Regardless, I'll use your way to avoid confusion.
Yea, stats and attributes can be interchanged, I meant stats and traits, but my meaning was understood so I guess thats whats important. Sorry for the mix up reguardless.
12 base att
+5 Awesome sword
+3 Long Spear
-6 dual wiedling (basic)
-4 dual wielding (length of weapons)
+2 Frenzy enchantment
+1 Morale bonus
13 total attack
I'm not entirely sure what this has to do with the discussion about having more stats vs traits. Breaking down a stat and showing its modifiers isn't really anything I'm opposed to, and doesn't really add a stat so to speak.
Even with 30 stats a game can be accessible if they work logically. So in short, more stats actually makes units seem more intuitive.
What you say is true, but I still don't agree that we need more stats. Even Morale which is a stat I'd like to see added isnt necessary. Consider Magic: The Gathering, that game has 3 stats, attack, defense, and cost. The game has an incredible variety of different creatures you can use and playstyles, all with only 3 stats total. What makes those creatures different and gives the game its diversity? Traits, such as Flight, Protection vs a specific color of magic, Trample, etc. Traits can be just as intuitive and just as logical.
We get battles outcomes that don't make sense because we didnt account for small things that might not apply in all cases, but clearly would have in this one ("Why did my Demon lose to X? That makes no sense because..."). Having more stats lets us prepare for unforseen situations by describing the unit as much as possible.
Traits are just as descriptive, and because a unit either has or does not have a trait, it doesn't bog down the UI as much. A unit that doesn't fly won't have the trait "Non-Flyer" it simple won't have "Flight" where as a stat, like strength, or willpower, will always need to be displayed so that a player can make intelligent decisions.
How did Demon Lose to X? X had the Demonslayer trait. Why are my men running from that dragon? It has a fear ability, plus its a dragon. Using your previous example this is how your attack bonus would break down with traits:
Base Attack: 12
Awesome sword +5
Long Spear +3
Dual Wielding -6 (two weapons at once)
Oversized Weapon -4 (larger weapon being wielded 1-handed)
Berserker +2 (Frenzy enchantment bonus to attack, trait also decreases def)
Courage +1 (Morale Bonus)
total attack 13
When you scroll over that unit, you see its 13 att, 6 def, 30 hp, 2 speed and Traits (4). The (#) showing the number of traits the unit has, and mousing over Traits will display a list of which ones and what they do. Mouse over the different stats and it displays the modifiers and where they come from. Its all there, I can easily understand what the unit is capable of at a glance and can quickly access more information if I need to.
In the end we're attempting to accomplish the same goal, to make sure the Elementals tactical combat is as fun and interesting as it can be. Obviously I personally prefer, the fewer stats + a variety of traits approach to accomplish this. In the end it provides an elegent solution by giving the player all the information they need, while not overwhelming him with alot of irrelevent data all the time. Thats my opinion anyways.