Posted July 23, 2023
Observation: Different classes have different power curves.
For example, if we assume that the class's main skills are used (typically, but not always, the primary skill), we see:
* Priest: Gets some useful spells early, which is the big advantage here. A battle priest's combat effectiveness falls off in the lower teens, just like the magic abilities of many casters, but picks back up later. This class can be said to peak late-game, with access to a nuke, albeit the weakest one, more HP and better equipment than the other specialists (and more HP than a bishop), and the ability to use The Mauler. Both mace and staff are weak for a while, but then get sudden boosts, with staff getting it first.
* Lord: Like Priest (with mace) in terms of weapons, but dual wielding gives this class more power in the endgame, when the strongest offhand weapon is a mace, and there's a strong buyable main-hand mace. Probably weaker than other fighter-types until then, but ends up strong at endgame, with the peak coming when you reach Ferro and can buy The Mauler. Spellcasting still has room to improve. Worth noting that, with the route I like to take, the Lord gets some major offensive boosts in the mid teens, a point where many classes stagnate.
* Valkyire: Unlike Priest and Lord, the Valkyrie's main weapon type, Spears, gets constant good options early. As a result, physically the Valkyrie peaks early, with the Str/Dex Valkyrie getting the extra attack (and the extra swing with some weapons) in the late single digits; Str/Int will need to wait a bit longer, but will get better magic capabilities in the late game. allowing for a smoother growth curve throughout the game. Might still stagnate in the teens, but does so at a higher power level than full casters or experts. Also less effective than other physical builds endgame (unless you go Mook), but still ends up being effective at that point.
* Bard/Gadgeteer: These two classes really fall off offensively as you get through the teens, and are just not that good at magic offense as you approach level 18. In particular, at level 17 their magic offense is quite terrible. They do at least get decent physical attacks, and their power has a discontinuity at level 18 (or whenever you get the items that require level 18, whichever comes second), so they're good in the endgame. Also, they can party heal with just the cost of stamina once they reach level 11, which gives them a good use in the teens, even if their magic offense falls off hard in those levels.
For example, if we assume that the class's main skills are used (typically, but not always, the primary skill), we see:
* Priest: Gets some useful spells early, which is the big advantage here. A battle priest's combat effectiveness falls off in the lower teens, just like the magic abilities of many casters, but picks back up later. This class can be said to peak late-game, with access to a nuke, albeit the weakest one, more HP and better equipment than the other specialists (and more HP than a bishop), and the ability to use The Mauler. Both mace and staff are weak for a while, but then get sudden boosts, with staff getting it first.
* Lord: Like Priest (with mace) in terms of weapons, but dual wielding gives this class more power in the endgame, when the strongest offhand weapon is a mace, and there's a strong buyable main-hand mace. Probably weaker than other fighter-types until then, but ends up strong at endgame, with the peak coming when you reach Ferro and can buy The Mauler. Spellcasting still has room to improve. Worth noting that, with the route I like to take, the Lord gets some major offensive boosts in the mid teens, a point where many classes stagnate.
* Valkyire: Unlike Priest and Lord, the Valkyrie's main weapon type, Spears, gets constant good options early. As a result, physically the Valkyrie peaks early, with the Str/Dex Valkyrie getting the extra attack (and the extra swing with some weapons) in the late single digits; Str/Int will need to wait a bit longer, but will get better magic capabilities in the late game. allowing for a smoother growth curve throughout the game. Might still stagnate in the teens, but does so at a higher power level than full casters or experts. Also less effective than other physical builds endgame (unless you go Mook), but still ends up being effective at that point.
* Bard/Gadgeteer: These two classes really fall off offensively as you get through the teens, and are just not that good at magic offense as you approach level 18. In particular, at level 17 their magic offense is quite terrible. They do at least get decent physical attacks, and their power has a discontinuity at level 18 (or whenever you get the items that require level 18, whichever comes second), so they're good in the endgame. Also, they can party heal with just the cost of stamina once they reach level 11, which gives them a good use in the teens, even if their magic offense falls off hard in those levels.