I was thinking of teaching myself enough JS to combine SpellSpam and HV Keybinds so that
(*) Holding down a numpad key casts the spellspam rotation (instead of attack)
(*) Holding control while pressing numpad casts Imperil on numpad monster number, so you can issue a command with a single key instead of 2 consecutive key presses
after the page is loaded. Also, Imperil-2-5-8 is very easy with numpad.
(*) While also halting on hp < hp_threshold until a non-numpad, non-modifier key is pressed
I'm imagining this would be quite an efficient way of playing, though utilizing it would require playing actively instead of only half paying attention while watching something.
Is it true that mages prefer to play with high prof, without Imperil, so turns can go at the high speed of page loads with Spellspam - even if this makes high difficulties less feasable? I know this works well with holy/dark due to monsters' low base mitigation, but might it not work that well with elemental due to higher mitigation (and higher usefulness of Imperil)?
QUOTE(orgolove @ May 8 2015, 15:33)

What do the experts think of the choice between more rounds, lower difficulty, or less rounds, higher difficulty?
As I only have a limited time per day to play, I thought beating as high a difficulty as possible would help me progress faster. Currently, I'm playing at Hell difficulty, and am clearing about 5 seconds a round in item world. However, I see that people are clearing 2-3 turns a sec.
Which approach do you think is better? Should I stay with the higher difficulty, or should I begin trying out the lower difficulty settings again?
For the most accurate conclusion, measure the average time it takes you to finish on each difficulty, and divide by the XP multiplier. The optimal choice depends on your gear (and play style). Hell or Nintendo sounds about right for your level, where monsters don't hit that hard, but don't have all that much HP - though you'd have to check the time yourself for an accurate conclusion.