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

Optimization · Pure Optimization
A turn-based RPG where elemental surface interactions reward complete knowledge of combinatorial systems.

Optimization · Pure Optimization
A turn-based RPG where relic substat variance and speed-tuned team optimisation define endgame performance.
Divinity: Original Sin leans Optimization (Pure Optimization); Honkai: Star Rail leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Divinity: Original Sin
Turn-based combat requires zero twitch; positioning is deliberate
Honkai: Star Rail
Turn-based; physical input precision is essentially irrelevant
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Divinity: Original Sin
AI opponents use scripted priorities with no player modelling
Honkai: Star Rail
PvE only with scripted enemy behaviour throughout
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Divinity: Original Sin
Elemental surface interactions contain hidden combinatorial space to discover
Honkai: Star Rail
Relic substat RNG and gacha pulls drive character progression
Divinity: Original Sin leans a little harder on optimization, though the gap is small.
Divinity: Original Sin
Elemental chain combos and initiative manipulation are systemically solvable
Honkai: Star Rail
Speed tuning, team cycle theory, and buff windows are deeply solvable
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.