Quote Originally Posted by Enfarious View Post
A nice fix, I think, for this would be to simply scale the drop rates with the number of mobs still alive in a dungeon. If 100% of the trash mobs are alive, there's a 0% drop rate for anything. Will people still skip sections, perhaps, but that reduced chance might be enough to offset the speed of completion with the chance of a drop.

Since now there aren't huge benefits of speed running dungeons, aside from running more in less time, if the drops scaled in a way that negated the extra runs per hour then time factors would be removed all together.
Actually, there's quite the benefit. The dungeon pays out about 60-80 Philosophy Tomes and 40 Mythology Tomes per run. The Relic quests become much easier with this speed run method due to the tomes received in a short span of time.

That being said, I dunno why else you would farm it. Gear drops are alright if you still have your lv45 blues on. Most, if not all, gear from dungeons bind so you can't sell em. Only way you're making money off of this is if the gear is convertable and you manage to soulbound, convert, and get one of the rarer materia required for Relic Quests (Ex: My server currently has Quicktongue III, required for SCH Relic, at about 95-100k a pop).