In that case, you can use the 5. For example the group need to have 30% of the damage for rolling a rare. If you have done 30% of the damage, maybe you are not the first hit, but still you have started to kill him early, or you are really overpowered.A pretty good idea.But the only problem with this is still the % Chance that someone can stroll in and hit an NM and still have a chance at the item. Sure it may only be ~5% chance (if they came really late), but that % Chance will eventually roll in favor of that person / LS.
It's just frustrating if you're on the "main group" that, say, did ~80% - 90% of the damage on an NM, and someone else strolls in, adds in some damage late and gets the low percentage chance roll. Sure they lucked out, but I can see this becoming an exploit of "NM Hunters" that stroll in late, and fight a few minutes, hoping to get a lucky roll, and repeat. Just feels like they didn't really earn the right to get a rare drop that way.
I have 10,000 needles,
I'm not a weaver,
and I'm not scared to use them.
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