I was looking at the starting items and have made a case study looking at their effectiveness. I chose the Gauntlets of Brutality, Banded Armour and Scaled Armour as a comparison. To test simple DMG vs Armour or Health.
Taking a level 1 UB, I calculated what would happen if you pitted them against each other, here are the results :
<!-- BODY,DIV,TABLE,THEAD,TBODY,TFOOT,TR,TH,TD,P { font-family:"Arial"; font-size:x-small } -->
Level 1 |
Base |
Gauntlets |
Scaled |
Banded |
HP |
1550 |
1550 |
1550 |
1950 |
Armour |
475 |
475 |
1075 |
475 |
Mit |
16 |
16 |
30 |
16 |
RoF |
0.72 |
0.72 |
0.72 |
0.72 |
DPS |
121 |
139 |
121 |
121 |
HP/sec |
2.37 |
2.37 |
2.37 |
5.37 |
|
|
|
|
|
|
|
|
|
|
Gauntlets vs Scaled |
|
Gauntlets vs Banded |
|
Scaled vs Banded |
16.33 |
|
17.51 |
|
20.26 |
15.61 |
|
15.61 |
|
18.83 |
|
|
|
|
|
Scaled wins |
|
Banded wins |
|
Banded wins |
The final numbers are the time in secs for the player to kill the other, obviously the lower the better.
Pretty much shows that for starting items you should go Armour and Health over Damage.
I hope to run some more complicated case studies, with some more time, looking at the higher level items (ashkandor in particular) and combinations as it scales. However, I am pretty sure that Health and +HP/sec is the most valuable stat, followed by armour, then followed by damage in most cases.
It is hard to compare against speed and the like, this case study obviously doesn't take into account skills causing damage. However, normally as DGs go up in level, the skill damage does not scale as well, and in some cases would detract from pure DPS.
I am beginning to find from game experience that stacking health and armour, is far more effective than trying to stack Damage. It keeps you in the game longer and makes you less vulnerable to attacks, giving you more time to escape (hopefully which you shouldn't be doing) or longer to get off skills or use items like pots.