Board Thread:Wiki discussions and announcements/@comment-4698489-20150808195101/@comment-24385282-20150816201316

I think the answer to your question was already explained - if information is necessary to be displayed to understand the value of an ability even after viewing all other present information, it should quite clearly be labelled as essential and displayed automatically. All other information which can be derived from previously presented information and the ability's description is simply not necessary to be displayed for a reader to ascertain it, meaning there's no reason for it to be displayed automatically, but it should be able to be shown so reader's don't have to do the math, it should be able to be shown easily, and it should be able to be shown at the same time as previous information for comparisons and so the reader can see all the information at once without having to swap back and forth between one piece of relevant information to another. Because nonessential information is dependant on what information has been previously shown, some information that can be either essential or nonessential based on previously displayed data  needs to be declared as essential in order to declare which it is and to therefore decide the following information's label, and that's why standards were set.

So, that's why my system has essential, nonessential, and standard as separate labels for information. While a simple change in a value could change information from being essential to nonessential, it seems that the only cases in which this would effect my system are abilities which change in value by charging or over some duration in a non-linear fashion, of which I do not believe there are very many in the game (no poisons do that, some or even most charge abilities change in value linearly over their charging duration). So while this may be an issue (though I personally don't see it as one), it wouldn't happen very often anyway, despite the simplicity of a change required to cause it.