Where does this 50pct of damage rule come from?
All you have to do is 1 point of damage - then u get the exp when your charmed pet dies. I read about it on foums (though they are keeping it quiet) - then I confirmed with my necro who can charm undead mobs
I'm going to assume you started playing after the release of DoF. But it was part of the
Combat upgrade and Live Update #13Encounter Locking
* Non-epic encounters no longer automatically lock to your group when engaged.
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* Epic encounters continue to follow the original encounter locking rules.
* When you have engaged a non-epic target, neither it nor your group will display the lock icon. Players outside your group can assist in your fight by damaging your enemies or healing you.
* The first player or group to attack a target will be the only ones to receive any reward for defeating it. This applies to loot, experience, and quest credit.
* If an encounter will give you no reward due to the new encounter rules, its name will turn grey. This lets you know that you will gain no loot or experience for defeating the encounter.
* If your group does less than half the damage necessary to defeat your target, the experience you gain will be reduced significantly.
* If an NPC other than a pet or charmed mob does more than 50% of the total damage to an encounter, that encounter will no longer reward coin or XP.
* Damage credit is correctly tracked if you add those who were helping you to the group before the target dies.
* Any faction increase or decrease earned by defeating the target will be applied to everyone the creature hates when it dies.
* Run-speed buffs are still suspended and health/power regen rates reduced when engaging an encounter. If you provide assistance to someone engaged in combat (either by healing that person or attacking his target), your run-speed buffs and health/power regen will be likewise affected. To flee or disengage from combat, you must still use the /yell command.
* You are now allowed to change group options and add or remove members from your group while fighting. (Note: This change does not apply when fighting epic encounters).
* If you have engaged your target and wish to ensure that no other players assist or interfere with the fight, use the /lock command. This will lock the target encounter to you or your group, preventing non-group members from healing you or attacking your target.
* If you prefer to always lock encounters when you engage them, you can specify this in the group options.
* Overmatch icons no longer display for non-epic encounters.
* The /yell command will break an encounter (restoring out-of-combat regen and movement buffs) whether or not it was explicitly locked via the /lock command.