Sorry, wall of text incoming.
Swiftles, think about it like this.
Once a room is cleared, there is guaranteed time you are not in combat as you enter the next room to start attacking the next monster. Let's just say that for each room, there are ~3 seconds of time you wouldn't be in combat. If everyone is clearing the same room, everyone would be out of combat for said 3 seconds (up to 64 times per dungeon).
Since we can look at the speed of the dungeon in terms of DPS (there is a finite amount of damage to be dealt, so obviously having a higher average dps throughout the dungeon guarantees that it was completed faster), we can look at these lulls in combat to see where time can be saved.
We can also reasonably value each member at 1/5 of the team as a whole. If I stand still for 20 seconds, that means only 4 seconds of dungeon time would be considered wasted.
Assume a 60 room dungeon. If everyone enters every room so everyone is out of combat for those ~3 seconds per room, that literally equates to 180 seconds of being out of combat for the team. If you get an ideal map where there is ever only one person doing a room, that would be cut down to 36 seconds of being out of combat for the team as a whole.
Also - moving the GT, having someone pick it up, time spent teleporting, figuring out exactly what to do etc all waste time you could have spent doing damage. The less you need to do these things, the better.
I just woke up so I may not have explained this terribly well, but hopefully you get the gist of it.
In rush style floors the effect of this is much greater. You can still look at it in terms of DPS, but the time per room spent out of combat is much more.
10-Jan-2013 02:58:07
- Last edited on
10-Jan-2013 04:26:58
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