I was just doing some thinking about the ranger, and wondered how the different classes stack up on various abilities. Obviously some classes are going to be generally better than others, and this isn't necessarily a bad thing, but how do they actually fall out? So here's some rankings, based on the numbers in p_class.txt. Numbers in parentheses are (starting score / score gain with every 10 levels)
Melee (chance to hit): Warrior (70/45), Paladin (68/35), Rogue (60/40), Ranger (56/30), Priest (48/20), Mage (34/15)
> So mages are about three times worse at melee by the end of the game as warriors are, while rangers are about 2/3rds as good.
Shooting (chance to hit): Ranger (72/45), Warrior (55/45), Rogue (66/30), Paladin (40/30), Priest (35/20), Mage (20/15)
> Warriors are basically as good at shooting as rangers are, discounting the extra shots rangers get. Interesting that rogues start better at bows than warriors do but end up worse after 10 levels.
Stealth: Rogue (5), Ranger (3), Mage/Priest (2), Paladin/Warrior (1)
> No class gains stealth when leveling.
Saving throw: Priest (32/12), Mage (30/9), Rogue/Ranger (28/10), Paladin (25/11), Warrior (18/10)
> This surprised me. Paladins start off low but get better than rogues and rangers once they pass level 40. Warriors completely get the shaft here. Mages just slowly fall from their high perch.
Device skill: Mage (36/13), Rogue/Ranger (32/10), Priest (30/10), Paladin (24/10), Warrior (18/7)
> About what I'd expect. It'd be nice if warriors were better at devices, considering how heavily they rely on them, but I suppose thematically it doesn't make much sense.
Hit dice: Warrior (9), Rogue/Paladin (6), Ranger (4), Priest (2), Mage (0)
> Naturally, no on-level gain here.
My main takeaways from this are:
* Paladins get the shaft, big time. I guess combining the priest spellset with decent melee is really powerful, since my last paladin didn't feel all that weak even though he had gear trouble.
* The only things rangers are arguably bad at are melee and hitpoints; these are also the easiest things to make up for thanks to the ready availability of Bless, Heroism, and Rings of Constitution (CON bonuses make up the majority of your endgame hitpoints).
* Rogues are sturdier and better at combat than I'd realized.
Incidentally, there's an entry in p_class.txt for digging skill. All classes have no inherent ability or growth in that skill.
Melee (chance to hit): Warrior (70/45), Paladin (68/35), Rogue (60/40), Ranger (56/30), Priest (48/20), Mage (34/15)
> So mages are about three times worse at melee by the end of the game as warriors are, while rangers are about 2/3rds as good.
Shooting (chance to hit): Ranger (72/45), Warrior (55/45), Rogue (66/30), Paladin (40/30), Priest (35/20), Mage (20/15)
> Warriors are basically as good at shooting as rangers are, discounting the extra shots rangers get. Interesting that rogues start better at bows than warriors do but end up worse after 10 levels.
Stealth: Rogue (5), Ranger (3), Mage/Priest (2), Paladin/Warrior (1)
> No class gains stealth when leveling.
Saving throw: Priest (32/12), Mage (30/9), Rogue/Ranger (28/10), Paladin (25/11), Warrior (18/10)
> This surprised me. Paladins start off low but get better than rogues and rangers once they pass level 40. Warriors completely get the shaft here. Mages just slowly fall from their high perch.
Device skill: Mage (36/13), Rogue/Ranger (32/10), Priest (30/10), Paladin (24/10), Warrior (18/7)
> About what I'd expect. It'd be nice if warriors were better at devices, considering how heavily they rely on them, but I suppose thematically it doesn't make much sense.
Hit dice: Warrior (9), Rogue/Paladin (6), Ranger (4), Priest (2), Mage (0)
> Naturally, no on-level gain here.
My main takeaways from this are:
* Paladins get the shaft, big time. I guess combining the priest spellset with decent melee is really powerful, since my last paladin didn't feel all that weak even though he had gear trouble.
* The only things rangers are arguably bad at are melee and hitpoints; these are also the easiest things to make up for thanks to the ready availability of Bless, Heroism, and Rings of Constitution (CON bonuses make up the majority of your endgame hitpoints).
* Rogues are sturdier and better at combat than I'd realized.
Incidentally, there's an entry in p_class.txt for digging skill. All classes have no inherent ability or growth in that skill.
Comment