The mechanics would effect the derivative stats by adding to the stats current and max values, This effectively increases how far one can push ones skills. By adding the 1% stat reduction per second you can only push the skill just so far before the addition matches the reduction adding a practical limmit to an otherwise open system.
The thing about healing skills is they can be used indefidently as long as you have power for it, this in my opinion is far to unrealistic and has many balancing issues. the system i propose is by default completly self balancing due to the natural reduction rate.
As for special missions, I belive the added strength should come from daily contact with players and npcs such that everyone can benifit from it not just those who do special things. The system would have every npc with its own set of short stories related to specific options that the player can add to skills thus making daily contact with the world a rewarding and fullfilling expirince.
The thing about healing skills is they can be used indefidently as long as you have power for it, this in my opinion is far to unrealistic and has many balancing issues. the system i propose is by default completly self balancing due to the natural reduction rate.
As for special missions, I belive the added strength should come from daily contact with players and npcs such that everyone can benifit from it not just those who do special things. The system would have every npc with its own set of short stories related to specific options that the player can add to skills thus making daily contact with the world a rewarding and fullfilling expirince.