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And is there anything wrong to playing how I want to play? Or are you trying to make me play your way for some reason, because you think it is better?
It's to the point where Heal is better than all the other spells in the game combined.
I tried using decimate though, not too shabby. Bypasses defence, and ticks just before your attack starting from your second. So you only miss one amount of damage from it really. And you can only get 6 attack from forging, whereas decimate can get to 9.
Was thinking of trying fire since that gets to 12 :p. But the only things that survive are dragons, and they uber resist fire anyway...
I don't remember off the top of my head how damage enchantments tend to scale. Since all reduction is flat and most of your damage is physical, there would absolutely have to be higher magic damage enchantments than physical for it to be worth enchanting in the case where the monster has 0 of that resist but isn't weak to it either. I think it *is* true that element enchant damage is generally higher than physical enchant damage at all stages of the game, but I'm not sure. Even Decimate should have to be a larger number than physical damage to be worth it.
I think similar considerations can hold for other resists. Rotating the correct ones in and out should help, even if it's a bit micro-managey. It also might not be worth your Enchant MP to bother with in some cases. Resists vs MP regen probably has some kind of break-even point depending on several factors. Definitely resists are better if you have to take a ton of hits, and MP regen wins if you're taking 0-1 hits.
As far as stats that don't totally suck are concerned, it seems like critical strike is decent, and I'm pretty sure it multiplies spell damage too. Dodge and insta-kill tend to help when you're in a really tough area, but aren't as good when you're steamrolling. One lucky insta-kill can save you two potions, if you're in a potion-chugging phase where you're just trying to find a last chest or two or reach the next shop.
You're absolutely right about HP and MP, though. A quest reward can fill your health to 100%... don't use it all in one place. Other than that... it's just a buffer giving you more time in between potion chug sessions in the final boss fight. So... max HP/MP as well as HP regen are almost worthless beyond whatever you get automatically. That's a big design problem IMO.