If you weren't around for the Great SpeedRacer War of November, then what I said won't make much sense to you. It has nothing to do with if a player is a noob or not. If you are looking for like-minded players then I suggest you go to my dating site and fill out a profile. We have quite a few success stories of Leprechauns and SpeedRacers who are now happy party friends that avoid pugs.
DaC can apply to either battle or political strategy (i.e. breaking or disorganizing an opposing force into smaller manageable groups). If you want to get super-technical then it's a called a flanking maneuver (which I already mentioned). How this is more of a loot guide than combat strategy. If I were inclined to write a combat oriented guide explaining different approaches and scenarios, it would still go out the other ear. Your previous comment for example where you state you're still going vase-loot even though everyone is off killing illustrates that point. Also players often are playing above the difficulty they should be playing. If I designed it then players would be restricted to a specific difficulty until or unless you that had the appropriate gear and level. Pugs gon' pug.
As a matter of fact I wasn't around for the Great SpeedRacer War of November, so instead of just saying it "won't make much sense" you could actually be helpful and give me the cliff's notes on it.
You didn't have to attempt to explain DaC, as I know exactly what it means, apparently moreso than you, since you somehow still think that it applies to dividing up your own forces, which it never does.
I stand by what I said about looting when everyone is rushing ahead. I don't care about some theoretical maximum gold and exp per hour that only applies in a perfect-condition vacuum, which PUGs never are. The game is meant to played in a cooperative way, and there are certain things that the devs designed to be a normal part of gameplay, and if you just ignore those things then you are an inconsiderate player, plain and simple.
And your proposed system of difficulty gating would be extremely arbitrary and more a measurement of e-peen than actual skill, not to mention completely unfeasible with the way the RNG is for gear. You'd have people who have played 100 hours and still not have access to Perilous.