AbdulAlhazred
Legend
Okay, not so much text as above.
5% extra probability does not mean 5% more outcomes.
If your chances to hit are 10 in 20 outcomes, then a 10% extra chance to hit means 2 extra outcomes, which is actually 20% more outcomes.
20% more hits.
20% more damage.
Yes, but you are missing a part of your analysis. Lets say a certain monster dishes out 20 DPR if it hits every single time it swings at you (nm 1's and 20's for now). For each one of those times it actually misses, it means it effectively dishes out less DPR. So if it has to get a 2 its now down to 19 average DPR and your 1 extra AC saved you 1 point of damage per round. If the monster hit you on only a 19 before it was doing 2 DPR. If it now hits you on a 20 only it does 1 DPR, still 1 point less damage per round per point of AC gained.
So YES, the change between a 19 and a 20 to be hit is a 50% reduction, but its 50% on a base that is 1/10th as big as the 5% reduction you got from being hit always to being hit on a 2, which is 1 point also.
So it SOUNDS like AC (or NADs) going up when they are already high is 'better' in the simple %-wise analysis, but the actual benefit is linear. In reality there is also a benefit of 'reliability' when a defense gets quite high. You can now COUNT on it not getting hit, so you can decide to go take on the big FORT bashing monster with a high confidence it won't stun you all over the place. That is a real tangible benefit in actual fights where you have to decide how best to defeat varying challenges. If different players focus on different defenses then SOMEONE can always be pretty resistant to any given problematic attack.
This is one reason cranking on one specific NAD can really be a good idea. Especially for the guy that has to go in and deal with stuff, like a melee ranger where maybe he's good against the FORT attacking monster and the rogue does better against the REF attacking monster.