - Accuracy
3/4 - Skill Range
4/4 - Pierce Physical
Problems with previous set.
Dodge: Cannons don't use dodge as a stat, nor can they scale it high enough to be a factor in combat.
SEN: whilst nice for crafting [Which Bourgeois doesn't do...], is inadequate for combat. 26 SEN is only 1% crit, or 2.6 AP. It has no other benefits, and is laughable at best for such an end-game piece.
Attack Speed: Also, useless for Cannons/Launchers. Having a base of .35 atks/s means a 10% Bonus is only .03 increase, and that doesn't register on the DPS numbers at all.
Artisan:
Spoiler
Type 1
Head: CON
Chest: Maximum HP
Gloves: Critical Rating
Boots: SEN
2/4 - Maximum HP
3/4 - Pierce Physical
4/4 - Movespeed
Type 2
Head: Accuracy
Chest: Dodge
Gloves: Attack Speed
Boots: Maximum HP
2/4 - Accuracy
3/4 - Skill Power
4/4 - CON
Issues with previous versions:
Essentially all the same as Bourgeois, however having a SEN piece is fine in one* of these variants as they actually craft items.
But things like Dodge being on both sets doesn't support Launchers, so I'm making a proposal to do away with it on one version and formulate it to be more supportive of Cannons as well as Guns.
Mage:
Spoiler
Type 1
Head: INT
Chest: Crit Defense
Gloves: Skill Power
Boots: Dodge
2/4: INT
3/4: Dodge
4/4: CHA
Type 2
Head: Accuracy
Chest: INT
Gloves: Crit Rating
Boots: Movespeed
2/4: Critical Damage [Static, not percent]
3/4: Mute Resist
4/4: Stun Resist
Issues with previous setup
Well, if you take even just 2 of the INT to Max MP passives, then a few INT points are far more effective than a meager Max MP stat. The previous Max MP amounts would be fine on a Cleric, but not for a Mage.
The second set wasn't too bad, but it could simply have been better.
Cleric:
I'm not going to make any suggestions for Cleric because I don't feel like dealing with the screeching from the FS community.
I'll make one exception. Either give Knights 'Block Amount' gloves both magical and physical, or take the physical block bonus off the Cleric gloves. It's freakin stupid that a Knight can't block magical attacks but a Cleric can block Physical ones AND magical ones with significantly less investment. /rant over.
Champions:
Keep same stats, they work.
Knights:
Also, same stats, they're perfectly fine as is.
Scouts
Spoiler
Type 1
Exalted Cunning stats work perfect for Bowscouts, so I'm gonna say these can still be used.
Type 2
Head: CHA
Chest: Maximum HP
Gloves: Block Rate
Boots: DEX
2/4: Maximum HP
3/4: Block Physical
4/4: DEX
Issues with Previous setup:
Yeah, neither of them supported the xBow Scouts. Not only that, but weapon range 1m is a joke for a dedicated piece of hardstat.
Anyway, xBows can't stealth and therefore need much more durability than a Bow Scout. Maximum HP, Blocking, Evading and Control are key to a functional xBow Scout, so type 2 perfectly reflects that.
Raider
Again, they work just fine as is, stats can remain in the same way and I wouldn't complain.
Hopefully this gets read by DragonLark and Genesis, as some of the itemization issues with sets are a real issue for some classes and weapon types. Not having any functionally supportive equipment makes classes weaker than they ought to be, and thus during balance phases, you end up compensating the poor equipment set-up with increases to the core character ability. Should that equipment issue ever be fixed, now you have an imbalance from a core aspect. So please fix these sets, before doing any further balance to the core class features.