Solo Theory

In many aspects, the game is governed by turnover rate. A Whip can beat a Godsword because it is much faster. When you miss with a Whip, at least your next attack will come much faster than if you missed with the Godsword. Despite the large difference in strength, the Whip has maintained its status as an integral weapon in any player's arsenal for years because of this fact.

This idea applies well to Dungeoneering and the theory behind completing floors by yourself or with a partner. With five people in a large floor, there are many variables. The biggest one of all and the one that turns many off from the idea of teams is that there is a good chance you do not know your teammates. They could be four 12 year olds and you wouldn't be able to tell right off the bat. Certainly it would become increasingly obvious, but you wouldn't know when you accepted the invite that they would have no idea what they are doing. Another factor is the rooms that cannot be completed. Rooms that require levels far beyond what any team member is capable of boosting to. A single poorly-placed room like this could potentially prevent many more rooms from being completed resulting in a long floor with mediocre experience.

The solo and duo method developed by the creators of this wiki rely on the fact that almost any small floor can be completed in roughly four to five minutes depending on the number of Guardian Doors and long puzzles. Furthermore, even if none of the bonus rooms could be completed, it would only be a waste of three minutes rather than twenty to forty. The impact of the previously mentioned factors diminishes greatly when floors can be completed at such a rate.

The creators also called into question the usefulness of C1 rushing all floors below the Occults. Since a C1 rush takes approximately 90 to 150 seconds and gives experience only in the low hundreds as opposed to 240 to 300 seconds for 6,500 to 11,000 experience, they could find no sound reasoning behind the decision. The numbers showed that rushing the lower floors with C1 resulted in a huge loss of potential experience in the long run and the overall experience rate for the total set of floors was also brought down.