head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Optimization · Systems & Chaos
An ARPG loot grind about chasing affix rolls to feed a damage-stack build.

Optimization · Systems & Chaos
Navigating AP-driven cover-and-overwatch combat while optimizing a mercenary island campaign.
Diablo IV leans Optimization (Systems & Chaos); Jagged Alliance 3 leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo IV
Clicking and dodging are light; gear carries you.
Jagged Alliance 3
Overwatch arc placement and AP budgeting require spatial discipline
Jagged Alliance 3 leans a little harder on reads, though the gap is small.
Diablo IV
Enemies and bosses are scripted; no adaptive opponent.
Jagged Alliance 3
Enemy AI is scripted; no faction adapts to your broader strategy
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo IV
Loot rolls, affixes, and uniques drive every session.
Jagged Alliance 3
Hit percentages, morale checks, and random patrol timing create variance
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo IV
Paragon, aspects, and damage buckets are solvable theorycraft.
Jagged Alliance 3
Merc hiring, sector control routing, and weapon modding are the optimization core
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.