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Why do you use Floating ASI's (other than power gaming)? [+]
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<blockquote data-quote="billd91" data-source="post: 8456421" data-attributes="member: 3400"><p>It’s all a matter of degree. Most players do some degree of optimizing with or without ASIs, floating or fixed. Put your best rolled (or array) value in the stat the class uses most and you’re engaging in optimization. Power gaming is pushing it to the system‘s limits.</p><p>I’d also wager everyone cares about being successful in what they’re trying to do, and what they‘re willing to tolerate in frequency of success, the difference between their frequency of success and some else’s with a more advantageous modifier, and so on, is also a matter of degree. </p><p>I also suspect that people who prefer one degree of optimization over another have a tendency to mutually eye roll about others who favor a different degree and feel that other players value/fail to value optimization to an unhealthy degree.</p></blockquote><p></p>
[QUOTE="billd91, post: 8456421, member: 3400"] It’s all a matter of degree. Most players do some degree of optimizing with or without ASIs, floating or fixed. Put your best rolled (or array) value in the stat the class uses most and you’re engaging in optimization. Power gaming is pushing it to the system‘s limits. I’d also wager everyone cares about being successful in what they’re trying to do, and what they‘re willing to tolerate in frequency of success, the difference between their frequency of success and some else’s with a more advantageous modifier, and so on, is also a matter of degree. I also suspect that people who prefer one degree of optimization over another have a tendency to mutually eye roll about others who favor a different degree and feel that other players value/fail to value optimization to an unhealthy degree. [/QUOTE]
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Why do you use Floating ASI's (other than power gaming)? [+]
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