before damage are applied, base values are required. do you even? this is just simplicity at its finest, where the fact that you cannot DO multiplication without doing addition.
oh well, that’s how your logic works. i feel sad for you.
edit 1: Damage formulas are already made on-point by many people here, not the base point.
i’ll give you one best example;
doesn’t matter if your 9999 STR or 9999 dex for calculating ‘Blessing’ Buff damage because it is Flat. how you calculate the output between STR over DEX? it’s by understand their very basic details, and are case-to-case.
enemy has high-block rate? STR > DEX
enemy has high EVA? DEX > STR
Monster hit hard? > DEX > STR (via EVA)
these are essentials, but you, alongside with other people only sees numbers. and the bigger they are, the better you think they do
Edit 2:
Blessing @ 175 damage
pouncing @ 25 hits for full duration
assuming 1a. (high Eva monster)
STR > hits 10 / 25 = 1750 damage
DEX (base stat increasing hit rate) > hits 25 / 25 = 4375 damage
assuming 2a. (high Block rate monster)
STR > (base stat increasing Block pen) hits 25 / 25 = 4375 damage
DEX > hits 10 / 25 = 1750 damage
Did you see their Base value now? it’s not just numbers or raw damage. as someone said it here, different scenarios offers different results. and the post you responded, DEX has 1 point advantage over STR.
making DEX > STR with 33% RATE being better as future-proof STAT.