Spinning this off from the various inflation/deflation threads, I found it curious that people are stating the death penalty from a suicide speed run (2%) is lower than the degradation from a full clear of trash without deaths.

From those closely monitoring their gear costs, what is the approximate loss for a full deathless clear? Are tanks at much higher because of being hit or is the degradation based on "in combat time"?

From playing other MMOs, I have to say that 2% seems incredibly low for a death penalty. It could easily be raised to 10% and maybe reduced when the target is raised in the field to reward altruism. This would allow the "living degradation rate" to go down, and people might be happier without adding new gil fountains to the game.

To be honest though, I've played for hours without having to repair a piece (without replacing it either), unless the degradation speed increases dramatically along with cost at 50, I really wonder how people can say that content damages their gear faster than they can earn it.