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- local lootFactor = 1
- lootFactor = lootFactor / participants ^ (1 / 3) -- tone down the loot a notch if there are many participants
- lootFactor = lootFactor * (1 + lootFactor) ^ (con.score / expectedScore) -- increase the loot multiplicatively by how many times the player surpassed the expected score
- playerLoot = monsterType:getBossReward(lootFactor, _ == 1)
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