Quote Originally Posted by Urmom View Post
The difference is even if the extra person has the ability to contribute as much as anyone else there is an efficiency loss after a point so it becomes impossible to actually to add as much as everyone did before you were added even if you add as much as anyone else while in the group. As already brought up extra melees no matter how good will add less and less dmg. Similar with support and MBers. What they will add is some leeway in terms of surviving thru bad stuff happening. And then their is the whole not being on the perfect job etc. This wouldn't be a problem if adding more people didn't literally make the mob harder AND make it so you still have to kill in the same amount of time.

bringing a friend to play along with you in a Chess/poker tournament also doesn't also cause everyone to lose the tournament either...
I don't think that's actually true. 18 man Schah was recently cleared and I did an 18 man Warder of Courage. The DPS was really high, and on some fights even with DD's such as Erinys, it is better to have more DD. It really depends. There is a definite loss of adding even more than one melee DD in a lot of cases, SAM for example, and most every melee DD can self chain now. It's still ok to pair up as DD, but after that skill chaining goes out the window. And that's also ok on a lot of mobs, which have high magic resist and so that's why you're using melee anyway. And even if that isn't the case, some zerg strats do very well without waiting around for skillchains such as Might Strikes resolution warriors. There is a falloff, but adding more DD can still end up being more damage and at some point it can't really TP move much faster than it is. To be honest for some reason the people just after you add a 2nd party seems to make it a lot harder. But fully functioning alliances with two parties fully focused on dealing damage especially with a nuke setup in my experience if the people are well geared it's actually often easier than low man situations just because your ratio of damage dealers to support is so dang high. Those two geo and the SCH's making skillchains in rotations, are multiplying the damage of a lot of mages bursting, to the point it even overpowers the magic acc reductions if magic bursts are very close to each other.