Hissssa wrote:I'm going to try this one more time....
You can give the front guys athletics AND armor to make them the best possible tanks.
You realize that you end the game at level 13 or 14 unless you spend a lot of time unnecessarily grinding, right? Putting all of your points in Armor makes your guys better tanks than splitting your points between Armor and Athletics.
Hissssa wrote:Hey guess what that actually IS pretty optimized... but it just happens to be different from what you like.
Darklord wrote:some of us like it, some don't, I can't see either convincing the other on this. Think we'll have to agree to disagree.
Stand back, everybody! I'm about to do
MATH!!!
Assuming four skill points at level one (either a Human character or a Minotaur with Skilled) here is a comparison by level of the defensive gains accumulated from each skill. I'm stopping at level 14, which is generous considering I beat the game with level 13 characters in my party playing through normally.
Level 2
Athletics: +10 HP
Armor: +10 HP, +1 Protection, Light Armor
Level 4
Athletics: +12 HP, +2 Dex
Armor: +20 HP, +1 Protection, Light/Heavy Armor
Level 6
Athletics: +14 HP, +4 Dex
Armor: +35 HP, +3 Protection, Light/Heavy Armor
Level 8
Athletics: +28 HP, +4 Dex, +10 Fire/Cold Resist
Armor: +50 HP, +3 Protection, Light/Heavy Armor, Shield Expert
Level 10
Athletics: +32 HP, +4 Dex, +10 All Elemental Resist
Armor: +75 HP, +5 Protection, +5 Evasion, Light/Heavy Armor, Shield Expert
Level 12
Athletics: +48 HP, +4 Dex, +10 All Elemental Resist
Armor: +100 HP, +5 Protection, +5 Evasion, Light/Heavy Armor, Shield Expert
Level 14
Athletics: +154 HP, +4 Dex, +10 All Elemental Resist
Armor: +100 HP, +30 Protection, +5 Evasion, Light/Heavy Armor, Shield Expert
What you should be noticing here is that for the vast majority of the game, Armor gives you about double the HP bonus that Athletics does (sometimes more, sometimes less) until the very end when Athletics gets a +100 HP boost and Armor gets +25 more protection. Vitality bonuses to HP are not applied retroactively, so that +2 Vitality bonus you get around level 10 with a dedicated Athletics build really only amounts to three or four more hit points by the end of the game.
Athletics gets about +8 evasion from the Dex bonuses, but Armor gives you doubled shield bonus (which means +10 more evasion from either of the two best shields) and a flat +5 evasion bonus as well, so the evasion advantage goes to Armor. Athletics gets better elemental resistances, but they're not really anything to write home about. If you want to make an "ultimate tank" like you said, splitting your points to a degree where you sacrifice that 50-rank bonus in Armor for the sake of lower level Athletics bonuses is
bad.
On top of all this, you get +30 Protection (which is freaking
huge), and that's not even getting into the ability to equip Valor Plate. The Armor skill makes you a better tank than Athletics
even before you put armor on.
You mentioned splitting points to get an "ultimate tank." Ok, suppose you spend the first ten levels putting points into Athletics to get the most out of those sad little Vitality boosts, and the last four levels into Armor so you can actually wear heavy armor for the last fight in the game. You end up with the following bonuses:
+64 HP, +4 Dex, +10 All Elemental Resists, +1 Protection, Light/Heavy Armor
This build sacrifices effectiveness throughout the entire game (not even wearing light armor until character level 12) to peak at the very end, and it's
still not as good as a dedicated Armor build.
stepsongrapes wrote:At best, a reasonable argument can be made for going athletics up to 5 with a skilled character build from the get go to squeeze the most out of that +2 to vit.
I would say that even that is a mistake. If you take Skilled it gives you +3 skill points. You then spend all three of them, plus two more, to get +2 Vitality. Why not just take Healthy and get +2 vitality to start with, which gives you +5 hit points at character creation and save the two skill points? If you want to get 5 ranks in Athletics to get even more Vitality on top of that then you could do that, but taking Skilled to get +2 Vitality sooner basically just costs you two skill points for nothing.