Thank you to the two posters above me. I appreciate the constructive criticisms/feedback.
Since I can't tell the future, it's just as likely a future patch will make my build better, as that it will make it worse, as that it will be neutral in respect to my build. I'll adapt either way. Planning around this is impossible. My point is to answer as many of the following questions as I can: "What's the best setup right now?" "Why is that?" "How much better is it?" "Is it too good?" "Are other options reasonable to consider in light of this information?" "Should something be done to fix this?"
That's all the kind of things I would imagine you'd like to know as developers, and since I have no emotional connection to playing the way you want me to play, but a desire to play the way that is most rewarding (abusing game mechanics or not), you'll get a more honest feedback from me and other players like me than you will from players who are emotionally invested in this game. What I won't be doing is working outside your system (with a hex editor or some sort of hack), because that doesn't tell you anything you don't already know, and it doesn't give me a fun experience either.
I define fun as figuring out the most abusive, in-game mechanics and pushing them to the absolute limit. It's a metagame for me, in which I assume you design a game to be played a certain way and I push the game to find out how good your rules and planning are at keeping things "fair". If you plan well, you win and the game is balanced. If not, I win, and the game is broken. In that case, I give you feedback so you can change the game and we can start the metagame all over, round 2, can you hopefully beat me this time. The result of this cycle is you get to release a finished product that has been hammered as hard as I can, forged into something as abuse-resistant as possible, and that is a more beautiful thing for everyone involved. I have to assume many of your playtesters feel the same way.
Back on topic:
One thing to consider is that due to the Save feature, monsters having a 15% chance to attack first doesn't matter. Perhaps if you make some type of monsters with 100% chance to attack first, defensive building will gain in value, but as of now all you have to do is save prior to starting your clear of a room (or prior to a combat), and suddenly monsters have no chance because they never attack. Thanks to Flee, it's even more possible to defeat anything (I basically cleared the game with my character who was ~30 or so. Lower levels could too, but there's no point to masochism of that kind). When you're fighting like that, what you want is to hit as accurately and as hard as possible as there is a real life time penalty (number of wasted reloads) if you don't. No other consideration is relevant. I was able to clear the swarming cave at a low level because if you attack first and kill in the first round, they don't swarm. When I messed up or got unlucky, I just reloaded. I cleared the mines (freeing the prisoners, etc) while my guy was at 5 health. Kill speed is the only relevant factor in this version of the game. The only reason I even recommend taking IF is because it gives you some wiggle room to reload a bit less often. It doesn't help against things with horrible actor conditions on strike - for those, you have no choice but to reload if they hit you (unless you're so godly it won't matter), but frequent reloading is just an annoyance you kind of have to deal with at mid levels if you are doing things that you otherwise would have no business attempting.
The point about the early game is valid, but that's over pretty fast. Most of my early game was spent killing hundreds of Small Dogs (and Wild Boars when available), building a sizable meat inventory reserve. It plays out like a snowball rolling downhill. You start slow, but once you pick up speed you keep on accelerating until you reach max velocity. Even so, thanks to Save/Flee, you can clear the snake cave without too much trouble by level 8 (taking your first WA).
I really think that if you want to curb these kinds of abuses, a number of things should change.
1) QSD is too good, but as this is a dead horse now, and I'm happy to be told it will change.
2) Monsters should have "first strike" capabilities, or at least some monsters should (much like some are crit-immune).
3) Flee should be disabled on all bosses and minibosses. I should not be able to kill something when I have a 5% hit rate dealing 1% of it's health and it has a 95% hit rate dealing 100% of my health. Yet, I have killed everything in the game even when this was nearly the case, simply through patience and a willingness to use the tools I've been presented with. This turns the game into "AP, AD, AC - nothing else matters". I doubt that's the intent.
4) I'm aware of the game mechanics and that is why I have stated that ultimately 350% AC is a good goal. That puts you at a 90% hit rate against the hardest monsters. More accuracy has too many diminishing returns to recommend. Less might require you to reload too often. That said, notice I've stated that ~200% is good for RoLS farming (which is roughly 20,000 kills, and thus pretty relevant). I leave it to you to discover why.
5) I believe that no matter what you do, one build will always be the most efficient. I word my posts to indicate my thoughts on what that build is and to describe how much more efficient it might be so that the developers can determine if it's too good or not, and so that players can determine if it's something they want to pursue or not. If I think something is the best, I say it's the best. The "in my opinion" part is self-evident, as is your right to disagree. Since you can see that I back my opinions up with math, and you can see what that math is, my hope is that you will form your own opinion based on the same kinds of reasoning, and not just emotion. Either way, I have no vested interest in changing your mind, or anyone's. I just really love a great conversation about game theory, game design, and math-centric game mechanics. I can't be the only guy who wants to geek out on that stuff (posting to these boards). >.>
6) CE is good stuff early, but later on when you have basically unlimited gold, your CE is doing nothing more than saving you more of a resource that's already abundant. (CE saves potions, and that's about it.) Is more useless gold really important?
7) AC is important, and if you got 6% per level I'd recommend it. At 5%, you're getting ripped off. Here's why:
Level w: 1AD
Level x: 1AD
Level y: 1AD
Level z: 1AD 1Weapon Accuracy
Total #: 4AD 12%AC
Level w: 1AC
Level x: 1AC
Level y: 1AD
Level z: 1AD 1Hard Hit
Total #: 4AD 10%AC
7) Let me just fix one of your quotes as a reply:
Understanding some of the base concepts of the game such as how turns/rounds/ticks work is key to realizing why CE is NOT one of my favorite skills. Take the damage you get from Bleeds as an example. Did you know that you can run through an entire dungeon (3+ minutes) without it ever ticking? In other words, it is effectively not present. Did you know that actor conditions like Bleeds can never actually land on you? I watched a stack of monsters attempt to Bleed me before and that's only because I realized I forgot to save the game before combat.
Please don't mistake a new poster for a new player.