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what is the diff between optimized and not??
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<blockquote data-quote="Cadfan" data-source="post: 4992851" data-attributes="member: 40961"><p>I can tell you the difference between two example characters, but I can't tell you what the bounds are of "optimized" and "unoptimized." Its too gray of an area. No matter what I set as the lower bounds of "unoptimized," someone will find a way to fall beneath it. And likewise no matter what I set as the upper bounds of "optimized," someone will find some combination of feats, powers, and paragon path abilities that exceeds it.</p><p></p><p>But if we try to keep things really, simple, like</p><p></p><p>1. One handed talent fighter with an 18 strength, a +1 bastard sword, weapon focus, and expertise at level 4, versus</p><p></p><p>2. One handed talent fighter with a 16 strength, a +1 battleaxe, and nothing else,</p><p></p><p>You get</p><p></p><p>1. +12 v ac, 1d10+6, versus</p><p>2. +9 v ac, 1d10+4</p><p></p><p>which should be enough to notice.</p><p></p><p>Against a human berserker, Level 4 Brute, AC 15, HP 66, you'd get expected damage per round (ignoring criticals for the moment because I don't want to spend too much time on this) of</p><p></p><p>1. 10.35, versus</p><p>2. 7.125</p><p></p><p>in terms of rounds to kill, that's</p><p></p><p>1. 6.38</p><p>2. 9.26</p><p></p><p>So I think you'd notice that. Not that rounds to kill is the best measure, and not that it isn't possible that the second character could have spent his feats on something worthwhile other than damage. If for example he's rocking out with Toughness, Plate Armor, and Improved Vigor, maybe he's doing just fine in a different way.</p><p></p><p>For reference, here's the rounds to kill on a Visejaw Crocodile, Level 4 Soldier, AC 20, HP 58</p><p></p><p>1. 7.76</p><p>2. 12.21</p><p></p><p>Note two things in conclusion though.:</p><p></p><p>First, the spread will grow as more decisions become possible. More gear will be acquired, more feats taken, and expertise and focus will grow in effect.</p><p></p><p>Second, at this level, no individual decision completely explains the difference between the characters. Its the sum of all of the decisions. So there's some space for flexibility. This should continue to be true through most of the character's career, with the exception of Expertise, which will eventually become such a big deal that its presence or absence alone will meaningfully and noticeably affect the difference between the characters.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4992851, member: 40961"] I can tell you the difference between two example characters, but I can't tell you what the bounds are of "optimized" and "unoptimized." Its too gray of an area. No matter what I set as the lower bounds of "unoptimized," someone will find a way to fall beneath it. And likewise no matter what I set as the upper bounds of "optimized," someone will find some combination of feats, powers, and paragon path abilities that exceeds it. But if we try to keep things really, simple, like 1. One handed talent fighter with an 18 strength, a +1 bastard sword, weapon focus, and expertise at level 4, versus 2. One handed talent fighter with a 16 strength, a +1 battleaxe, and nothing else, You get 1. +12 v ac, 1d10+6, versus 2. +9 v ac, 1d10+4 which should be enough to notice. Against a human berserker, Level 4 Brute, AC 15, HP 66, you'd get expected damage per round (ignoring criticals for the moment because I don't want to spend too much time on this) of 1. 10.35, versus 2. 7.125 in terms of rounds to kill, that's 1. 6.38 2. 9.26 So I think you'd notice that. Not that rounds to kill is the best measure, and not that it isn't possible that the second character could have spent his feats on something worthwhile other than damage. If for example he's rocking out with Toughness, Plate Armor, and Improved Vigor, maybe he's doing just fine in a different way. For reference, here's the rounds to kill on a Visejaw Crocodile, Level 4 Soldier, AC 20, HP 58 1. 7.76 2. 12.21 Note two things in conclusion though.: First, the spread will grow as more decisions become possible. More gear will be acquired, more feats taken, and expertise and focus will grow in effect. Second, at this level, no individual decision completely explains the difference between the characters. Its the sum of all of the decisions. So there's some space for flexibility. This should continue to be true through most of the character's career, with the exception of Expertise, which will eventually become such a big deal that its presence or absence alone will meaningfully and noticeably affect the difference between the characters. [/QUOTE]
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