Vestibule Violator
Posts: 1601
Joined: Sunday, 14th July 2013, 16:36
Train your killdude? Are you sure?
TL;DR: initial investigation suggests that for melee combat, you shouldn't let your defenses lag behind your weapon skill, at least if you have worthwhile ones to train. (e.g. a melee Sp background probably shouldn't train Armour for a long time!)
I'm not really sure that's actually a good idea.
As an experiment, I took a HuBe to fix the starting package, and was curious how the first few skill levels affect one's ability to fight against a jackal. (without berserking)
A HuBe starts with 3 skill in Maces & Flails. Based on fsim figures, training up to 4 skill increases your average damage dealing abilities by around 1.0652%, and costs 300 skill points; the score* of this method of training is thus 0.912.
(fsim suggests that average damage grows like 3.5 + 0.05 * skill, accuracy is like (55 + 0.5 * skill)%, and delay is 1.4 - 0.5 * skill)
Training dodging up to 2.8 is worth an extra point of EV. This reduces the jackal's accuracy from 43% to 39%, and costs 216 skill points. The score is 1.963. A much better return on your investment.
Okay, maybe that's because the first points are so cheap and we were already part way to the next point of EV. The next points of EV come at 4.5 and 6.1 skill, costing 604 and 1108 skill points, and reduce accuracy to 35% and 32% respectively. The score of these trainings are 0.778 and 0.351.
But M&F training gets expensive rapidly too; going from 4 to 5 skill only has a score of 0.562, and 5 to 6 has a score of 0.384.
The effect of training fighting up to 4 is a bit complicated, but if I assume it raises your HP to 108.8% of base from 106.6% of base, then its score is 0.296. So we're not at the point yet where it's worth training fighting, but it's not that far behind.
*: Score is log(improvement) * 10000 / skill point cost. The logarithm is because we need to convert a multiplicative benefit to an additive measure. Indicated figures are not accurate to the full precision displayed