EDIT: Turns out the graphs are to broad for the forum. I'll change that eventually - for now please right click and click "view image" or something along the lines.
Anyway, since i can't save right now playing has become much less interesting and so i did some graphs on the new balance between the orc and human races. I'm not sure how useful this really is, becaue it doesn't tell us anything new, but some visual representation shouldn't harm and make it easier to talk about it.
Since both classes focus on dealing melee damage i did the graphs with and without tri-swords, since the tri-sword is one of the most powerful attack booster in the game (it was on par with the old sensation stone for orcs most of the time). I'm going to look into Wurghaarbl at a later point. I'm open for suggestions on how many monsters you actually slay on average, since you know doom armour...
I assumed the standard 3 damage boosters and all conversions done from the very start. This obviously skews the favour to the orcish side for the early levels, but that's not too much of trouble if we just keep it in mind.
I did graphs for monks, basic classes and rogues, which are very similar to warlords (i know they also have the mana potion thing...) with extra damage boosters and berserkers (usually have +10% more, but not sometimes you just fight the boss at lvl 10).
I did all the graphs for three cases:
1. A massive amount of conversion points (840 and respectively 800), which is usually only achieved by converting all your stuff and having a bit of luck at the shops therefore going full melee (Taurog loves this - maybe i'll add a +5 dmg; +20% dmg graph later on).
2. A mediocre amount of conversion points (480 and 500), which you will have if you don't convert all your glyphs and mana potions and use your shopping to actually keep items or get unlucky with the tatoo/troll heart/gloves.
3. No conversions. Basically this is for comparison with other races, but also gives you a bottom line for estimating the early stages with a small amount of conversions done.
So without further talking:
I'm not sure what to fully make of it yet, but the basic results seem to be:
- with tri-swords humans outperform orcs in the late-game
- even at orc-favourable circumstances, but only very slightly
- given the early game advantage orcs have an easier time to actually reach high levels (importance depends on dungeon)
- humans outperform orcs if you buy some other items and keep at least one glyph
- without triswords orcs win the monk and +% cases from early to late
- orcish pisorf is very powerful and they are less prone to weakening
- while they make more use of biceps, they also have the strong urge to convert it :/
Remember Wurghaarblll should skew the balance back to orcs again, which should result in the choice of how much magic/items you want to use. If someone feels like doing some spot tests with the data, please do so and tell me about it. I could have easily done some mistakes.
EDIT: Turns out Wurgharbl with 40 kills is strictly inferior to tri-sword (i didn't do the calculations for wizards) unless of course you get those kills without leveling up... I did the graphs, but i think they will make things more cluttered instead of being useful at the moment.