Okay, so this discussion is a complete non-starter, but I already finished this so I'll run with it. Karmically speaking, I already chipped in my 2 cents of non-trivial observation on the... first page.
First, attempting to make a distinction between attack round frequency and attack frequency is pretty retarded. "Attack frequency" is obviously attacks per unit "time." Derp, I didn't know you couldn't convert attacks/round to attacks/time to damage/time!
Regarding the crop yield example, changing the "input" of consideration merely is a change of reference, dollars in effect "yielding" a crop because dollars can be converted to seed (with the dollar-to-seed conversion being variable). From either the point of view of dollars added or seed added, you still have a rate, crop/dollar or crop/seed, so you can refer to how those rates change (increasing, decreasing, negative).
A percent change is not a rate of a change but a percent change of output (additional DA merely has a 1:1 correspondence with damage per unit "time"... because it is additional rate of damage) that is unitless.
Talking about a trend in percent change per unit of DA (in a vacuum) is peculiar because in effect, you're holding "fixed" the marginal output from 1 unit of input while varying the initial output, so the interpretation of how output ("crop") changes with input (dollars or seeds) doesn't really apply. But, if you want to fixate on this "trend," it's actually a case of negative marginal return, not decreasing marginal return.
The moment you get into trade-offs and opportunity costs, you're out of the vacuum. No more glib talk about overarching trends but specifics (even though the specifics depend on "DoT" per unit whatever). Trade-offs != talk of rates of return. Comparing percent gain/loss in damage per unit "time" is convenient and useful because it abstracts away "all else being fixed." But no one ever said otherwise.
For a FFXI example, yes, with percent changes you could determine when +X amount of INT is better than +Y amount of MAB after some critical value of base MAB, but that is not a "property" of how the percent change varies or "diminishing returns." To say so is really not understanding the situation. Actually, it's a consequence of +X amount of INT being more (absolutely) efficient in the presence of high amounts of MAB while the (absolute) efficiency of MAB remains fixed.
Partial differentiation of the magic damage formula should make this obvious. Changes in INT depend in part on MAB. The more MAB you have, the more efficient additional INT is. On the other hand, the efficiency of additional MAB is fixed. That is why INT can overtake MAB (and vice versa), not because of "diminishing returns."
XI Wiki


