I was just making a joke about the program. I wouldn't have the first idea how to do what [MENTION=6787650]Hemlock[/MENTION] did.
My original point was far more general. The thread started as a discussion of how to alter the mechanics to bring melee combat more in line with ranged due to its seeming advantage. Some posters then went on to posit that this slight edge is in fact huge, and that significant design alterations were necessary.
My point was that is likely not the case for most games. That a lot of this can be handled through encounter design and effective DMing. Some folks may still require mechanical alterations based on the severity of the situation.
Then it seems to have shifted to a discussion of how ranged is always more effective than melee, so I threw out a few factors that I thought mitigated such a disparity at least to some extent. I said that many are hard to gauge because it's not just about DPR.
In a comparison between your crossbow archer and your great weapons fighter, you are right that the archer comes out on top in damage, and trades off little if he still desires to engage in melee. I acknowledge that. However, I was never saying the GW fighter was able to keep up. My point was that the fighter would likely be better served focusing on other areas of combat than DPR in order to be as effective as the archer.
Efficacy being subjective and different types being hard to gauge without a common metric, it makes it difficult to "prove". @
Hemlock's impressive simulation seems to have summarized a lot of what I was trying to explain.
Ultimately, just because it's an archer build that comes up with the highest DPR doesn't mean that melee builds cannot contribute significantly.