Thursday, 4th February 2021, 02:23 by Nekoatl
Spell power is very important for most summoning spells, whether for getting higher quality summons, or greater quantity, or reduced likelihood of betrayal, or even just duration. As long as you're not just using summons as a distraction and are actually trying to kill things with them, you should want as much spell power as you can get. Admittedly, using summons to kill things is penalized rather harshly by reduced XP gain, so many players will avoid it... but that's a separate problem that will probably be remedied eventually.
As for the player being more robust than the summons, that's not always the case, particularly when taking advantage of the special properties of summons (e.g. ice beasts or iron imps tend to make better tanks against groups of venomous monsters than a player who has yet to find a source of poison resistance does), and furthermore, even when it is the case, it's often more efficient (time-wise) to strategically maneuver enemies so that they're chasing you while being killed, and therefore not attacking anyone.
Futhermore, DCSS has a fundamental problem regarding spellcasters attacking physically, whereby they have to divide their available attributes between strength and intelligence. You can be good at fighting, good at spellcasting, or okay at both. Therefore, players who want to be good at spellcasting are ill-advised to fall back on melee damage except against unthreatening enemies or in the most desperate of situations. As I understand it, enhancer staves offer a kind of workaround to this limitation, allowing magic skills to provide melee damage (at the cost of significant skill investment), even for characters with low strength. But, that only applies to those investing in a school of magic for which there is a magical staff.