Thread Rating:
  • 2 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Maplestory "High Five" Private Showcase
The description for Critical Rate was updated:
"Basic critical hits will deal 20~50% extra damage (these numbers will be increased by adding your Critical Damage). It can be increased through skills and items. It does not affect regular hits."
Cactuar Wrote:Well, that's disappointing - did they put cannoneer's bullet thing back down to 100%?

It does 750% (1200% -> 750%) damage 4 times, you prepare one cannonball every 15 (20 -> 15) seconds, you can hold up to 3, and the cooldown is 1 (0.5 -> 1) second. Cannonballs more often, I guess.
So are decent skills the same with this patch?
PirateIzzy Wrote:So are decent skills the same with this patch?

Pretty much, they just have shorter durations because their max levels were decreased and the formulas weren't changed.
HighOnMushrooms Wrote:Pretty much, they just have shorter durations because their max levels were decreased and the formulas weren't changed.

So does this mean the same for the skill cores? Because if all the other 5th job skills have had their levels decreased and the formula unchanged, wouldn't that be a big nerf?
Arrol Wrote:So does this mean the same for the skill cores? Because if all the other 5th job skills have had their levels decreased and the formula unchanged, wouldn't that be a big nerf?

Yes, most of them didn't have their formulas changed and the very few things were changed were generally negative. Like I said in my last post, none of the skills were changed such that level dependent values would be the same at the new max level as what they would've been at the old max level (by which I mean, new level 20 is not the same as level 50, it's generally just the same as level 20 was before). Marksman had the damage formula for True Sniping changed so their loss from True Sniping maxing at 50 to 20 was only 140% (per line), and then they also gained an extra hit, making it a buff for them overall, which is why previously I said this pretty much sucks for everyone but Marksman.

Also Decent Skills, and some common skills, had their passives nerfed because of this (going from +10 all stats or attack and magic attack to +4).

Oh, also the 2x coupons now give +100% EXP instead of +50% EXP (maybe that was just some Tespia quirk I'm unaware of), but it does still stack additively with HS now.
I wonder, with the new status resistance, how does it affect Hilla's cage? Because if it doesn't then gg
This just makes 5th job suck even more. There must be outrage in the KMS community by now.
5th Job "Skill Tables"
Luna is too crowded to get in....
PirateIzzy Wrote:I wonder, with the new status resistance, how does it affect Hilla's cage? Because if it doesn't then gg

I've never ever seen the cage get broken...

Kinda wondering if Bowmasters status resistance on attacking stacks infinitely.

Also can anyone use an owl or some item search feature to find the new level 200 set items?
fodjgngf Wrote:Kinda wondering if Bowmasters status resistance on attacking stacks infinitely.

Concentrate caps at +100 status resistance, and I'm pretty sure the level 200 set hasn't been added yet, guessing it won't be added until Lucid comes out next month.
From what I have been told, KMS'ers figured out that status resistance now works logarithmically. The formula is something like
% duration reduced ~= 12 * ln(status resistance)

This means diminishing returns set in really really fast. At 50-60 status resistance you're already cutting the duration of status inflicted on you by half. But if you somehow manage to get 500 (cap) status resistance, that's only 75% reduction.

On the plus side, that means we can drop the Cygnus link skill and use that slot for something else.
SaptaZapta Wrote:From what I have been told, KMS'ers figured out that status resistance now works logarithmically. The formula is something like
% duration reduced ~= 12 * ln(status resistance)

This means diminishing returns set in really really fast. At 50-60 status resistance you're already cutting the duration of status inflicted on you by half. But if you somehow manage to get 500 (cap) status resistance, that's only 75% reduction.

On the plus side, that means we can drop the Cygnus link skill and use that slot for something else.

[Image: status-resistance2.png]
Yeah this is how it looks basically (although this is data from the last KMST patch, I don't think they changed it).
I wish I knew what happened to our status resistance skills that were changed but is this a bad thing or what?
So, was Hilla's cage nerfed/removed? I hope so, because if not then that makes this system pretty bad.
Also, with avoid removed, how does that affect mobs missing on you?
Arrol Wrote:I wish I knew what happened to our status resistance skills that were changed but is this a bad thing or what?

I'd say overall a bad thing - you have some net wins in that there are no more "ignore status resist" statuses, but major losses because you statuses are really strong and there's not a great way to remove them in bosses with potion cooldown (read: all of them).
Agh.. realizing now that Crimson Queen is going to be such a chore, what with the flames and literally everything she does having a status effect.
Cactuar Wrote:I'd say overall a bad thing - you have some net wins in that there are no more "ignore status resist" statuses, but major losses because you statuses are really strong and there's not a great way to remove them in bosses with potion cooldown (read: all of them).

Drag a Bishop with you, as our forefathers used to do.
Haha the servers are so bad they cancelled today's Hot Time.


Forum Jump:


Users browsing this thread: 1 Guest(s)