Kudos to the OP for recording and testing.
My experience on my mage is:
grouped: party all gets exp even if pet fully kills. All party members were in the group before combat began. There may be a range check.
Solo: Pet does 50% or more damage to target before or after the target is 50% dead, I only get partial exp.
Solo+Dismiss pet:Pet can do 99% of damage, then when dismissed I do 1% damage and get full exp.
This also holds up for Enchanter's charms from my watching and talking with enchanters.
Quote:
Originally Posted by fastboy21
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I've wondered what happens on my enchanter how it would work if I charm, fight, break charm, recharm and then kill. Is the total damage washed away with the new charm? Never tested it, but always wondered myself.
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Any new pet will start at 0% and work it's way up to 50% damage.
So if the mob has say 10% life left,. Your new pet can only do 5% of it's life in damage before it trigger the partial exp.
This is how it works for chain summoning as a mage and from my understanding the same for enchanters. (RL friend plays an ench)
Quote:
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Originally Posted by Rogean
Rogean: Pets doing 50% of the damage to a mob will now take 50% of xp If ungrouped.
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Note that it says 50% of damage, not total life or remaining life.
So if you dismiss a pet/uncharm a pet it drops agro with the enemy target and thus recorded damage placed on the target from that previously charmed pet source. And starts over again with the new pet, even if it's the same pet(charm).
Similar to dieing, zoning and FD as a player. you can beat a mob to 1% life,. die, zone out or FD and a player can kill it getting full exp.