Bug Extermination Report - January 22, 2014
#1
http://maplestory.nexon.net/news/mainten...rts/00HZC/


Nexon Wrote: [Image: 00F7m-64d4b605-851f-4a51-9941-a74909910546.jpg]
<b/>Eureka!


Here in Dr. Bing's Lab - that's right, MY lab - I’ve reverse engineered the cellular structure of the latest batch of bugs, and I have completely eradicated them as of January 22, 2014! I’m one step closer to my goal of complete bug extermination, but my robot minions are still analyzing data on these other bugs.

Functionality:
  • Having Tiny Gollux equipped in any water-based map no longer causes the client to crash.
  • A skip option has been added for quest ‘Return to Darkness’
  • Cycling through hair colors with NPC Funky Jack in San Commerci will no longer cause the client to crash.
  • Throwing stars are now able to be recharged at most general stores.
  • Monsters in Monster Life that had their rank lowered previously are now back to their correct ranks.
Skills:
  • The Jr. Tank coupon now properly rewards players with the Jr. Tank mount skill.
  • Hayato’s regular attacks are no longer missing sound effects.
  • The description Hayato Skill ‘Hitokiri Strike - Cooldown Cutter’ now accurately states that it removes 95\% of the cooldown from ‘Hitokiri Strike’.
Items:
  • The Zero Gratias Ring now states that it can only be moved once within an account through storage.
  • The item ‘Spring of Rebirth’ is now properly sold from NPC Cello
Text:

  • The Quest Log entry for ‘Yut Wars’ is now properly translated.
UI:
  • The UI for New Year’s 2014 Achievements is now able to be accessed from its own ‘Trophy’ UI icon.
  • The correct dates are now listed for the ‘Mesorangers!’ event in the Event List.
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#2
Notify Wrote:The description Hayato Skill ‘Hitokiri Strike - Cooldown Cutter’ now accurately states that it removes 95\% of the cooldown from ‘Hitokiri Strike’.

Oh? Didn't quite know that was intended. How about you just give us dynamic tooltips for skills instead. That'd be great.
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#3
Foolyz Wrote:How about you just give us dynamic tooltips for skills instead.
a what?
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#4
xparasite9 Wrote:a what?

When a skill gets modified by another skill, change the tooltip for the original skill.

Example: Skill A has 1000% damage. Skill B increases Skill A damage by 20% (multiplied). Skill A tooltip now reads 1200% damage.
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#5
Quote:The UI for New Year’s 2014 Achievements is now able to be accessed from its own ‘Trophy’ UI icon.

Why? And it uses the same icon too... :|
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#6
Foolyz Wrote:When a skill gets modified by another skill, change the tooltip for the original skill.

Example: Skill A has 1000% damage. Skill B increases Skill A damage by 20% (multiplied). Skill A tooltip now reads 1200% damage.

Because that's not accurate. Rarely, if ever, are skill% actually modified. Instead they just add +td% when calculating that skills damage.
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#7
VerrKol Wrote:Because that's not accurate. Rarely, if ever, are skill% actually modified. Instead they just add +td% when calculating that skills damage.

Does that change anything? What the player SEES is still a 20% increase in the final damage that the skill does, so let the tooltip reflect that. In my opinion, it's just a QOL change, making it more user-friendly. The specifics of the mechanics remain hidden from the player (as always), but they see that their skill will do bigger numbers.
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#8
Foolyz Wrote:Does that change anything? What the player SEES is still a 20% increase in the final damage that the skill does

Yes it does change things, because no, it's not. There's a difference between a skill becoming 20% stronger, from your example 1000% -> 1200%, to getting 20% more total damage. If you don't have any total damage (which is a rarity these days), it would be the same, otherwise, the damage increase would be at most 20%, if you already had, say, 10% total damage, from like, the DA or Kanna link, that would put you at 30% total total damage, from 10%, which is 18% more damage.

