With the new Damage Tracker that has been added we have a chance to improve on this. Though is still doesn't cover all cases, but may be a step towards a better system.
1. Enhance Damage Tracker so we know how many times the mob attacked players without killing them. If the mob killed a player only that one attack doesn't count, if it attacks and you live (whether or not it hit or did damage) it gets counted as one point.
2. When a mob dies, the Attack Bonus points get split up according to how much damage each player did which helped kill it for players still logged in.
4. Players that did only Ranging Damage get it as Ranging exp
5. Players that did only Magic Damage get it as Magic exp
6. Players that did both Magic & Ranging damage will split the exp between Magic & Ranging.
3. The Attack Bonus Exp is split up between Attack, Ranging, and Melee based on how much damage each category did while fighting the mob.
4. The Defense Bonus Exp will be given out based on how many attacks were made to each player still logged in that did not kill the player. This means people that were in Melee with the mob and survived attacks a little bit will get Defense Exp, and a Tank will tend to get more Defense Exp if he keeps the mobs attention.
8. Possibly give the player that dealt the killing damage (by any method) an exp bonus to the Attack Bonus that will be added as Attack/Range/Magic as defined in 3-6 above.
Changes made to account for the improved split method between different attack types
The bonus exp would be able to get split up even if the mob isn't killed via combat and attempts to split it up reasonably well without attempting to track how much damage was done by all the different types of attacks. The Damage Tracker only tracks the total per player and what categories involved, not damage by type which would make things very complicated.
The known weaknesses with this idea is that Defensive & Healing Magic doesn't get you a bonus, and Summons are left out in the cold since Summoning doesn't track properly in the Damage Tracker. Also, a player must still be logged in when the monster dies, but they don't have to be active with the been mob.
Keep in mind that as mobs heals 'old' damage from a player that hasn't hit them recently fades away so someone that fights and has been gone too long wont get experience. Also if a mob fully heals, that removed all Damage Track information, including all the players it attacked.
While this isn't a full fix, what do you think of this as an improvement? Do you have other ideas an suggestions?