04-02-2005, 03:06 AM
Ebon,Mar 28 2005, 05:34 PM Wrote:I don't think I like the idea of having only 108 HP in caves. For good measure, I add 1 vit for 4 hp/level. Anyway, my attribute 'strategy' has paid off by now, so no prob. ;)
High blocking and good tactics make early vit pumping unnecessary. It allows you to pump other stats; namely, strength which (courtesy of stun damage) allows you to avoid damage by stopping opponents' attacks. Strength's contribution is minimal early on (which is why dex for clvls 1-9 is ideal), but by mid clvls (espc. when you hit Normal Hell at ~clvl 20) you'll want a sufficient pool of strength so that you depend less on item damage for hitting those "stun damage" plateaus.
Numerically,
WarA : At clvl 20, 19 additional points (i.e. 1/level) in STR = 3.8 damage
WarB : At clvl 20, 19 additional points (i.e. 1/level) in VIT = 38 hps
WarA can stun more enemies than WarB. The melee enemies that WarA can stunlock may be considered non-threatening (assuming Player plays intelligently). As such, WarA has fewer threats than WarB.
WarB can absorb roughly one high damage attack more than WarA before he has to drink. Yay.
-Lemmy