I can't say for certain whether this is the case for a majority of the time, because I'm positive there were a handful of skills that actually increased damage multiplicatively, but recently all the damage increasing skills have been like this.
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#9
Grey Wrote:~snip~

I see what you're saying. Now, I'm confused, because when I moved my Kanna/DA link skills to a character, my range increased. How does that fit in to your description? Simply asking for clarification here.
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#10
Foolyz Wrote:I see what you're saying. Now, I'm confused, because when I moved my Kanna/DA link skills to a character, my range increased. How does that fit in to your description? Simply asking for clarification here.

I'm not sure how to explain it exactly, because I guess it's hard to say that they're the same, but also different; basically, all the total damage things which are strictly total damage (the ones that apply to all your skills), are always factored into range (since RED), like Kanna, DA, AB Links, Total Damage potentials, Kaiser's Transfig, Kaiser's Catalyze, Demon Slayer's Dark Meta, Paly's Void Elemental, etc. Also, most skills that claim they're % Attack are actually % Total Damage, which is... confusing.

Honestly, it makes your range "fake", as some people around here have called it, because in order to calculate your damage, it has to divide all that stuff out and add it to your hypers, boss damage, etc, before multiplying it all with your real range.

Oh, except for DoT, that's calculated off the "fake" range.
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#11
Basically, Nexon is not being careful with all their "% damage" in their tooltext, because many of their stuff have the same variable despite being worded differently. "Increases the damage of [blah blah] skill by 20%" and "increases damage by 20%" really uses the same variable.

Hadriel
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#12
Grey Wrote:I'm not sure how to explain it exactly, because I guess it's hard to say that they're the same, but also different; basically, all the total damage things which are strictly total damage (the ones that apply to all your skills), are always factored into range (since RED), like Kanna, DA, AB Links, Total Damage potentials, Kaiser's Transfig, Kaiser's Catalyze, Demon Slayer's Dark Meta, Paly's Void Elemental, etc. Also, most skills that claim they're % Attack are actually % Total Damage, which is... confusing.

Honestly, it makes your range "fake", as some people around here have called it, because in order to calculate your damage, it has to divide all that stuff out and add it to your hypers, boss damage, etc, before multiplying it all with your real range.

Oh, except for DoT, that's calculated off the "fake" range.

hadriel Wrote:Basically, Nexon is not being careful with all their "% damage" in their tooltext, because many of their stuff have the same variable despite being worded differently. "Increases the damage of [blah blah] skill by 20%" and "increases damage by 20%" really uses the same variable.

Hadriel

So, basically you're both saying...

Nexon is careless. Which is the real reason for all the other problems in the game as well. I'd love to see this game optimized at some point!

On my point: is it possible to have dynamic tooltips with the way the game is currently coded?
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#13
Foolyz Wrote:So, basically you're both saying...

Nexon is careless. Which is the real reason for all the other problems in the game as well. I'd love to see this game optimized at some point!

On my point: is it possible to have dynamic tooltips with the way the game is currently coded?

Based on the previous discussion, it wouldn't make any sense to make skill tooltips dynamic, because the numbers would change wildly depending on your current total damage.

Nexon could just make the tooltips work as you described, but then it'd be inaccurate. (Then again, Nexon has put plenty of things in game that are inaccurate). They could also make it work as you thought it did (increasing the skill % rather than total damage when using the skill) and that would solve all the problems.

AFAIK, I don't think we know exactly how the client handles tooltips.
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#14
Yeah, I don't even know at this point. =/
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#15
Foolyz Wrote:So, basically you're both saying...

Nexon is careless. Which is the real reason for all the other problems in the game as well. I'd love to see this game optimized at some point!

On my point: is it possible to have dynamic tooltips with the way the game is currently coded?

In the case of %td skills applying to range, Nexon isn't careless. They responded to a frequent player request to do this. We asked them to do it. It only really bothers people like me who try to run the numbers.
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#16
VerrKol Wrote:They responded to a frequent player request to do this. We asked them to do it.

Wow. "We" are a group of dangerous people who should never be listened to.
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#17
xparasite9 Wrote:Wow. "We" are a group of dangerous people who should never be listened to.

This is the problem with democracies everywhere.
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