(Posted to Causal Web's public blog, Untangling The Webs, on October 10th, 2036)
A common sentiment among some dungeon espers (and internet edgelords) is that dungeon espers don't live to be fifty and that the scary dungeons get scarier each time they get away and nothing good ever happens, so probably this is getting worse. This is mostly incorrect on the merits (dungeon esper lifespan statistics sample heavily from the bad old days and if you do reasonable forward projections you get much more optimistic results, good things happen), but the case for optimism is actually much stronger than that!
We're Getting Better At This Every Year
Controlling for confluences, fewer espers in dungeons die every year. Note that that isn't as a fraction of living or active combat espers, it's an absolute number. Less deaths in 2035 than in 2034, and so on, in a trend that is noisy due to confluences and was much less clear thirty years ago but is very obviously a thing now. And if you plot out a trendline, the improvement is better than linear!
Why is this happening? One big reason is momentum. Each new esper who doesn't die tragically in their first few dungeons could become the next Skybreaker or Kang Jaeha, people whose very existence is a major game-changer to the landscape. But more practically, every esper who survives and stays in the business is around to make next year's load lighter for the incoming espers, with a year's worth of experience and connections to make them more effective, too.
There's also been a lot of procedural improvements - the DRT and their international equivalents are better prepared and better equipped than they were ten or twenty or forty years ago, in some cases dramatically so. (This assortment of notable historical DRT failures is depressing to read through, but it's a very useful reminder that lots of things that we all know now used to get people killed!). I personally suspect we're seeing diminishing returns from improvements here, though there's still significant gains to be made.
And then there's the other big reason for optimism, which is that
Every Dungeon Is A Lootbox
I have two graphs I would like to show everyone.
This first one is a graph of A-and-S class dungeons fatality rates against the number of espers that were able to be teleported in to handle it. You may notice that even when a single esper (usually an A or S class with a relevant power) is brought in, the rate drops dramatically. And then it does again at the second, and the third, and so on, because having the right sensor and the right type of shielding, mobility, and utility powers instead of just what's nearby on-hand matters a lot. Pushing back or killing the really scary dungeons safely is usually a matter of getting the right combination of powers there.
The second graph tracks the availability of long-range, unrestricted (no shade intended to Vera Ablinger, who's done incredible things for the world of logistics) teleports over time, using a weighted average of the public and DRT-internal prices of such teleports (this gives a clearer picture than using either alone, but if you're skeptical, scroll down on that link and you can see the individual numbers and also rough estimates of actual teleports used per unit time).
Looking at that second graph, you might notice a huge permanent drop in price in 2030, bigger than any other individual change, and wonder "Wait. What happened in 2030?" The answer is that Korea's Quasar Guild recruited the best teleporter the world has ever seen (by a huge margin) in late 2029, and then discovered they had a dungeon material that acts as a battery for his power. (Veterans of the scene already know this, if they have eyes. The changes we've seen in the last 6 years have been nothing short of incredible, in terms of international coordination and utilization of esper strength.)
And the thing is - 20000 new dungeons appear every day. Any one of those could have something as useful as those batteries, or even moreso. Most of them won't! But we're getting better at finding out when they do and getting better at extracting dungeon materials proactively all the time.
We all know there's a confluence coming. With the length of this lull, it's probably going to be a pretty bad one, too. But we're getting better at this much faster than they are. Don't lose sight of that, and don't give up on tomorrow.
(Causal Web moderates her blog comments with her spare time and is not interested in being a platform for people who aren't interested in actually reading what she wrote, are not interested in engaging intellectually with the topic at hand, are statistically illiterate and argue statistics with her, have a mysterious inability to search the web for themselves, or are rude, unpleasant, or not contributing to the discussion at hand. If your commenting indicates that you fall into one of those categories, you will be IP-banned from this site and the reason why will be publicly edited into your comment as a warning for those to come. If you understand this, please type "I Understand That I Will Be Judged And Publicly Humiliated If Found Lacking" into the box below and press enter, at which point you will be able to compose your comments.)