Integral value changes are going to be better, typically, than a multiplier (or when it comes to negative debuffs, far more punishing). (Unless Nelson just adds all the percentages together before any actual sort of calculation, making a 50% bonus + a 25% bonus just = 75%, percentages are not like this.)

That aside, the only visual benefit you’re getting (which seems to be the main argument here) you could figure out by looking at your new value and subtracting from your old value.

It’s not possible for something to be a base zero either, if the default generic stats of everything are always above 0 to begin with, nor negative. Consider 0 to be the vertical asymptote of every stat.

As a game mechanic, I’d say multipliers would make more sense balance-wise. The aesthetic of that is not a concern of mine in anyway, and if it was I could just do some subtraction. I’m not deeply concerned with the actual raw difference though.

If all percentage changes were added together before multiplying the base number, I’d still prefer that just to more quickly see the difference made.