Wasn't the drop rate changed to scale with HP? I could have swore it actually went in even though I don't see any soul-gem related changes. Maybe it never was. I found the thread about it, though: post479.html
Doing some (probably wrong) math, though...
Let's enter fantasy land for a moment where every soul gem has a 50% drop rate. 50% is a pretty dang generous drop rate compared to 11.11%. How does it stand up?
Chance of NOT having a gem after 4 fights: 50%, 25%, 12.5%, 6.25%.
Let's put it at 3 kills being most likely to have the gem, 25% is still likely enough chance of failure.
15 minutes a kill, 3 kills for one gem.
20 gems: 900 minutes (15 hours)
Every 5 gems you add on top of that is 225 minutes (3 hours, 45 minutes)
30 gems: 22 hours, 30 minutes
40 gems: 30 hours
There's not much reason to go above 40 gems because you can just soul forge then add Vorpal later, making use of easier-to-get duplicates than scrounging up 60 different gems, but...
50 gems: 37 hours, 30 minutes
60 gems: 40 hours
If you're in addict mode and play 8 hours a day, DR is still asking you to grind for multiple days. We start at 20, finishing with an hour to spare on Day 2, up to grinding for five days to get 60.
And keep in mind, I made the major concession of a 50% drop rate to even get THESE times. The actual rate is lower, meaning it'd take longer.
Yeah. I'm just going to play another game and not bother with any of that. Even those EXTREMELY OPTIMISTIC times I managed to calculate only in fantasy land are just not worth it. "Wanting to change your weapon to a different type? Well, would you mind grinding for an extra four hours for this privilege?" Get out of here.