You want to see something amazing Fiebras give BB Rogue the arbalest which I believe is spelled R-O-C-K-E-T L-A-U-N-C-H-E-R. She'll be 1-2 shotting basically everything in the backer beta. Personally, despite whatever math Matt comes up with it has become readily apparent that accuracy is king as it gives far more consistent damage. Accuracy isn't just +to hit after all but it's also +to crit. Grazes are generally your worst nightmare and since they fall into the 6-50 range it's rather easy to get them. On the other hand critical strikes are your best friend but are hard to get. Abilities like confident aim and dirty fighting make a noticeable difference in how well your Fighter and Rogue respectively do in combat.
I'd take consistency over the chance to do more damage every single time. I think might only outperforms perception when accuracy is a non-factor.
Oh I always give her the Arbalest. Only you dont get it until you finish that particular fight and I always feel shes attacking too slow (killing strike and the hobble attack seem to get slowed down too as they seem to have the weapon´s speed).
Havent tested how fast she attacks now with an arbalest on the new atribute system.
Also Im wondering my previous point about it being best to have a Might-centric character and give him accuracy items.
If you have an Accuracy-based character and give him all the accuracy items and buffs, you could be criting every attack and that would make it much better than a Might-focused character with accuracy items. Especially when you have high speed, light armor and a powerful weapon. And carnage.
They cant kill you if theyre dead.
Accuracy gives less consistent damage because its benefit is RNG based.
Are you saying you dont believe in the Heart of the CardsTM, Matt? RNG-fu is a skill in itself as any D&D player will tell you.
Also RNG-based DPS is just a matter of making the odds of what you want happening (hits and crits) more likely to happen. Hitting people is RNG based anyway with or without high Might. So it would be better to make the hits and crits happen more likely as oposed to just relying on high damage (which, again doesnt feel that high anyway atm in our current sample size).
Also note that any single combat is going to have pretty large variance from the expected results because of the RNG. Only way to get reliable results would be to run hundreds (or at least tens) of tests.
Theres only like 3 combats (4 if you count the druids in stormwall gorge as "priest-like") in the beta that have an enemy Priest to cast +defensive spells afaik. And if my experience with Medreth´s group is any indication, they wil be casting them more often. Also, Elder Lions and Stone Beetles have high defenses too (like 30-50+ deflection I think while your characters have mostly around 30).
Bear in mind im making logic leaps based on gut feeling and personal experience with rpg game enemy progression here:
Enemy Priests make enemies tougher---> They may be present in many human enemy parties and boss battles due to how useful they are and because they are the kind of class that you love to have on your side and dread to see on the other side (also many classes have defensive abilities already)---> The game will have many high defense enemy encounters because of that ----> Being able to punch through their defenses is gonna be better than having big damage
I rather like the idea of all my attacks hitting and criting often. Though all of these points of course depend on what kind of enemy we are facing as you say. In which case I would say I would personally rather not have most of my attacks become grazes against the high defense enemies as they will probably be the most challenging ones (also Wizards have loads of +self defense spells and Id rather they die as quickly as possible because Wizards).