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Argh 01-02-2014 01:12 PM

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.

Erati 01-02-2014 01:20 PM

2.69 > 0

/thread

Swish 01-02-2014 01:29 PM

+ Avatars of Discord

Splorf22 01-02-2014 01:42 PM

The suggested rule was that any guild that can kill the Spiroc Lord is added to the rotation. I do not believe any of your guilds can, but I would not mind being proven wrong.

mitic 01-02-2014 02:21 PM

not classic

Argh 01-02-2014 02:32 PM

Quote:

Originally Posted by Splorf22 (Post 1250770)
The suggested rule was that any guild that can kill the Spiroc Lord is added to the rotation. I do not believe any of your guilds can, but I would not mind being proven wrong.

The problem with that is that there is already another rotation blocking these guilds from sky (see: lord bob). Unless there is a slot left open solely for the purpose of killin the spiroc lord for admittance into the rotation, I see this as a huge arbitrary barrier to entry that unilaterally favors the guilds currently on the sky rotation.

I think any requirements for entry imposed on these guilds would be without merit seeing as they've been locked out of negotiations and have been told to voice their opinions through a proxy.

falkun 01-02-2014 02:35 PM

And yet the agreement has provisions for this:
Quote:

Current guilds in the sky rotation are asked to make reasonable accommodations to allow a guild to get situated on isle 5 for SL attempts if they would like to enter the rotation. This could include leaving a Spiroc Lord up and helping a guild start a summon chain to isle 5 (if clear) or isle 4 (if isle 5 is not clear).
From here: http://www.project1999.com/forums/sh...d.php?t=133449

Splorf22 01-02-2014 02:40 PM

Quote:

Originally Posted by Argh (Post 1250884)
The problem with that is that there is already another rotation blocking these guilds from sky (see: lord bob). Unless there is a slot left open solely for the purpose of killin the spiroc lord for admittance into the rotation, I see this as a huge arbitrary barrier to entry that unilaterally favors the guilds currently on the sky rotation.

I think any requirements for entry imposed on these guilds would be without merit seeing as they've been locked out of negotiations and have been told to voice their opinions through a proxy.

Have you read Divinity's plan? It specifically covers this: if you want to take a shot at the spiroc lord, ask the guild currently clearing sky to help get you up to 5. Sure you'll have to pay 50p each for coffins, but that's not a huge problem. And the Spiroc Lord repops immediately if the guardian is up, so it costs the active guild nothing.

And some subset of the smaller guilds wanted to band together to get a sufficient force, I don't think anyone would have a problem with this either.

I really don't think we are trying to screw you guys here.

Valoril 01-02-2014 02:47 PM

Quote:

Have you read Divinity's plan? It specifically covers this: if you want to take a shot at the spiroc lord, ask the guild currently clearing sky to help get you up to 5. Sure you'll have to pay 50p each for coffins, but that's not a huge problem. And the Spiroc Lord repops immediately if the guardian is up, so it costs the active guild nothing.

And some subset of the smaller guilds wanted to band together to get a sufficient force, I don't think anyone would have a problem with this either.
I am also 99% sure that it'd be no problem. In the list of the guilds above (BDA, Taken, A-team, Europa, Divinity, Azure guard) I don't see a single one that would IMHO try to be a bastard and disrupt an attempt.
On the contrary, I could rather imagine that most if not all would help with the attempt if desired.

Swish 01-02-2014 02:47 PM

Quote:

Originally Posted by mitic (Post 1250854)
not classic

Locking down mobs for plat and not letting some classes get their epics?

Not classic either.

...so excuse the proposal threads ;)


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