2014-01-14, 08:35 AM
It's a win-lose situation, because not only can parties kill and each get loot reward for effort, but max funded can solo and bring loot mules. The loot mechanic definitely needs to be adjusted.
Leave the overall mechanic the same. Everyone in the party has equal chance to loot. BUT, Add a weighted factor proportional to the total damage done by each player. Do more damage and there is more chance for you to get loot, compared to everyone in the party. any player who MISS MISS on boss will have no chance for loot. If the main attacker D/Cs before killing the boss, his weighted factor does-not-disappear with him. The loot formula will still decide YES or NO for anyone in the party getting loot(s). If the party receives loot, then the chance to receive loot becomes based on the weighted factor. WF = individual damage / largest contributer's damage
Leave the overall mechanic the same. Everyone in the party has equal chance to loot. BUT, Add a weighted factor proportional to the total damage done by each player. Do more damage and there is more chance for you to get loot, compared to everyone in the party. any player who MISS MISS on boss will have no chance for loot. If the main attacker D/Cs before killing the boss, his weighted factor does-not-disappear with him. The loot formula will still decide YES or NO for anyone in the party getting loot(s). If the party receives loot, then the chance to receive loot becomes based on the weighted factor. WF = individual damage / largest contributer's damage
Spoiler
These models show how a Weighted Factor can benefit a party of similar damage players, while still rewarding better funded characters with higher loot chance.

