Most of it is up-thread already, but here it is again, all in one place. In N3, Dāturazi chose between +3/-3, or B2. B2 was a bit better against targets with low CC but not massively, and with an increased risk to the Dāturazi. +3/-3 was a noticeably better option against targets with CC over 20 due to the increased Crit chance and due to adding the amount over 20 to the die roll, while deny the opponent the chance to do that as much. So B2 wasn’t that big a deal. In N4, they are getting +3/-3, and +3 PH for Damage. In N4, they gained +2 CC and were at a high enough point for that to matter, because of already being over 20. In N4, the basic Dāturazi swapped from an AP CCW to a DA CCW. So your basic option is now attacking on CC26 (35% chance of critting, and adding 6 to their die roll for a minimum result of 7), and imposing a -3 MOD in FtF Rolls, and hitting with a Dam17 DA CCW. They’re nearly twice as likely to Crit, and a Crit is now going to be three Saving Rolls against Dam17, instead of one auto-wound. Even an Avatar or Jotum is likely to fail one of those, putting you on as good a result with the Crit as in N3, but against anything with non-TAG Armour values you’re probably going to do 2W. Against ARM4 the Crit is on about 70% of causing at least 2W, and about 30% chance of causing 3W. But the real kicker is all the non-critting hits. In N3, that was a Dam14 AP hit, maybe two if you used B2 and got lucky. Now it’s a Dam17 DA hit, which has about 40% chance of doing 2W to a target with ARM4, and about 50% if they’ve got ARM3. The damage output of the basic option has gone through the roof, at the same time as being much more likely to win the roll. And all of that is without considering the extra options that N4 Berserk gives you, particularly against low-ARM enemy CC Specialists like Shinobu, who will get annihilated by a 14pt Trooper.