Blog Post
As a company you have 2 concerns here: Making money and incentivizing players to keep playing (this means this stays fun for players, so they stick around and keep making you money - so one concern really... but if you lose players then you'll lose money.)
Here's an example of what you have done before concerning power and levels:
You used to have Datacron minimum requirements for higher level effects up a lot higher but then people didn't invest in your temporary power ups as much until you lowered the requirements.
Bugs and bad experiences will lose you players:
The percentages on Delta are extremely high and forcing the players and their guild officers to do complex math all the time becomes work... and this in effect will wreck planning for things like Territory Wars. This will also have many people stop caring about Grand Arena, regular (daily 5) squad arena and fleet arena battles. Also this computation across all characters will kill performances on mobile devices and introduce new random lock ups.
Examples of other considerations:
Instead of percentages: How about straight damage adders and damage reducers? So instead of adding 30% etc. it only does +30 damage?
Speed is king, so why not take the total relic level differences and give that as a bonus speed to the team with the higher relics? Example: team 1 has a total relic level of 25 and team 2 has a total relic level of 40... each member of team 2 gets +15 speed for the battle.
Or pick a different stat... or even if you went with all stats as a straight added number instead of a bonus percentage it would still be better than your current idea.
The higher percentages just seems way unbalanced and broken...