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Keep in mind that missing an attack lowers your stance, weakening your defence and making your next attack far less likely to hit. This is why it's not a good idea to attack when your opponent is still at full stance.
Instead, adopt a defensive attitude and wait for your enemy to attack (and miss) first. When you have blocked one of his strikes, you can switch to an aggressive attitude and counterattack with a stance advantage. Always keep an eye on your stance and recover it as soon as possible after missing a strike.
If you need more advice than this, feel free to read my training and combat guide here on Steam.
Next time you play, try to count all the successful checks and you should notice that the RNG is not as bad as it may appear to you now.
For the long game focus on sword and coordination (for better stance recovery) or endurance skills (to give them exhaustion debuffs) and of course get your good 100 coverage armor and handy gladius, then stance doesn't even matter (almost).
You can also get out early (don't reenlist) to pad your hall of fame with 20 playthroughs and use the points only on stats in later games.
I'd like more RNG's to use the error margin estimation for a smaller number of rolls rather than pure perfect probability. With 1000 rolls you'd be closer to an actual 65% rate but gut feeling says it feels unfair. If you saw 35% - 90% chance though, that might be a bit different.
I was getting bad rolls last night again too, dying a few times with great stats but bad rolls. Easy opponents doing 30 damage in neck strikes or something. Yeah, at a point the stat cost is too high, but that's just a balance issue. I go for Awareness, Charisma, Quickness in the rolls for the story stuff, and then pad combat stats. Leave a pair (Str/Con or End/Coord) for workouts and boost the others.
Why do you need to "leave a pair for workouts"? The amount you can improve is based on the value set at character creation isn't it, not on the average of 50? I'd boost the important ones (ideally as many as possible, but this depends on how much they end up costing - usually I end up boosting most stats by about the same, unless there's one stat that starts stupidly low).
IMO awareness, quickness and endurance at least 60 tends to help with not getting wiped out due to stance loss (enemy feints, etc.), as well as fatigue. Higher is better of course, but I found starting with those at least at 60 makes a significant difference to early battles.
I just meant that to min/max a bit more I prefer to focus on bumping QWK/CRD and to a lesser degree END (since usefulness drops off after 60) in creation b/c the STR/CON pair is more necessary late-game. I figure you have plenty of time to workout and boost a lower pair of combat stats to equivalent levels if you hardly work the already high enough stats in-game. Same kind of thinking when I prefer to buy stats over items, and hard-to-come-by mental skills over combat skills, because money will come after fights, but stats cost precious time to build.
I agree Endurance is a top priority early on. The difference can absolutely be felt, but after ~65 END only helps story-related rolls and wasn't much of a hindrance even at that level, in my experience. I think it's safe to bump it to 60 in creation and then leave it, unless you're going for events like wrestling or races. Most enemies won't fatigue themselves in the 20 rounds a fight lasts, and duels can be stretched out on just 60pts too.
After a few more playthroughs, I'm really starting to appreciate the sword/shield skills and morale in determining how a fight goes. Definitely recommend to make more sacrifices to get superb morale.
1. The thumbs up/down is not actually bounded 0-100. You will never have a 0% or 100% chance to hit. Making up rough numbers, you may run 10-95%. The actual bounding is determined by a host of stat comparisons. While it is theoretically possible to get up above 95% as your upper bound per Sertorious...well, its not likely unless you've been ubermensching for a while. So when you see a "looks like 70...well, maybe 65" it may be closer to the high 50s, low 60s.
2. Probability strings have to be assessed in the context of literally hundreds of sequential rolls. While in one string of five rolls, missing five 65% chances is unlikely, something like 0.5%. In 250 rolls - even counting them as bunches rather than each new roll starting a new string - the cumulative odds that one of your 5 roll strings at 65% will go bad is actually closer to 23%. As new strings it gets worse. So even being kind to the player, about 1/4 of your play throughs should see this type of missing before mid game.
3. Now, for it to happen five times in a row would be very unlikely., but the reality is you never actually get a five stringer of 65's. The variables change by you missing, him recovering, you hitting and closing the spear range, etc. all mean that between attack rolls your odds of having five sequential rounds a exactly the same probability are not good. Combined with imperfect knowledge via the thumb, and earlier bounding, and all the goodness of human perception - well, the rolls we're trying to model as 65% may be anywhere between the mid 50s to high 70s, with the mid 50s failing more often and creating the perception of failing a sequence of high rolls.
Oh OK, yeah I agree with pretty much everything you said, since I prioritise skills based on how hard they are to improve as well (which is why I always skew the initial stat rolls toward "mental" stats).
When I first played this game, I took a balanced approach between improving sword, shield, javelin and working out to increase stats. That's definitely NOT a good idea! Sword is of prime importance, with shield close behind (or possibly reversed, if you prefer more defensive plays). Javelin can be really awesome, but it's not as high a priority as sword/shield.
Stat improvements, if your stats are already "good enough" across the board, can wait until you're at a point where it's starting to become difficult to improve sword/shield. IMO it's more important early to to gamble/hang out/play games in between training sword/shield, since not only does that reduce the training morale penalty but it also improves your rating with the troops, which is of vital importance to access the better training (consistently).