Not sure if I'm misunderstanding you. The numbers mean: after fighting a jackal a xl 1 TeGl has lost on average 14% of its HP, a HuGl 12%. Not accounting for spikes, of course.
Mostly, I'm recommending TeFi, because that's what was experimenting with when I formed my opinion on Te-strategy. So, this is where I'm most confident in my evaluation. I don't think I played many TeGl.
Here are the TeFi vs. HuFi against jackal results that I mentioned earlier. Again xl 1 and with flails. This time the Tengu is ahead:
- Code:
* Fighter xlvl 1 vs. jackal
| Char | HP |
|------+----|
| HuFi | 18 |
| TeFi | 14 |
** HuFi
AvHitDam | MaxDam | Accuracy | AvDam | AvTime | AvSpeed | AvEffDam
Attacking: 4,5 | 13 | 43% | 2,0 | 138 | 0,72 | 1,4
_Defending: 0,5 | 3 | 46% | 0,2 | 71 | 1,41 | 0,3
** TeFi
AvHitDam | MaxDam | Accuracy | AvDam | AvTime | AvSpeed | AvEffDam
Attacking: 5,5 | 19 | 47% | 2,6 | 138 | 0,73 | 1,9
_Defending: 0,5 | 3 | 45% | 0,2 | 71 | 1,41 | 0,3
** Comparision
Assuming the jackal has 8HP (worst case). Assuming the worst
case rather than the average case slightly favours the Human.
| Char | t_kill | t_killed | ratio |
|------+--------+----------+---------|
| Hu | ~ 5.71 | 60 | ~ 0.095 |
| Te | ~ 4.21 | ~ 46,67 | ~ 0.090 |
Upon reflexion, this is not really surprising. In the low levels 1 AC > 1 EV, which is (at least part of) the reason that previously the xl 1 HuGl was slightly better than the TeGl, since the former starts with a helmet and has 1 AC more. As you can see, fighters already start with better defense but with worse offense. This favours the Tengu, since its aux attacks do not depend on weapon skill. The higher HP from fighting skill also helps a little.
Gameplay-wise, both AC and SH soften the Tengu's vulnerability to receiving damage spikes while not hindering his ability to dish them out.
Still, after thinking about it, my impression that at xl 1 TeFi is better than HuFi was probably just clustering illusion. On average fights are over slightly more quickly than with a Human and you are notably one-shotting d1 enemies more often. That makes it easy to gain the impression that you're doing better when overall you're just doing just as well.
It's still important to raise dodging, though, and not armour. The strategy I'm recommending here is to use the Tengu's head start in damage output to raise defense and thus offset his HP penalty. This means you're falling behind in weapon skill (though not in damage output). The strategy is then to use the 20% EV boost you get at xl 5 to train offense again. Not necessarily immediately at xl 5, but around that time or soon after. This should go fast at this point. One of the more subtle advantages is that this means that you have invested little in weapon skill, which might mean that it's more feasible to switch to a different weapon category if you find something that provides a clear advantage. Or you can branch into magic if you find spells that have a good synergy with melee, like conjure flame or sticky flame. For a TeFi that can make very good sense even well before Lair.