something like this, maybe :

What do you think ???
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imagine : your killing snakes , and a noob lvl 20 start to follow you to do the last strike on a weak snake. he will try 10 times , and he will get 10 "MISS".One thing though:
A monster health, even if its just 3 colors or so, would result in noobs or people who steal items a lot to walk through dungeons/caves probing weak monsters others allready dammaged, and thereby getting exp and items easily since someone else has done the work....
Or I immagine dummies following me in the game, now not only waiting for items but also trying to do the last strike on weak monsters- an anoying thought
in this case i think should win xp for the % you killed of that monsterAlso, I could go arround on the map and kill monsters that are allready beaten up (persons either died before killing them or went on)
sorry but i didnt understand what you mean ( my english is not so good )The attacker-remember-variable would keep changing from player to player while remembering a lower health again and again, resulting in low to no experience for the players
you cant hit 10 in higth monster them die and wait for someone to kill this monster and get your % of xp!!!One solution to that would be a partial exp for damage done to a monster, independant if you kill it or not.
But again, there's a problem with that.
LvL1 Players could go to a future monster that has a big ammount of experience and battle it, even though he will die after the first attack, it would be more rewarding then killing a dozen maggots...