A better suggestion from another thread was to have the boss health be randomly determined at the start of final fight at < 10% and still have his health obscured. That way it won't matter how many players are participating.
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That would be a neat feature, but it still makes the final blow damage-based, unless it instead selects a random participant from the last 10% of the boss' HP.
In other words, let's say at last 10% of boss HP...
-- uber player does 5%
-- noob does 0.34
-- noob does 0.28
-- noob does 0.25
-- noob does 0.10
-- noob does 0.05
etc
Selecting one from the above persons at random. Otherwise uber player gets half to over half of the final blow and noobs get VERY discouraged.
i was hoping there will be the easter bunny (maybe dressed up as energizer bunny lol) and resetting our queues like santa... but no, just a dream...
doing 2-5% rounds, not quite there yet, but this is not regarding the 1.25B banishes with the near endgame players, only lower players would complain about being able to kill banish too fast and then not being able to advance to the next stage
ps: my minimum i get is 40m+ per banish and hope everytime that someone else gets the 10m, someone who needs it. it would be nice that whoever done the most damage would be exempted from the 10m reward and lv5 chips or higher would drop for the 1.25B banish winners