I think there is an opportunity to simplify the stats on items moving forward. My short explanation of why to do this is ease of players thinking about gear, and re-entry of players that left the game before it got as big # and in depth as it is now, and focusing dev effort on creating more variety of choices that we can easily see the choice in. 1. Put all stats, resists, mod2s and effects commonly put on gear in as AA (or make some of them specific innate grants of hitting a level). 2. This leaves heroic stats and AC/hp/mana/endurance as the only stats on gear, and unique effects (which should be rare rather than every item templated for that slot). As long as the inflation of heroic stats is kept in small increments the numbers become very reasonable [with room to play with caps and having a reason to stack a heroic stat being a part of gear selection]. Then you can make multiple versions of the same item where stats are n, but each version has a different stat that is n +3. Shopping and item selection in an all/all gear template world (for nonvisibles at least, and 4 versions for the visibles to maintain historic restrictions if that is needed). 3. Next steps could then be heroic resists, with a very small implementation #. So maybe expac #1 you can get +1 to +3 to a heroic resist based on your gear tier. 4. Far enough with this you could even do heroic AC/hp/mana/endurance (and just make the base many thousands of HP currently on gear a default improvement of hitting the new level in the expac). *this is the rough concept, I'm sure refinement would be needed TLDR: if the current common stats/effects shown on items were made innate (either as AA or for hitting a specific level) then only heroic stats (including some not implemented yet) would show. This would be smaller numbers to figure out as players, and allow an easy opportunity for the devs to create a range of gear options suited to a player wanted to stack certain things.