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Originally Posted by
sephiroth1084
False, even ignoring the fact that there are plenty of monsters with True Seeing.
+5 damage per swing, even +10 damage per swing, over someone else tends to cut your swings to kill count down by only a few swings, so you shave off a second or two in killing something (80 damage vs. 70, you need 7 swings to gain a 1-swing advantage, and at that point you've dealt 560 damage...so that kind of difference ends up being about 2 swings faster per 1,000 HP). This is kind of a simplistic way of looking at things, but it illustrates the point enough to be valid.
Going from enough AC to be hit on a 2+, to enough AC to be hit on an 11+ is the same as applying a second, stacking Displacement, which is a pretty big deal. Going from getting hit 50% of the time to 5% of the time is a tremendous shift in the way the character moves through quests.
The reasons AC is seen as being meaningless (erroneous as that view is) in the current endgame are because AC is so difficult to get up to meaningful level and because doing so usually means too much of a drop-off in DPS for it to be worth achieving. This isn't going to be as true once epic monster HP gets cut in half and their saves increase enough for our current expectation of everything being helpless all the time to continue to hold true. Now, if you're killing stuff 5-10 seconds slower than the guy with the inflated Str, but are taking almost 0 damage, you probably stand a better chance of soloing individual fights, or whole quests, and require much fewer resources from the rest of your party. The damage saved by having higher AC is greater than the damage saved by killing stuff faster (when monsters have too much HP to die in just a few swings).
Now, allowing for inflation of Dex in the same way that Str has been inflated will not have the same kind of effect as the Str bonuses do. For one, some characters can leverage that Dex into more attributes (Attack, Damage, Reflex, AC, skills), while others will gain very little benefit from it (again, characters who wear armor will fall even farther behind those in pajamas), while all melees tend to benefit from higher Str in similar ways.
The game handles increases in DPS very differently from increases in survivability.
The important part of DC inflation is how far apart the minimum DC (with some effort) and maximum (reasonable) DC are. Most wizards, for example, can get to a 34 DC without too much difficulty, while the max reasonable DC is about 44. A 10 point spread means that the first group is going to have a very hard time landing spells in content where the latter is having any difficulty, while the latter will have something of a cakewalk in any content where the former isn't having too much trouble. That's fine, mostly because the spread still fits neatly on a d20, and because there are a multitude of options to improve performance of the lower group.
I will say, since I didn't mention it earlier, that I am in favor of reducing some of the stat inflation (though I doubt that we'll see much of that). In particular, we could probably stand to get rid of the class and race stat bonuses, but I am adamantly against inflating other stats just because Str has gotten the helium treatment.