Thanks for the detailed response.
That’s a big deal, especially for non-standard sized groups.
Yeah, they feel more like solos. I used to just throw in more support troops which can work as well. I still either have support or environmental factors on the side of the legendary, there's just not much you can do when the entire group can focus fire.
Player equivalent level seems to be doing the heavy lifting. And the numbers don’t quite come out in any obvious way.
There's a bit of math going on and a couple of charts used for calculation. When I used to use use WOTC's math I'd ignore the number multiplier which seemed to help. When I plug things into the DndBeyond encounter builder, a lot of my fights come up deadly.
The next question, if you don’t mind, is: how tactically the players play and how optimized are they? And how do you account for that? My assumption for the last bit is that’s the variable of you adding levels to better match the players at your table.
They're okay at tactics but not great, probably about average for experienced players or a bit under. They also aren't glowing like Christmas trees especially for their level and they used point buy. As mentioned above for previous groups I've adjusted based on the group's effectiveness. The difficulty level is just based on a percentage in the spreadsheet so you can adjust category bands as needed or, because I'm lazy, just add a level or 2 to the PCs.
It's still not magic, but in general I find it useful. There's always going to be some fudging based on setting and how well monsters synergize. As always the dice can swing encounters in unexpected ways as well.