My own argument is more on the side of...mrm3ntalist wrote: ↑Thu Jul 29, 2021 5:06 pmIts very easy to prove to you that vamp regen is more essential. The general idea is that Vamp regen is not ideal when you are not taking damage, ie when you are fighting fodder spawns. Against bosses, (or spawns with high AB or Sustain ) where you actually will get hit vamp regen tramps any d4 damage you can get on a weapon. I will get a +2vamp regen weapon over a d4 damage, all the time.Tanlaus wrote: ↑Thu Jul 29, 2021 5:01 pmI don't disagree. But it's one more vamp regen with 1 less EB and less damage. More tanky even so? Yes. Does the current alternative fall woefully short? No I used to use one. It's pretty good. The vamp regen makes a difference. On top of it being decent DPS.mrm3ntalist wrote: ↑Thu Jul 29, 2021 4:46 pm
If only it was that simple....
There are many more parameters you need to take into consideration. But generally an additional vamp regen is better than any kind of d4 damage.
Also one thing I forgot to mention, vamp regen only works if you do damage which can be an issue with finesse builds and high untyped DR... but the negative energy component is so rarely resisted I can't remember anything that actually did resist it. So you can always count on getting some vamp regen even against extremely high untyped DR epic monsters.
You fight numerous mobs to finish a dungeon. Each fight, even with AB+20 AC, you will lose 30-60 HP.
This for strength tank characters is easily countered by trading 1 lbs carry capacity for 20 to 50 HP (Heal skill + kits). Heal kits are cheap (65 gold for 20-50 HP), and their weight doesn't hurt strength characters.
For ptwf finesse, you kill enemies fast enough that you can avoid taking dmg due to nat 20s. Worst case, your stealth gear allows you to skip mobs to ninja loot.
For frontline finesse, your very class (swash/du) is built around the idea of prolonged/windup combat. This works excellent for bosses, but for generic mobs your windup advantage (str drain, con drain) both do not have time to fire, while you also take 2-3 rounds to kill cr appropriate mobs. This gives them the chance to take 30-60 HP off you. Due to low strength, you cannot really carry healing kits (if you do: you'll have no room for loot, and since quantity > quality...), you'll have to use clickies or potions of Heal which are 800-1000 gp for 100 HP.
It is suggested for front-line finesse to to use UMD to counter nat 20 through mirror image.
However, Mirror image is
A) Costly (lasts 3 minutes, so cannot keep it up for each fight unless you run the whole dungeon.)
B) Requires UMD (while my build has no issues with magic, I remember a similar duelist who did not trust magic.)
A vamp-regen finesse weapon can allow a frontline finesse PC to avoid the need for UMD or costly healing potions. While the frontline finesse won't have to buy 65 gp healing kits like str tank equivalent (although str tank has a vamp 2 sword and shortspear in store already, so this comparison could be moot) - they also cannot carry as much loot and often have to leave behind full plates, tower shield and the like.
From a vague test run,
at 52 AC I ran Reaching Woods. 20 minute to clear due to fights around chests, so that'd be 7 charges of mirror image (assuming they don't run out). I didn't use MI, and relied on my vamp regen rapier. Twice, my HP was reduced to 120-160 from 320 due to nat 20s in crowds (ergo: faster than i can out-heal with my rapier). Without my rapier or clickies, I'd have spent around 1600-2000 gold on healing. My loot was 4000 gold. Without vamp regen, it'd have been 2000-ish (assuming healing), or 2500 using mirror image (assuming 7 charges, at 11500 to recharge from 1 to 50). Even with vamp regen, I was forced to leave a full plate +2 behind, as I had 55 lbs entering the area. This is a low-ball though for healing, as I had many times I took 30 dmg which I healed up without really counting how many times it happened.
I think an item that allows dex frontliners to make a few heal pots or MI charges more gold than they currently do, at a steep investment (for someone who dungeon runs 2 or 3 times a week) at 150K using a vamp 2 weapon wouldn't hurt anyone.
And those who loot run more than that probably loot the RIG ones already.
While I have not tracked my yuan-ti runs directly, I do know that having vamp regen is the reason I can run that dungeon at all due to its length and need to enter it super light weight (nearest shop is very far without teleportation, and encumberence disables all my abilities). I say this as I've tried running it with the Shield + 3 rapier and lost to attrition. Attrition with 2 Austruth flutes, 3 mad gent's gloves, 1 pearly white ioun stone, 1 canteen.
