So, this entire post is based on the premise that efficiency is key for sustainable returns including mu, etc. as stated numerous times by caly team, so if you disagree with that this entire post might rub you the wrong way Anyways, to start off, the premise of efficiency pretty much states that there is a "best setup" for every encounter in the game. you want to minimize regen, overkill and minimize the discrepancies, more or less. What this means practically is pretty much as follows; you want to mitigate regen with a high enough dps weapon, you want to minimize overkill by using a finisher in accordance to that regen, but you do not want the dps to be so high that a single dodge would skew the cost to kill by an exorbitant amount. This is the premise, and this is something that more or less has been stated by caly devs right around the release of loot 2.0 or 2.1 (honestly I don´t remember) If we assume that the above is correct, why do the arkadia devs think its a good idea to produce mixed spawns with 600% hp difference like the one in 12,5k 11,5k on the moon where Oompa young(150hp) is mixed with warhound old (900hp) and everything in between. This means that you need AT LEAST 3 sets, to farm this spot in a somewhat efficient matter, and this begs the question.. WHY? now, don´t get me wrong, I don´t hold any grudges since I have 4 sets that fits this spot perfectly(luckily) so this works out alright for me, I´m just wondering why you would take this design route? EDIT: I suppose one could argue that it was to satisfy the desire for volatility that some has.