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Regarding KMS scrolls and seeking advice
Stereo Wrote:I believe they're JMS/GMS/SEA only, so once this hits one of those versions we should see 12% int bonuses.

I/Ls mages should have the following 2 Ewands.

I'm assuming they'll be using this Ewand SOLELY for bossing, and not any form of training.

Special note: Due to the quadratic nature of the matt formula +12% int would normal be better than damage x1.2. But with all of the other int +9%s they'll likely have, they'll either

1) hit the matt cap of 1999 pretty soon. (That's before buffs, but after these int+%).

2) with so many +9%s int, doesn't give as huge a boost in comparison.
Ex: you have int +60% already from other gear. You wonder whether to try for int +12% or dmg x1.2. Let's look at the comparison:

160% int -> 172% int 172/160 = 1.075 boost which squares to 1.15.
Or you just get damage x1.2(or possibly x1.3) against bosses. You choice really:

Final verdict: Ewand (lit), get as many boss dmg +20~30% (If it's even possible to get more than one).


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Ewand (ice) They'll have more than enough int to ohko whatever with blizzard. So no point in getting more +12% ints here.
I'd seriously go with MaxHP/MP inc on this one. Make your training much easier on your wallet. You should honestly have NO trouble killing stuff in one hit with all of the other int+%s on the rest of your gear. You might want HP/MP recover too if it recovers any sort of decent amount.





Thanks again pride, the list you provided on page 4 was useful.
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Stereo Wrote:I believe they're JMS/GMS/SEA only, so once this hits one of those versions we should see 12% int bonuses.

lol so that can be potentially +36% to stats if you are lucky...this will certainly changes things.
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I'm not an AM but I think a better thing to stack on your gear once you hit the matk cap is +40~50% item droprate. Stack a few of those up and you could be getting 4-5x base droprate.

It's not mentioned in Pride's posts though so it may not actually be available - it's in the data though.
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I have a suspicion that Nexon is adding this % stuff just so they dont have to make new gear for levels 120-200. God knows the game and players have been crying out for new gear for lv 120+ for years.
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Chameleonic Wrote:lol so that can be potentially +36% to stats if you are lucky...this will certainly changes things.

Imagine a +36% on your EleWand...and +27% on everything else...
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I removed the first question after several minutes since I found out that the answer was already posted, but everyone seemed to want to answer :F1:. The level 121+ equipment thing is interesting though, this does mean that they're planning for those equips at some point. Still, it would've been smarter to start off at 30 70 and 120 if they're for their job, so to speak. Reverse equipment deserves a boost for its untradeability.

Thanks for the answers though. One last question though: When I saw strenthening scrolls' effects on weapons (before+after shots) it seemed like they added pretty much the same stats every time (attack+mainstat) at very similar intervals. Does it have a fixed effect on only weapons and pretty much adds random stats on other equipment? Is there any sort of info on what it can and can't add?
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there's an item droprate identification!?!

pineapple yeah. gonna make an entire equipment set solely for this.
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Sarah Wrote:there's an item droprate identification!?!

pineapple yeah. gonna make an entire equipment set solely for this.

WHAT?! SERIOUSLY?! *runs off to check list again*

Next thing you know, they'll implement a +%EXP option. o.O

EDIT: You lied! D:
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Stereo Wrote:I'm not an AM but I think a better thing to stack on your gear once you hit the matk cap is +40~50% item droprate. Stack a few of those up and you could be getting 4-5x base droprate.

It's not mentioned in Pride's posts though so it may not actually be available - it's in the data though.

Hanabira.Kage Wrote:
WHAT?! SERIOUSLY?! *runs off to check list again*

Next thing you know, they'll implement a +%EXP option. o.O

EDIT: You lied! D:

2nd poster, see first quoted thing.
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B> Elewands in kMS :l
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Just want to make sure. The +% stat items, do those apply like Maple Warrior (base stats only), or do they apply after everything? Just making sure, and don't feel like searching the whole thread in case it was already answered.
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IllegallySane Wrote:Just want to make sure. The +% stat items, do those apply like Maple Warrior (base stats only), or do they apply after everything? Just making sure, and don't feel like searching the whole thread in case it was already answered.

Stereo Wrote:Actually the +%LUK gear is based off base+MW+equips as far as I can tell. So application is base, MW, equip+, equip%.

Having full stats (base, gear, and %s) for a character would help confirm that though.

In the sense that it's added to your total, not just a single equip, it is ok though.

From the other thread.
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shouri Wrote:From the other thread.

Awwwwww yeaaaaah it applies after everything. Gonna have a 200+ DEX DEXless Brawler when this comes to Maple. Glitter
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Getting % bonuses to secondary stats is kinda wasteful, might as well just raise your base stat and stack on the primary percents.
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this whole thing just seems really excessive...
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I was thinking. Mages should, sadly, easily get to the maximum magic with this new system.

As the most common items will be giving +int%, they should get to 1999 magic very easily and then have no other means of increasing their damage except +totaldmg%.

Let's hope they do increase the cap on maximum stats. It's unfair for mages since our damage comes from a single stat that maxes out at 1999 while other glasses get their damage from two different stats which normally have much lower values (two 1999 caps and both much less reachable).
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Shidoshi Wrote:I was thinking. Mages should, sadly, easily get to the maximum magic with this new system.

As the most common items will be giving +int%, they should get to 1999 magic very easily and then have no other means of increasing their damage except +totaldmg%.

Let's hope they do increase the cap on maximum stats. It's unfair for mages since our damage comes from a single stat that maxes out at 1999 while other glasses get their damage from two different stats which normally have much lower values (two 1999 caps and both much less reachable).

I think there was a KMS screenshot somewhere of a mage with more than 1999 magic.
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Hanabira.Kage Wrote:
I think there was a KMS screenshot somewhere of a mage with more than 1999 magic.


There was, but that was after some sort of matt potion.

It was still capped at 1999. It showed as (19xx+ 2xx). Can't recall exactly.
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The % based int and such can still help with those serious hp washers cant it?
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shouri Wrote:There was, but that was after some sort of matt potion.

It was still capped at 1999. It showed as (19xx+ 2xx). Can't recall exactly.

It was one of the Battle Mage's skills giving a huge m.atk bonus.
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