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Evertim

Evertim

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I'd just like to throw it out there that if anybody would like to improve at dg (whether it be mastering the basics or learning more advanced strategy), they should ask either myself or one of my fellow ranked keyers.

We are always happy to help, especially when it comes to dg. Maybe you just want some tips for your action bar, maybe you'd like to learn how to evaluate which paths should be done in which order, or maybe you'd just like to know which color dot on the map corresponds to which player - no request is silly. Doing fast floors isn't for everyone, but anyone interested in improvement shouldn't hesitate to seek us out.



Also since I kind of stole the new page from Dster, I'll add that we do in fact have a newish rule on hoods if you haven't heard about it yet - I urge you to read up on it. Feel free to ask questions regarding that, provided they aren't questions that will create more wall-of-text responses.

09-Jan-2013 11:51:09 - Last edited on 09-Jan-2013 13:02:08 by Evertim

Dster0
Jul Member 2005

Dster0

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Seeing as most people have the same setup of melee and range, I don't see any efficiency gains in teaming up on a room. You get hurt more, so eating might slow you down some but I don't really think that much. It's far outweighed by the fact that you do not have to transport the whole team to that path when it is soloed. Also, it frees up gates sooner allowing them to be used elsewhere. Plus you have the whole time waster of three people all rushing to open the skill door when they could be fighting something, or everyone hitting that level 2 spider.

10-Jan-2013 02:11:47

Evertim

Evertim

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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 by Evertim

Sereg

Sereg

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I would imagine that there's still an advantage to team clearing at GT, provided one or more of the solo players has a recently placed PGS and the room is sufficiently dangerous.

But if clearing has become as quick as I'm hearing, then I would expect the days of "gtgd" are over.

Out of curiosity, do teams still group for ramokee and mercenaries, or are even those usually soloable now? What about ghosts? Can those be solo'd in a timely manner?
Carve our dreams in sanguine stone/Strength corporeal and of mind
Walls of our flesh, bricks of our bone/Deadly intent to defend our kind

10-Jan-2013 03:13:59 - Last edited on 10-Jan-2013 03:15:46 by Sereg

Evertim

Evertim

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All of those rooms are quite soloable now. I think high level ghosts take somewhere in the realm of 2-3 minutes to solo (I know the level ~157 ghosts or so take about 1:30 to solo with melee). Merc leader rooms are somewhat of a joke imo. Ramokee rooms deal large amounts of damage but also die very quickly.

10-Jan-2013 03:58:21

Buffdude1100

Buffdude1100

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Merc is ridiculously easy, along with pretty much every other room now. If you're *good* at using abilities, room clearing is very fast. Some people aren't good and they end up just using autoattacks 90% of the time, so it isn't fast. In this fc, though, it is fast. It is still ideal to solo path as much as possible because, as Jason said, it cuts down on time moving gt and times where you aren't in combat. I'd type more, but don't want a wall.

10-Jan-2013 04:22:21

Sereg

Sereg

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Hell, do you even group for the boss now? Or does the first person to find it try to solo it before everyone else notices? (yes, I'm joking... I hope)
Carve our dreams in sanguine stone/Strength corporeal and of mind
Walls of our flesh, bricks of our bone/Deadly intent to defend our kind

10-Jan-2013 05:43:05

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