Just reminded of this posting about it on Reddit. This is all from memory so details are vague, but it was a key piece of knowledge at the time.
Right now you need to do very little damage to a boss to get loot. Get a few shots in, or use your ability a few times, and it should be enough. As long as you don’t waste your effort when the boss is invulnerable you should get loot.
This didn’t used to be so though. Damage thresholds were higher, much higher. You might need to do 10% of the damage to a boss, which means only 10 players at most, and probably much less, could do enough damage.
This led to all sorts of tactics by players to get their damage in, before everyone else. Conversely if you didn’t have an 8/8 Wizard/Warrior/Knight you would look for quiet realms which let you do events and dungeons alone or with just a handful of others.
It’s no longer a problem as developers fixed the problems that caused it:
- much lower damage thesholds for loot across the board
- HP scaling and better phases so enemies don’t die so quickly
- TP cooldown to stop people using trackers to TP in and pile on events
The most obscure bit is the baroque complexity of the damage thresholds. Many enemies had different thresholds for different items, so e.g. you’d need to do more damage to qualify for particular UTs. Oryx 2 in particular could drop pots and tiered items, and had a chance of dropping a second tiered item of every class (weapon/armour/ability) if you exceeded a much higher damage threshold.
The Coral Gifts dropped by dying Thessaly were even odder. They not only had low HP but you needed to something like 40% of the damage to them to qualify. Basically only two people could get loot from each, and then only if one person was careful to do only around 50% of the damage. I don’t recall if this ever worked well, it was probably just a free for all, especially as there was no way to predict it then.