If your goal in a fort battle is to survive as many shots (hits and misses together) as possible, there is some balance between health and other stats - if you have large max. health, it is better to incrase your chance to dodge while if your change to dodge is great, increasing health helps you more than additional increase of defense. As we have seen, this balance unfortunately favors healh much more than any other stat.

With the formula you confirmed yesterday I tried to do some calculations to see how it realy works. So let say we have a tank who wants to survive as many shots on him as possible. For simplicity he doesn't care for damage he deals, I didn't take into account resistance nor any character (soldier, critical hits) bonus - each point in HP adds 10 LP, any hit takes 300 LP no matter of what. The question is: *If this tank uses his skill points in the optimal way, how much points he must have in HP to have 200 skill points in other stats together?*

Distribution of the 200 skill points is simple to calcuate: 14 in dodging, 38 in leadership and 148 in stamina or hiding (I assume he reskills before each battle to get the best results, depending if he is attacking or defending :-)). This distribution gives him aprox. 29 points to defense, each additional point adds about 0.08 more to defense.

In the first scenario I calculated he was on some bonus while the one shooting on him not - the shooter had 40 attack and the tank 60 defense. The result was horrible: if the tank had less then 70 000 (!) points in HP (less than 700 000 maximum health), it would be better to reskill and some of the 200 points move to HP!

In the second scenario the tank was on the grass (40 defense) and was attacked by someone on a tower (80 attack). The result was a bit better - just 4 500 skill points in HP (maximum health 45 000) was needed to make the stats balanced.

What does this mean?

It is pretty hard to decide "best stats setup" because of sector bonuses, distance malus etc. which changes during course of battle. Moreover surviving as long as possible is not the only goal - in fact the real goal is (mostly) dealing as much damage as possible but you need to survive long enough to deal the damage. But I believe any reasonable scenario will give similar results. **The real problem is that one point in health is much more valuable than one point in any other stat** (except for a few first points). The linear vs. exponential is not a problem, it would lead to balance if used properly. If I were you I would try to change the formula to calculate base attack and defense:

10(a^0.4 + b^0.5 + c^0.6)

instead of

a^0.4 + b^0.5 + c^0.6

and see what will happen. (The 10 is just a guess, the right number may be 5 as well as 100, depending on increase of building bonuses. But it will hardly be something low like 1.5.)

EDIT: multiplying the bonus maybe won't work also, it would take some time to think about it and I have an exam to do but the way lies somewhere close (prehaps change the formula determinig chance to hit so that the just the difference between attack and defense would determine outcome).