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+Your math is wrong, Ratlings gain +0 damage assuming you've chosen to use the superior strength-based weapons. (Ratlings start at 6 Strength)
+Evasion is worthless.
+32% resistance spread across all resistances is irrelevant. (think of this is +8% resist all for the sake of this argument)
Assume you're setting up the Barb for your party. Regardless of race, you plan to build it the same way. Ignore the padding effects of stat potions.
Working from creation and before any perks are applied, a Mino Barb would start with 21 STR / 6 DEX / 19 VIT / 7 WIL assuming all points are dumped into STR and VIT, while a Rat Barb would start off with 12 STR / 12 DEX / 15 VIT / 10 WIL. On a direct comparison, that's a 9 point STR and 4 VIT deficit out of the starting gates for the Rat, with a lead of 6 DEX and 3 WIL (4 stat points lower to start). Obviously there will be differences if you choose to spec in any other manner.
Here's where headhunter v. mutation will start to rear their heads. Assuming you have even distribution of stats from mutation and from eating cheese, you're looking at a total gain of roughly 4 to 5 points in each category (for the completionist, assume maybe 18 points total) compared against a headhunter benefit of 8 STR by the end of the game. Result - Rat wins out in terms of stat growth by 6 generic points. For damage and health, that leaves rats (on average) trailing minotaurs by 12-13 STR, but catching up or passing their VIT depending on your final level at the end of the game. Unmodified, rats will just not catch up to minotaurs for damage.
In terms of the rest of the stats, however, rats will likely increase their lead on DEX up to 10 or 11 over the minotaur, which is the equivalent of 2 points in the aim skill and 3 points in the dodge skill (admittedly of limited use without the associated CDR perk). The WIL advantage is also there, but won't be of terrible use except for the contribution towards resistances and marginally decreasing the time until your next power attack if you don't feel like chugging a potion.
All that being said, take it with a HUGE grain of salt, because it is entirely possible that the random stat increases will not occur the way you're hoping they will.
In the end, I'd go with the rat, but mostly because I find the idea of a ratling barbarian to be funnier than a minotaur toting around a sack full of heads and I don't like throwing skill points into aim at low levels. If your party has an alchemist along, you're going to eventually be swimming in stat potions anyway, so no matter which you choose, you'll be able to tweak downsides of either to some degree.
You can beat the game with just about any party; do what's fun and works well for you. Looks like a perfectly serviceable party honestly. I only made this list for my own personal entertainment and to give some general advice to newer players but by no means is there a "wrong" way to play the game
I'm doing similar, but my Farmer also has Alchemy 5. I'm being a little more conservative with my food, making sure I always have one full crate for long expeditions and then feeding my farmer the leftovers, but I also left her at level 1 and rushed straight for the Spirit Mirror Pendant in the vault.
All that extra EXP and getting double mileage out of the Spirit Mirror Pendant (since your Farmer only needs it when eating, leaving it free for another character during battle) really adds up.
It seems to me that they are strongest in the mid-game but is it worth it in the long run?
2 Minotaour bars in front, heavy weapons (there is loads of good HW even early in the game)
2 alchemists in the back. One equipped with ranged and one specced as the mage.
My light weapons guy just isn't dishing out as much damage as my HW barbarian.
2 alchemists can grow everything, including crystall flowers simply by moving. This gives you a TON of stat potions and any other potion you might want.
I had a solid experience with ranged weapons so far, crosbow can crit for 150+ damage form the back row...
Absolutely worth it. Reaching level 17/18 is highly practical. Even level 19 is feasible, and if you picked human (which you should if you are a farmer), you will easily out-skill every character in your party at any given point of the game. Here is a table expressing the food-xp growth testing I have done for a Human Farmer with Fast Learner (+20% XP overall).
Format:
Level 0: X | N(T)
X = XP gained per Turtle Steak
N = # of Turtle Steaks needed to reach level from previous level
T = # of Turtle Steaks needed to reach level from level 1
Level 1: 298 | N/A
Level 2: 432 | 4(4)
Level 3: 572 | 5(9)
Level 4: 717 | 5(14)
Level 5: 866 | 6(20)
Level 6: 1017 | 6(26)
Level 7: 1172 | 6(32)
Level 8: 1328 | 6(38)
Level 9: 1486 | 6(44)
Level 10: 1646 | 6(50)
Level 11: 2114 | 6(56)
Level 12: 2277 | 10(66)
Level 13: 3055 | 11(76)
Level 14: 3220 | 16(92)
Level 15: 3387 | 16(108)
Level 16: 3555 | 15(123)
Level 17: 3724 | 14(137)
Level 18: 3895 | 27(164)
Level 19: 4066 | 25(189)
Level 20: .... | 123(312)
As you can see, the gaps between levels are MUCH smaller than non-farmers. You can easily reach an absurd level by just farming herder caps in the Herder Den boss room for an hour. Even if you don't farm herders, your farmer will almost always be several skill points ahead of the rest of the party. They still make poor melee characters due to a lack of any notable characteristics, but they make the best pure casters in the game because they will cast every spell you want sooner than any other class. If you don't believe me, just give it a shot yourself, it is a lot of fun roasting everything in the first half of the game with over-powering fire magic.
Interesting. Will your other characters not level up a lot as well, if you grind for an hour in Herder's Den?
I'm gonna have to fool around more with farmers tomorrow and see what I think.
BTW can I list you as a contributor to my guide?
Small Herders: +65 XP
Medium Herders: +75 XP
Big Herders: +95 XP
They gained a level and a half while grinding, but levelling "slows down" here because of the low fixed XP rate.
Meanwhile farmer was gaining over +2000 XP per cap almost from the start, and caps drop somewhere between 35%-45% of the time off medium & large herders. The rest of my party was level 8 when my farmer was level 14 in the Den.
I'd be happy to be listed as a contributor to your guide, thank you! However if this is your first guide... keep in mind that if you add contributors via the Toolbar, you give contributors full write & edit access to your guide. I made that mistake with my first guide, haha.
And I agree. Extra caster levels drop steeply in value after the 10 skill points mark (that covers the essentials: Meteor Storm, Invis, Force Field, Light). Beyond that the only thing left is to level up Water Magic for Dispel & Frostbolt, which are nice but not essential by any means. Farmer suffers as a non-caster due to stat & trait deficiencies. They are a load of fun though if you want to laugh your way through the first half of the game, melting faces as a farmer.