The player who lands the last hit takes the reward from the ones who did the work
In a group fight the final blow is luck, yet many games hand all the reward to whoever lands it. Fair credit follows the work done, but drive-by pokes and overkill make the numbers lie. Here is a way to share the reward that holds up against both.
Why this works
Credit should follow the work that was actually needed, and the last blow is mostly chance. Counting only the harm the enemy could still take stops wasted force from counting, and a small entry bar keeps people who only brushed past from sharing in the prize.
When not to use it
Skip it when players do very different jobs, such as healing or shielding, that deal no harm at all. Counting damage alone would pay them nothing, so add credit for those jobs or share the prize equally among everyone present.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The player who lands the last hit takes the reward from the ones who did the work" (read_entry share-kill-experience-by-damage-dealt-not-by-last-hit) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP