Sorry it took so long to respond...people kept bothering me at work. Anyway for shits and giggles...
Body Hits24str/8ps | | 18str/6ps |
40 cut | | 40 cut |
50arm/70hp 28/swing = 2.5(3) hits | | 50arm/70hp 24.5/swing = 2.9(3) hits |
65arm/75hp 19.5/swing = 3.8(4) hits | | 65arm/75hp 16.5/swing = 4.5(5) hits |
24str/8ps | | 18str/6ps |
34 blunt | | 34 blunt |
50arm/70hp 32.5/swing = 2.1(3) hits | | 50arm/70hp 28.5/swing = 2.5(3) hits |
65arm/75hp 25/swing = 3 hits | | 65arm/75hp 22/swing = 3.4(4) hits |
These next groups are accurate mathematically, but will be slightly different from in-game values as I had to ignore randomized damage and I'm not sure if I used the current soak/reduction values or the old ones. I don't have access to the better calculator at work (it's blocked for some reason). But, for comparison purposes these work fine.
Head Hits24str/8ps
40 cut
55 head armor/75hp
base damage against 0 armor = 73
after 1.2 head damage increase = 87.6
87.6(base) - 32.175(soak) = 55.425 - 23.6(reduce) = 31.8/swing = dead opponent in 2.4(3) hits
18str/6ps
40 cut
55 head armor/75hp
base damage against 0 armor = 67
after 1.2 head damage increase = 80.4
80.4(base) - 32.175(soak) = 48.2 - 20.5(reduce) = 27.7/swing = dead opponent in 2.7(3) hits
For this next group, again results are accurate mathematically, but slightly different from in-game values. Still fine for comparison purposes. Due to the differences in athletics, I'll give the 24/15 build a 10% speed bonus and the 18/18 a 13% speed bonus.
Held Attack & Speed Bonus + Head Hit24str/8ps
40 cut
55 head armor/75hp
base damage against 0 armor = 73
after perfect held attack (25% dam increase) = 91.25
after 10% speed bonus = 100.4
after 1.2 head damage increase = 120.5
120.5(base) - 32.175(soak) = 88.3 - 37.6(reduce) = 50.7/swing = dead opponent in 1.5(2) hits
18str/6ps
40 cut
55 head armor/75hp
base damage against 0 armor = 67
after perfect held attack (25% dam increase) = 83.75
after 10% speed bonus = 92.1
after 1.2 head damage increase = 110.6
110.6(base) - 32.175(soak) = 78.4 - 33.4(reduce) = 45/swing = dead opponent in 1.6(2) hits
A few things:
1. Since calculations in this game are percentile-based, armor reduces higher damage more than lower damage.
2. Speed bonus & held attacks are MUCh more important than a few points of PS.
3. Damage values of 1h are too small to see that big of a difference. Initial weapon damage and damage type are FAR more important than a few points of PS.
4. PS really becomes good when stacked with a high damage weapon. It's great for 2h & poles, not so much for 1h.
5. How many hits it takes to kill someone has sooo many random factors. Other than the fact that both damage & armor soak/reduce are randomized, the exact armor and hp of your opponent really matters. Damage over the hp threshold doesn't make any difference.
6. You do
slightly more damage with higher PS, but it's easier to land hits with higher athletics.
These are all things I've been saying for a while. That's why for 1-handers, I think balanced builds are best: 18/18, 21/18, 18/21.
You don't really lose anything as far as damage, but you lose a lot in mobility when you stack more strength. Higher strength can be beneficial as a 1-hander if you're fighting a lot of terrible opponents, but against skilled players more mobility is much more useful.
The actual mobility gains depend a lot on the amount of gear you carry. There's a sweet spot for every combination of gear and athletics.