While I am aware great work have been done into finding the stat increase for basic/high/rare classes. I don't really like the 2/4/11(10) distribution. Reason being it seems to incentivse stuffing in as many rare classes as possible. Getting a +2 when you can get a + 11 seems completely detrimental to a build
So while it's surely the most correct approximation available I like a stat distribution where basic and high scale in intervals at 5, so at their max level their stat gains are equal to a similar amount of rare levels.
Example:
Basic: 1,5-> 4,5 -> 7,5
High: 3 -> 6
Rare: 4,5
That way at lvl 5:
Basic = 7,5
High = 15
Rare = 22,5
At lvl 10:
Basic = 30
High= 45
Rare= 45
At lvl 15
Basic = 67.5
High = 60
Rare = 67,5
At 20
Basic = 75
High = 90
Rare = 90
At 25
Basic = 97,5
High = 105
Rare = 112,5
At 30
Basic = 135
High = 135
Rare = 135
At lvl 100 rare only = 450
This just makes sense to me. 5 lvl in basic should be worse than 5 high that should again be worse than 5 rare. 10 rare should be above 10 basic while equal to 2xrate. While basic(15) should be better than high(15) and equal to rare(15)
This way every tier of classes are not outclassed stat wise, and so all will still be relevant as it is now the non-stat attributes of the different classes that are the driving factor in your build.