Imported from legacy Flarum.
Original author: Choi (Flarum #323)
The behavior for MVP kills is that when an MVP is killed, the person who did the highest damage alive on the map will get the MVP kill. This was behaving correctly on the server previously.
However, I believe the change that occurred as part of Patch #77 has changed this behavior.

Now, if the player who did the most damage moves too far away, they won’t receive the MVP Kill/Reward.
However, the change that was made as part of Patch #77 was to prevent players who were doing partial damage on maps while farming and warping away. I don’t believe the intention was to change the MVP Kill mechanics.
Imported from legacy Flarum.
Original author: Muh (Flarum #1)
We mentioned in some channel that we intended this for MVPs.
If you chicken out on an almost dead MVP and don’t come back fast enough someone might steal it.
If I read correctly that’s the behavior you described, right?
I’m rather thinking of changing this to suggestion to see how other players feel.
Imported from legacy Flarum.
Original author: Choi (Flarum #323)
@Muh - Ahh understood. I didn’t see where you mentioned that, so I thought it was a bug.
Personally, I’m against this change and think the official behavior is better. A lot of MVPs have mechanics to use skills like earthquake or TP when they get to low HP thresholds, so the player will either die or the mvp will tp away. As a result, in a contested scenario, the players who get to it after these HP thresholds are the ones who are rewarded rather than the players who do the most damage.
I’ve experienced it both ways: losing an mvp after getting it low and winning an mvp after the contester got it low. In both scenarios, I felt that the person who did the most damage deserved to receive the rewards. I think the change makes sense for normal mobs, but the official behavior makes more sense for mvps.
Not sure what behavior you mean when you say “chicken out,” since it doesn’t seem like a common case where a player will do more than 50% of the HP and decide to stop killing the mvp.
Imported from legacy Flarum.
Original author: Muh (Flarum #1)
@Choi with chicken out I meant like deal 70% damage and then run away as low hp mechanics might be deadly and let someone else handle it before you die.
Imported from legacy Flarum.
Original author: lebumjames (Flarum #265)
i think this is the correct behavior anyway, what Muh meant is imagine MVP like dead witch when you can just continue your farming after you dealt like 80% of their HP so you dont need to deal with the earthquake (other people wont even try to kill the MVP if you do this, cause its just gonna waste their time most of the time) or some other MVP where they dont have heal skills and they have like super annoying skills or require some other mechanic when they near dead. while some shitty things can happens like what choi said, but it can give more competitiveness to MVP hunting where you can be more cautious fighting the MVP specially when you have comp, not like the old behavior which when i see people already killing the MVPs, and they already dealt like 50%++ HP ill just TP out and not bother to kill/contest it cause its almost guaranteed the comp will get the MVP
Imported from legacy Flarum.
Original author: Misao (Flarum #373)
Do you really deserve the rewards if you aren’t able to survive the boss in its low HP state? Which is where the challenge lies.
I don’t know current bosses too well to give an example but old bosses used to cast EQ, AGI UP etc at 20% or 30%. And they would continue using it periodically while their HP was that low. So doing the first 70% damage is the easy part.
Think of it this way. If you DIE to a boss then you lose the rewards as a penalty. (Or if you’re lucky and fast enough you can go back to the boss quickly and finish it off)
On the other hand, doing a specific amount of damage, then teleporting/running away (chickening out as Muh phrased it), sounds even less deserving of a reward IMO. If you die you at least tried! But if you run away you’re just systematically securing a reward without facing the actual challenge.
Imported from legacy Flarum.
Original author: Choi (Flarum #323)
These are all great points. I think the only few things I’d want to add against it is:
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I personally haven’t seen an issue where people purposefully leave the mvp up on this server
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I think the damage done by mvpers is high enough that generally after the one EQ it’s rarely casted again, so it never felt like the < %hp phase was any harder than the >%hp phase. The only mvp I could see this happening for is R001 Bestia which seems to cast Earthquake more than the other difficult mvps for some reason.
I don’t really mind which way is decided on. I only raised this because I thought it was a bug.
Ooh I think another fun alternative would be highest amount of damage done in the last X minutes for mvps. Though that could be harder to implement
Imported from legacy Flarum.
Original author: Choco (Flarum #391)
Yep and then there’s verdant mistress which randomly jupitel thunders you to the other side of the map and then happily teleports away. Much fun
Imported from legacy Flarum.
Original author: Holvar (Flarum #448)
i prefer the old mvp way, whoever does most damage, cause there are teleport mechanics also from bosses or boss minions that could just take you away right before it dies. Who chickens out mvping? if you die, you shouldn’t get mvp, even if you are the closest, that should reset damage you did. Same with relogging to map or logging out, you shouldnt be top damage anymore after death or log off map.