Why is it that so many NA players claim that 33% more HP doesn't even make them survive one more hit? You don't have full +3 armor over there? Or everybody is a 10PS great maul bulldozer ?
You'd need to be 33 or 36 str for a 33% HP increase, it's more likely that the bonus will be between 20.00-27.11%.
3 STR : 38 base (+2 from IF = 40, 5.26% HP increase from investment)
6 STR : 41 base (+4 from IF = 45, 10.25% HP increase from investment)
9 STR : 44 base (+6 from IF = 50, 13.63% HP increase from investment)
12 STR: 47 base (+8 from IF = 55, 17.02% HP increase from investment)
15 STR: 50 base (+10 from IF = 60, 20.00% HP increase from investment)
18 STR: 53 base (+12 from IF = 65, 22.64% HP increase from investment)
21 STR: 56 base (+14 from IF = 70, 25.00% HP increase from investment)
24 STR: 59 base (+16 from IF = 75, 27.11% HP increase from investment)
27 STR: 62 base (+18 from IF = 80, 29.03% HP increase from investment)
30 STR: 65 base (+20 from IF = 85, 30.76% HP increase from investment)
33 STR: 68 base (+22 from IF = 90, 32.35% HP increase from investment)
36 STR: 71 base (+24 from IF = 95, 33.80% HP increase from investment)
I did notice that I need more swings to take people down in EU1, but I always just thought it was a bad timing due to latency thing, I guess the average armor level might be higher in EU1. NA1 also tends to be fairly heavy on 45+ cut weapons and/or pierce/blunt weapons, I didn't really pay attention to the melee weapons on EU1, was distracted by the greater volumes of ranged.
45-49c weapons deal over 20 damage with a bad hold and zero speed bonus with 21/21 vs 65 armor. Something like a +3 morningstar/+3 bec doesn't even need a hold or speed bonus to do 20+ most of the time. Chances are there are a lot of times where people take a crapload of overkill on the last strike, and the extra HP will do nothing after the first extra hit.
In NA1, I'd say anything above Rus Scale/Pronoia could probably be considered unusually heavy, to the point where whenever I see an armor with plate in the name I immediately assume it's one of maybe ~4 people (leman, dutchydave, oralroberts, firebus), whenever I see transitional armor I immediately assume it's King_James_of_Acre, and whenever I see black armor I assume it's Devilize or his clone buddy.
Generally I only need 4-5 non-held, non-glancing strikes max to take down the heaviest armored people on NA1 with a +3 Liuyedao (6 PS, 173 effective WPF) when I aim at the feet/head, less hits if I bother to use holds or if I decide to use a steel pick instead.
I deal around ~15 damage on leg strikes vs +3 trans + +3 shynbaulds (65 armor total) after suboptimal but positive speed bonuses (8 ath strafes) + really badly timed holds. On a properly held head strike with a good speed bonus I'll easily deal way past 20-25++ damage on ~55 head armors.
With a +3 steel pick I do ~18-20+ damage with a badly held strike and
zero speed bonus on a leg swing vs the armor above, haven't tested head hits.
These aren't very high numbers since 1h tends to deal much less damage than 2h/polearms, but they're high enough that they create many instances where extra HP from IF just falls into uselessly soaking up overkill damage after the first extra hit survived.
It's worse when you start looking at the damage on +3 morningstars/45c+ weapons/+3 bec/+3 long spiked club/strong pole stabs/couches/anything with a horseback speed bonus + headshot on a non-bumped target, it's not unusual to see something like 70++
effective damage using a +3 morningstar to the face vs the heaviest helmets from horseback while riding below 75% max speed on the armored horses.
Couches are even worse in that regard, someone with 0 ps/1 wpf/6 riding can easily do upwards of 80+ effective damage with an unloomed jousting lance and an unloomed courser on a chest hit on the heaviest possible loomed body armor + gloves without going anywhere near full speed.
I guess IF could help people when I'm using a club or a practice sword to
be incredibly greedy with upkeep give myself a challenge, so I guess there's that.