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

Optimization · Practiced Mastery
A narrative-heavy MMORPG where class rotation optimisation matters in raids and PvP warzones.

Optimization · Pure Optimization
Maintaining senate favor and province chains while executing real-time cohort tactics.
Star Wars: The Old Republic leans Optimization (Practiced Mastery); Total War: Rome II 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.
Star Wars: The Old Republic
Operation combat has moderate GCD management and positional demands
Total War: Rome II
Cohort line management and flanking cavalry demand real-time micro
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Star Wars: The Old Republic
PvP warzones feature real adaptive opponents
Total War: Rome II
AI generals follow scripted behaviors without adapting to the player
Total War: Rome II leans a little harder on variance, though the gap is small.
Star Wars: The Old Republic
Gear drop RNG is present but secondary to ability knowledge
Total War: Rome II
Random political events and dynastic loyalty shifts add campaign variance
Total War: Rome II leans a little harder on optimization, though the gap is small.
Star Wars: The Old Republic
Advanced class ability rotations and set bonus builds are solvable
Total War: Rome II
Senate favor management and province chains form a solvable campaign system
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.