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Old 01-02-2014, 01:12 PM
Argh Argh is offline
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Join Date: Aug 2010
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Default Mobs per guild with regards to a rotation

I see the number 9 or 10 used to calculate the mobs per guild numbers used in both non rotation proposals and rotation proposals. That number is probably accurate with regards to a system in which guilds are still required to compete in the traditional system. However, in the context of a rotation with a long grace period (8 hours?) that number is incredibly inaccurate and misleading when it comes to mobs per guild for rotations.

The biggest difference between what is necessary in a FFA competition and a rotation is that guild member numbers in FFA are numbers of raiders at the span of window hours, whereas in a rotation you know what days you will be raiding and with a long grace period are able to be near max numbers for every target. This means tertiary guilds in a competitive system, should make the cut in a rotation system.

Most citations of guilds killing raid mobs in a rotation include:

TMO
IB
FE
BDA
Taken
A-team
Europa
Divinity
Azure guard
Doljabronis

However, this list should also be expanded to include:

Supremacy
Knights who say Ni
Just a Phase
Indignation
Mari Kita
The alliance

I've raided with or have done encounters with most of these guilds and they are more than capable of downing any/most of the mobs in available in the rotation when given a clear shot with no competition and a huge grace period, little to no tracking required, and have adequate numbers at full force.

I've seen the number of kills per guild in a 35/35 mob split being represented as hovering around 5. This number is more accurately 2.69 if these guilds who should be added are Given rotation slots. This drastically reduces the mobs per guild in a rotation.
 


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