Yes, and here’s my point: You have to find a trade between exponent (decay) and burnt areas. (n.b.: decay means the distance a ‘light ray’ may travel until it is being fully absorbed)
That’s why a physical light would be handier because you are able to set the decay via a floating point scalar (which simply means a number that can be set quite accurately). In spite of a standard maya light, which is only able to decide between none, linear, quadratic and cubic.
I hope that’s not too confusing? 






