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If you look just at the math, the best way to get maximum variation will be this tree:
- perkA
- perkB
- perkC
- perkD
- perkF
- perkE
- perkG
- perkH
following the formula for combinations we have 7!/(3!*(7-3)! = 35 available choices. Math is a part of the project but it is not everything.
Also, it is important to understand the difference between free choice of any skill and a tree-like (structured) system of choice, so as not to exaggerate.
This does not mean that level 3 skills are bad; it just means that level 2 skills provide more flexibility.
In your version, only 1 level 2 skill comes from each level 1 skill, which significantly simplifies leveling up (compared to a fork into 2 skills, or the terrible 3-4, as was the case in the original game). And that is good. But there is a downside – a slight decrease in variability, which is further exacerbated by the requirement to have a middle skill as a must, which is too strong. The problem is not the decrease in variability, but the double decrease in variability.
A few pages behind you said that more creatures and raw stats are always better than attack and defense bonuses. What do you change you mind?
But in your mod, parameters are 1.5 times weaker due to the weakening to 3.33%. That is, it is not that Vitality is super strong, but that +2 bonuses are garbage against it; there is no contradiction in this. In your parameters, I would rate the strength of Vitality at +5 to defense, or +3/+3 to attack and defense (+2/+2 if the game lasts more than 2 months). Battle Frenzy is about 1.5 times stronger (2 times stronger if Vitality worked as pure defense and did not protect against magical damage).