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- Contribution Loot:
- Aimed to tackle the two biggest gripes currently perceived in group play: Leeching by hitting a Boss a couple times and being fully qualified for loot, lacking any sense of competition when it comes to involvement/contribution in encounters as a whole; and Cooperative Punishment, as we currently make individual loot worse for everyone as more people get involved in a fight. In one part, Contribution introduces a competitive system that incentivizes time, damage, support, and objective involvement with increased loot; in another, adds an omnipresent offering of notoriety by pushing you to strive for the top of the leaderboard at the end of each fight.
- - Contribution Points: Boss Health is broken into 25 4% segments, hitting a Boss during each segment will award you a Point. All players that hit a boss during each segment is awarded that point.
- - Damage Points: The total damage dealt to each boss is totaled in a pool, a Point is awarded for each increment of 4% you contributed for a total of 25 more total points for the whole group. This is stored as a decimal to deal with tiebreakers.
- - Healing Points: All Players with >1 Point against a Boss are added to a list. Any amount of HP, MP, and Barrier you give to any Player on that list is added to a pool. The most supportive Player is awarded 5 Points, 2nd is awarded 4, and so on until 1. All players in the Healing Pool are awarded at least 1 Point.
- These points are totaled when each Boss dies, and your leaderboard result is calucated from there. Your loot chances are determined by your place on this leaderbaord.
- The Placement Multiplier ranges are as follows
- 1st
- 2nd
- 3rd
- Top 5
- Top 10
- Top 20
- Top 50
- 51+
- Soloing a piece of content is the same as being 1st Place in Contribution regardless of group size. We've also raised both the Base Rates of Uniques, as well as the Multipler for being Solo/1st Place. Modifiers are weighed toward the top 10 to encourage competition for those fighting even if not for 1st.
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