I understand that it's not as easy to do as it is to say, since I have some experience in these things, but I think that your game should implement what I will explain below, because your game contains many elements of an RPG.
I think it's critical to show the correct, detailed ability cooldown times, buff or debuff times in weapon/armor descriptions, correctly specify how much damage reduction a mod gives you, and similar things.
An example would be the Omnioculus exotic armor (for hunters).
According to the armor's description, it says the following:
"You gain a second Smoke Bomb charge and have damage resistance while invisible. When you make an ally invisible, they gain damage resistance while invisible and you gain melee energy."
I think the correct description would be something like this:
"You gain a second Smoke Bomb charge and have 25% damage resistance while invisible. When you make an ally invisible, they gain 15% damage resistance while invisible and you gain 30% melee energy."
This is just an example.
This should apply to basically the entire game.
-
I agree in concept, but every backend tweak would require additional work from the UX / UI teams to update the language, and would also open the door to possible misses (forgetting to update a piece of flavor text). This is probably the reason for the generalized language.