Ill throw this out there again to see if I get any more bites.
If player stats (HP, Mana, and Attributes) are all front loaded either at first level or by 10th level with diminishing returns as you level.
For example
HP starts at 10*BaseConstitution, then each level you gain BaseConstitution*(Level/(Level+Level/maxLevel)/10 and you add Level*ConstitutionModifier [(Constitution-100)/20] to help account for HP gains from gear and buffs. Mana is similar but based on Intelligence.
Stats have a base of 100 on all stats and then you apply racial modifiers. You have 300 points to then add to your stats on a diminishing return point buy system with a cap of 200. At most you will be able to get +100 to a stat from a combination of buffs and gear at max level and at that you will have to sacrifice buffing other stats.
The to hit formula for both spells and melee is based on a d100 role
For example
To hit roll is d100+SkillLevel/(5+Level/maxLevel)+ skill stat modifier [(Stat-100)/20]+Implement Bonus + Active Effects (both buffs and debuffs with a max of +or-20)
Both weapon skills and casting skills will have a cap of 255 or 5 per level
Defense needed to beat: 50+DefenseLevel/(5+Level/maxLevel)+skill counter stat modifier [(Stat-100)/20] +Counter Implement defense value from gear/10 + Active Effects (both buffs and debuffs with a max of +or-20)
Weapon and Elemental attacks and spells us Dex as a Counter
Mental attacks and spells use Wisdom as a counter (many buffs debuffs and light/dark damaging spells)
Body attacks and spells Counter with Constitution
When a spell or ability has multiple damage types it targets the weakest defense.
Defense sub types are:
Weapon [Slashing, Piercing, Bludgeoning]
Elemental [Acid(earth), Fire, Cold(water), Lightening(air)]
Mental[Light, Dark, Psionic]
Body [Poison, Disease, Withering]
An entire set of top end gear will have a total of 500 defense spread across all the types main types. Within the sub-types the different stats can have zero sum modifications to emphasis one over another. Diminishing returns over 200 in one single defense type.
Implements can have up to a +10 bonus
The damage formulas will also follow similar formulas
For example:
Weapon attacks will do WeaponDamage*(WeaponSkill/WeaponSkillMin:Max of 1.25) +stat modifier [(Stat-100)/20] + Attack Specific Bonus + Buffs/Debuffs
Weapon has a skill higher than 200 so a max level 50 player will do 25% more damage than a level 40 with the same top tier weapons.
SpellDamage and WeaponDamage will be based on a relative DPS chart by level relative to the HP growth.
What a system designed like this does is it will allow a much larger section of the the zones to be challenging at maximum level. This will greatly decrease the need for end game exclusive content and will also allow for a larger range of characters to effectively group together. On a platform like this you could build ALOT of horizontal content and afford to make getting a character to level 50 a process of 1000s of hours without alienating more casual players.
*Edit add in* I would put 40-50 at 800 hours of grouping, 30-40 at 400, 20-30 at 200, 10-20 at 100 and 1-10 at 50. Most players will end up in the 25-45 range which is where I would start building lots of content for.