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Monster damage realization - DPR per CR diminishes across the game
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<blockquote data-quote="Rabulias" data-source="post: 9296442" data-attributes="member: 16651"><p>I used Quickleaf's original table as a source of data, and they did not include CR 0, so I did not either. One could easily recalibrate the CR scale to have current CR 0 relabeled as CR 1, <em>for my purposes here</em>.</p><p></p><p>I used the DPR data in your original tables, but I renamed CR 0.125 to CR 1, CR 0.25 to CR 2, CR 0.5 to CR 3, CR 1 to CR 4, etc., and then did the division with the new CR values. As I said, doing any math with the CR number is arbitrary as the CR is a label we all agree to. I recalibrated the scale of CR so that dividing by CR would not exaggerate the lower CR results (dividing by fractions). I think this makes it easier to compare the <em>relative </em>increase of DPR as CR increases, but it does not reflect the CR as in the rules.</p><p></p><p>As ezo points out, the current rules use CR numbers for encounter building, so I am <em>not </em>saying that my new CR numbers should replace those in the current rules. I found it hard to look at the numbers you generated and see things like 24 DPR per CR at CR 0.125, which seemed out of whack, but it's just an artifact of dividing by 0.125. By shifting the scale, the numbers don't reflect true DPR per CR, but the relative trend is easier to examine (IMO).</p></blockquote><p></p>
[QUOTE="Rabulias, post: 9296442, member: 16651"] I used Quickleaf's original table as a source of data, and they did not include CR 0, so I did not either. One could easily recalibrate the CR scale to have current CR 0 relabeled as CR 1, [I]for my purposes here[/I]. I used the DPR data in your original tables, but I renamed CR 0.125 to CR 1, CR 0.25 to CR 2, CR 0.5 to CR 3, CR 1 to CR 4, etc., and then did the division with the new CR values. As I said, doing any math with the CR number is arbitrary as the CR is a label we all agree to. I recalibrated the scale of CR so that dividing by CR would not exaggerate the lower CR results (dividing by fractions). I think this makes it easier to compare the [I]relative [/I]increase of DPR as CR increases, but it does not reflect the CR as in the rules. As ezo points out, the current rules use CR numbers for encounter building, so I am [I]not [/I]saying that my new CR numbers should replace those in the current rules. I found it hard to look at the numbers you generated and see things like 24 DPR per CR at CR 0.125, which seemed out of whack, but it's just an artifact of dividing by 0.125. By shifting the scale, the numbers don't reflect true DPR per CR, but the relative trend is easier to examine (IMO). [/QUOTE]
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