Boss Mechanics

There are a number of mini/raid bosses in the game that share largely similar tactics.

Bosses nearly all have almus, where they go to 0, then full hp again, just like a normal almus. You can communicate their health to chat/link by saying things like: cron 150 (50% hp b4 almus)

Most require tanking, or holding aggression(aggro) from the boss onto 1 or more characters. If the boss is on one character for too long, it'll full heal after 1-3 minutes. If there is 1 tank/melee, you can address this by gassing every little bit, either by percent (3-10%), or every 10-30s or so. If there are multiple tank-able characters. The one behind the boss should melee attack using rage pot/vbs. Boss will target the source of direct hits like this, not spins. So this means the boss will naturally swap between the two characters, front and back, and thus be safe from full heal, so gassing isn't required in this scenario.

If you can't survive the damage of just being near a boss as a melee, you should get a bow with high speed (+3) and fragor/other stats. Be on -monsters, get behind the boss, and target the tank. this allows you to avoid making the boss run around after you, making it hard to target for others, and lets you do high indirect damage.

To get in the loot pool, you need to do at least some hits to the boss. Generally that means getting there before 20% hp, and doing some hits. Once you've done that, you can even die and remain on the floor, and still get items.

Larger Bosses usually require  5 people when the boss is pulled, in order for there to be boss loot at all. Some bosses like dim/1st, still can drop ankh with less than that, but not other items.

DPS when displayed is calculated just by number of hits, not total damage. So fast bows/fast attack speed characters will get these labels.