2011-02-21, 12:38 AM
It hadn't really crossed my mind, but I realize now that the new way that Maplestory calculates monster damage is far more fair to the players than what it was before. The fact damage is exactly what it says on the tin, instead of growing exponentially higher means it's not just really easy to know how much monsters hit for, but it also means there won't necessarily be a point where low HP classes suddenly start dying in 2-3 hits after comfortably taking around 10 hits before they die. It racks up much more steadily. Where at level ~40-50 while you'd take about 100-150 damage per hit, 20 levels later instead of suddenly jumping up to 800-1200 damage you're instead taking.... around 200-250 damage. And THEN at 80-90 you're taking.... around 300-400 damage. From 90-100 it's around 500-600 damage. It's just very nice that the damage increase is smoothed out, meaning HP washing is far less needed and almost makes playing the game without a pet far less panic inducing. It was seriously a real nightmare when I played on my Hermit that at level 11x I'd take around 1500-1800 damage a hit. With the new system I can expect about... 800-1000 damage on appropriately leveled mobs. Where I would have normally trained pre-BB, the 13x Chief Guardians that would hit me for around 3,000 damage to up to 4,500 damage, if I trained on the a level 13x monster now like Rextons, I would only take around 1800 to 2,000 damage. I can imagine if there was a pre-BB level 16x monster I can expect it to deal around 6,000-8000 damage just by touch damage. 
The defense system itself, I like that they actually have both a flat reduction value and a percentage value. This means against very weak monsters you can always expect next to no damage, and yet on really nasty monsters like Pink Bean the percentage reduction will really help make it easier to take a hit. I also like how every single stat gives a slight increase to defense, which means all classes will have pretty decent defense just by leveling alone.
I understand though that high end bosses like Pink Bean, Chaos bosses, and Dark Empress will still hit like a truck. However, it's just so much better that for training monster damage doesn't rise so ridiculously that most players expect to be 2-3 shotted by the time they're in early to mid 3rd job. How do you guys feel about the new game mechanics for defense, and just the fact mob damage doesn't rise as fast? Does it make the game too easy, is it more fair, can be become better?

The defense system itself, I like that they actually have both a flat reduction value and a percentage value. This means against very weak monsters you can always expect next to no damage, and yet on really nasty monsters like Pink Bean the percentage reduction will really help make it easier to take a hit. I also like how every single stat gives a slight increase to defense, which means all classes will have pretty decent defense just by leveling alone.
I understand though that high end bosses like Pink Bean, Chaos bosses, and Dark Empress will still hit like a truck. However, it's just so much better that for training monster damage doesn't rise so ridiculously that most players expect to be 2-3 shotted by the time they're in early to mid 3rd job. How do you guys feel about the new game mechanics for defense, and just the fact mob damage doesn't rise as fast? Does it make the game too easy, is it more fair, can be become better?

