This is what I've observed while collecting data for the item compendium...
Armor's armor values and weapon damage values are 100% linear.
Platinum gear crit/hit/dodge gets a total +1 point increase every 5 levels. The dev team reshuffled bonuses at 30, but this pattern held for the 30-35 increase. (For Ops, they got an extra +1 to hit on their armor pieces.)
Non-platinum, non-prefixed gear either gets a +1 point increase to crit/hit/dodge (and apparently str/int/dex) or it gets a complete reshuffle.
Non-platinum prefixed gear gets a +1 point increase to the primary and secondary stat every rank. (I think this may be slightly greater than +1, because you occasionally see a +2.) This DID hold up from Sloucho to Shipyard.
This is why I said that the stat increases were linear. I did not mean that you "get X crit every 5 levels". Rather, the total stat bonuses increase at a fixed rate with respect to level. (See my response to Krazii for more thoughts on this.)
The crux of your problem, though, is that you don't like having to pay a double fixed cost for customization which only adds HP, MP, and a set bonus that don't change with respect to level. Correct?
Again, I ask... What else are you going to spend your credits on? You earn more credits from liquidating higher level gear. You earn more credits killing higher level mobs. You earn more credits grinding to 36 because the grind takes longer. Why wouldn't the cost increase? It's a bonus on top of high-end gear.
What I suspect is happening is that the dev team assigns a score to each type of stat increase, and the total score cap increases as the equipment level increases.
To throw something out there (example only, not real data)... Primary stats may be worth 5 points, HIT/CRIT/DODGE may be worth 10 points, and +5HP or MP may be worth 5 points. You have 50 points to work with at lv X, with some amount of overage allowed.
The data is in my compendium if you want to mine it.
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