Quote Originally Posted by Reynhart View Post
Imagine if the "gambits" list a series of actions that "you should have done" while progressing in the dungeon. (Since it's a bunch of "If...then", it reacts dynamically). If you did 100% of what "you should have done", you get à 100% drop rate. If you "missed" 50% of the "good" actions, you get a drop rate of 50%, etc...Everyone will try to hit a "perfect score".
OR you could just learn your job.

Personally I don't think a list of "what you should have done" actions is the best way to go about this. It would be much like learning the combos in Mortal Combat, or any other combo-based game really, and after about four runs through the dungeon, you'd just be able to play your mini DDR game of "match the combos" blindfolded. That doesn't suggest much of a challenge, but rather, routine. I also don't think drop rates should be affected by the amount of damage you do or the number of combos you preform. Dungeons take a team effort to complete it. It doesn't matter if you are new or a veteran group to a dungeon/boss fight/ etc. It has always been based on team work (and an extremely random item generator). The reward was the time bonus. If you completed this AV in this amount of time, then MAYBE the generator would be nice and drop a Corselet.