First of all thanks for the explanation. Not many voting that way have commented on their vote.Not very useful for two reasons.
First, and most important, these are calculated values which come with a host of assumptions that will rarely be valid in play (for example how does the Rogue Bonus action hide factor into this as it both boosts his DPR and his effective hit points). A better method would be to perfomr statistical analysis of data collected in play. I recognize that data is probably not available, but an alternative if you think your assumptions are broadly applicable is to calculate the values then conduct an experiment (i.e. a campaign) to refute or substantiate the hypothesis. Pick 5 characters and play a campaign recording all damage rolled against them and how much they actually took, normalize this against their total hit points. Then record ow much damage they actually deal on each turn (after resistances are applied and not accounting for overkill). Then compare this over a campaign to the calculated values to see if they are accurate. If you have 5 PCs and they all finish close to where they should then your assumptions are reasonable. If one or more is way off then they are not.
I never made a claim that this was for anything outside the combat pillar. I'm curious, what numerical values would you prefer to use to compare martial classes in the combat pillar? I can't think of any better 2, maybe you can?Second it is DPR and hit point focused which equates to one part of one pillar of play.
This is actually not how efficient frontiers work at all. There is no what you feel it should be, it is a data driven line.Since the EF line goes through two of the result points, it suggests you simply set the limit of the curve at those two points. For a meaningful "value" system, it would be more appropriate for the EF line and the data points to be independent. That is, establish the parameters for what you feel the EF line should be, and then compare the data to that, rather than basing the EF line on the data you calculated. In the latter case, all you're saying is that the EF line is the upper limit of what I've made, not that it has any meaning in and of itself.
Level 5.First question is, what level is this supposed to be at?
Since there are a couple entries that approach 500 effective HP, I would by default assume we're at level 20. However the rogue is at about 70 HP, and even with 0 Con bonus and just average HP values per level, the rogue should be over 100. So that suggest this is not level 20. Except this is for effective HP, so maybe you're penalizing the character for something? I have no idea.
Yea, a finalized rouge using a rapier should probably be a bit higher. Looks like I left off advantage for that version. But again, my current focus is more on whether this view is even worth creating, not whether all the numbers in the proof of concept version are accurate.Then there's DPR. You have a max of 35 for a Zealot barbarian. I know for certain than 35 DPR is fairly low in the overall scheme of things, if taken to level 20. Barbarians and fighters can easily pass 80 DPR. 35 DPR might show up around levels 5-10, depending on build. The rogue with 12 DPR might be around level 3? Actually, several builds mention feats, so at least level 4.
If your saying that against a specific static challenge there's a point where adding more hp won't matter, i agree. But if you view the set of possible challenges as being unbounded then there is no threshold where more hp doesn't matter. IMO, for optimization comparisons you really need to assume unbounded challenges or every axis ultimately hits whatever arbitrary threshold you designed as the cutoff.For example, there can be a minimum number of effective HP below which it's meaningless to have a character of a given level. And the more HP you have, the less that additional HP adds to the character's utility. That suggests there should be a minimum asymptote, and probably a power curve.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.