Since I had a private request about my clearing speed of DwD I recorded my last run, and decided to use the first crappy free program available... and it turned out it's probably limited to 4GB files, so the first part of the arena is not available.
[
www.cbland.net]
Get the video hereApart from the fact that I sometime do dumb things (also I swear this night I failed to activate spells A LOT, no idea why, the worst part was at the start, I did fail at the last round, but that was because I'm an idiot and I didn't see OFC was still in cooldown) there's a bunch of thing I'm convinced of:
1) Everything needs to be keybinded,
everything, and the best time to cast spells/use draughts is when you finish killing a monster, you click as soon as it's dead (milliseconds before actually) and then move to the next one, you lose 0 time between a cast/item turn and a normal turn.
2) You're going 1H, you're using the rapier, abuse PA, don't use OFC at the start of the turn, inflict a couple of PAs on the monster, use OFC, bam, free damage.
3) Overwhelming Strikes increases the damage, why would you use OFC without it? Don't. (I actually never tested if it stacks, but it feels like it does)
4) I have the (bad in this case) habit to try not to kill a monster with direct hits, leaving it to counter-attacks.
This usually doesn't work very well with SG since they have so many HPs.
Keeping the 3 SGs alive in 113+ can be useful to gain OC instead of losing it, but that's it, it's a nice trick in normal arenas (3-5% clearspeed worth if you use it well) but a bit stupid in SGs.
5) If spirit stance is turned off, it's better to reactivate it between 100 and 150% OC, helps in having OFC available asap and does not waste OC if 250 is reached before the cooldown finishes.
The recorded run was probably a 33m run, my usual checkpoints are:
1) 75 round, 9 minutes
2) 100 round, between 15 and 16 minutes (near 16 usually)
So the missing part is probably 12-13 minutes.
The clear bonus?
Leg plate (IMG:[
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style_emoticons/default/dry.gif)
QUOTE(sssss2 @ Dec 31 2015, 02:53)

Good work, but you didn't take account of the most important thing: the frequency of encounter.
The average resist is still missing a piece of information.
HP pool.
If there are two monsters, monster A and monster B.
Monster A has 50% mitigation to everything and 1000HP
Monster B has 50% mitigation to everything except for one element to which has 0 mitigation and 100HP
The average will say that the element Monster B is weak to has 25% average mitigation, but in reality the difference is not that big because the damage needed to kill both should be a weighted mean.
For a mage or 2H is even more important because splash damage will kill Monster B regardless, making the decresed mitigation meaningless.
This post has been edited by Sapo84: Dec 31 2015, 06:06