Originally Posted by
Reniat
You're right in that avoidance is less valueble due to it's inconsistency, but hit/exp are also unreliable in a sense. With 0% of both hit/exp, there is 7.5% chance of missing (hit), a 7.5% of being dodged (exp soft) and a 7.5% of being parried (exp hard). this means there is a 22.5% chance that your attack will be unsuccessful. Now lets put this into practice.
Let's say you had an average of 4 seconds between death strikes (napkin number). In that 4 second window, you will have 3 melee hits (0s, 1.5s, 3s). At 22.5% per hit, the chances of loosing a single stack of SoB in that window is 53.5%. Now factor in that you can still be parried (unless you are going to exp hard cap), and apply that to the same window between DS and you find that there is about a 38.6% chance of seeing any benefit from hit/exp in any 3 melee swing window (assuming both soft capped).
So yes, getting hit/exp gives a level of consistency (it's still not 100% unless you exp hard cap), but the actual benefit returned compared to avoidance stats is still subject to RNG. you are still trading one rng for another in a sense.