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Besides that might only be variant-specific.
second a short overview from my experience:
deactivate dialogues
Chars:
Deekin | spawnspeed + 100%
Jarlaxle | gold + | for longer instakill or gem runs
Shandie | gamespeed +25%/+50%
Levels:
The Mad Wizard | for gems | has fast spawning portals in many lvls
Running of the Saurs | for favor | fast spawning lvl 50 boss
- also variants that spawn extra enemies can be used for gem farming
I haven't run any math or anything on it either (though I've seen people report figures from timing a bunch of runs with and without him and I don't recall those numbers but I'm pretty sure that the difference was trivial), but even a casual analysis over the abilities of Diath (now replaced with Xander) can see that there's just too much that has to happen just right for him to make any difference.
First, there's his unique mechanic where his attacks have a chance to hit instead of always hitting. Then the ability that's meant to speed up progress has it that he must be the one to land the killing blow (even though he's not built for being a decent damage dealer) and then there will be a chance for double quest progress. Then another ability modifies it so that if he misses his attack then the enemy will be marked and the chance for double quest progress will trigger when any ally lands the killing blow. (It won't work if allies kill enemies that he hasn't marked by failing to attack them.) And then there's his specialization choice, with one of the options doubling his chance to miss his attacks.
This is all working towards making exactly one target (once every 3 or so seconds, whatever his attack cooldown is) count for extra quest progress. As opposed to similar sounding abilities on certain characters in Crusaders of the Lost Idols who just lay down an unlimited rule (no special conditions / no special timing) that ALL enemies killed have a chance to give extra quest progress. (Although the two games are operating on the huge core difference of unified team DPS in CotLI (with timed attacks from individuals being a rare extra on only a few specific crusaders) vs all damage in Idle Champions coming from timed individual attacks. So they probably felt like they needed to reinvent this ability a bit to work within that different core gameplay?)
Diath / Xander's concept is a neat attempt but it's also a very flawed and insufficient design.
+ Korth (Rapid Training).