Q:
+20% Dungeon Influence
A:
No. You would need to do 11 runs.
When you do a dungeon run with 5 people from your guild you get 100 influence not 100+50.
So you do 11 runs, which is 1100 influence + 220 extra from the dungeon influence buff, in order to get 20 influence bonus total.
Or, if you are doing the runs individually, you must do 101 dungeons in those 24 hours.
Which is also why it’s totally not worth buying. Any guild that makes the 11 dungeons a day won’t need it, and any guild that needs it probably won’t make the 11 dungeons a day.
Which is also why it’s totally not worth buying. Any guild that makes the 11 dungeons a day won’t need it, and any guild that needs it probably won’t make the 11 dungeons a day.
My group of 2-3 guildies can singlehandedly make this guild buff very worthwhile (not even including the other 3-4 groups doing other dungeons). 8 CoF p1 runs in 1hr easily yields 960 influence. Easily do several hours of that just with 1 group. Imagine having so many more groups doing other dungeons on top of that.
Which is also why it’s totally not worth buying. Any guild that makes the 11 dungeons a day won’t need it, and any guild that needs it probably won’t make the 11 dungeons a day.
Absolute truth.
I’d say that most of the influence boosts aren’t worth it, unless you have a huge guild that grinds 3k influence a day … Except those guilds don’t need boosts at all.
I’d like the guild content guys to have a look at those boosts, for them to actually help the small/medium guilds to grind their influence.
Honestly, I think the Influence gained from dungeons should be proportionate to the amount of kills or events completed in the dungeon. Meaning that those who don’t skip mobs or bonus events may be awarded additional influence for their guild.
I am Fleeting Flash, in-game dungeon cosplayer of Reddit Refugees [RR] .