Maplestory Attack Vs Crit Dmg

Dec 01, 2014  Note: actual damage will vary over time, due to 'random-ness' of the attack at a given time. Best stats depends of class tou are playing and your preformances but usually you should have crit dmg above 270% i crit hit rate at least 2000. Dmg is very important too but I now some players that are playing on crit rate and when they make.

Hunter marksman 7.1.5 how to dmg. VIDEOS!

Video Game Mods is a network of modding sites each run by its own Manager. We aim to grow to support many more games and modding communities. I had trouble with the mining times, which is the purchase of material, unnecessary pastime in the game. Unfortunately, I did not find an update to the game so I made my own version. No Man's Sky. All Discussions. (29% dmg, 85% mining and 63% scanner). So I guess there is RNG on class rolls as well, and not just the class itself dictates. It should if I put all the boltcaster upgrades, since it's the same% dmg increase as on yours. Yeah I must have mixed scanning with mining as I wasn't logged into. We used two of the same B class multi tools. No mining bonus on tools. I had 3 S upgrades for a total combined mining speed of 48%, he had no upgrades at all. We chose 2 untouched random large pure ferrite rocks and started mining at roughly the same time, and finished at the same time. No man's sky increase mining dmg free.

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Min Crit and Max Crit Merge

Reactions: 2,350
Member, Private Tester
edited October 2016 in Non-GMS Content Discussion
DmgMaplestory Attack Vs Crit Dmg
Source: https://orangemushroom.net/2016/07/14/kms-ver-1-2-259-maplestory-v-5th-job/
If you've been following on KMS news, you would know that the 5th Job Update merged Min Crit and Max Crit into the single Crit Damage. The reason why it happened is because if your Min Crit exceeded your Max Crit, they would be swapped, which KMS called it stupid.
I was really hyped for this change! But here's the thing, by merging the two Crit Damage stats into a single stat, they also merged the two bases into the same stat and the new Crit Damage stat has a min base of 20% and a max base of 50%, and having Crit Damage increases both. So what you ask?
On one hand, this is a huge nerf to classes that were able to have their Min Crit stat get close to or exceed their Max Crit stat, because now they will always have a 30% Crit Damage difference.
But on the other hand, classes that had their total Max Crit increase higher than their total Min Crit increase (I'm looking at you Marksman!) will absolutely love the Min Crit and Max Crit Merge, because this will eliminate the problem of having very unstable Crit Damage.
Also, by merging the two Crit Damages into one, their Hyper Stats got merged as well, saving you Hyper Stat Points, therefore allowing you to distribute the saved points elsewhere.

Comments

  • Reactions: 2,395
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    Crit Damage used to just be a flat 3x damage increase or something like that, didn't it?
  • Reactions: 2,931
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    Crit Damage used to just be a flat 3x damage increase or something like that, didn't it?
    Not sure 'bout that, but I think there was also a time that only Archers and Sins could crit (without SE) lol. It was like, 2x damage at max skill level with like 50% proc, then at 4th job, archers got SE, which increased it to like. 3.3x damage at max level or something. Then they gave everyone a really small crit chance for some reason. And now everyone has an at least okay-ish crit rate and damage.
    Also, hot damn Sharp Eyes and Star Gazer are gonna stack now. Guess those DSE gloves that've been collecting dust in my bank will get some use.
    (Also, truncated link's not working for me? showing up with the ellipses lol)
  • I just hope the Sylph rings with min/max crit will properly function after the crit merge. Got 3 sylph rings (each being on a diff character) where all were either min or max crit.
    I'd be sad if it became useless or bugged for a long time. And knowing Nexon's streak.
  • I just hope the Sylph rings with min/max crit will properly function after the crit merge. Got 3 sylph rings (each being on a diff character) where all were either min or max crit.
    I'd be sad if it became useless or bugged for a long time. And knowing Nexon's streak.
    It's not like you can't get more sources of critical damage. Losing the Slyph Ring frees up another slot for a ring with actual potential.
  • They're changing how the stat works as a whole so to not adjust equipment would be like putting a new product on mass production and distribution without testing or prototypes or even a second thought to 'Do really really need to make a grill that cooks meat with your car's exhaust pipe?'
  • oh nice cool since my zero has a high crit rate anyway.
  • I just wonder if all min and max go to critical damage or they get reduced and you basically hit the same(besides marksman becoming a precised class), also rings like the oz one that increase max critical, will it increase your critical damage?
    And what about buccaneers that have critical damage? will it stay te same or be higher to compensate the min and max merge?
  • also rings like the oz one that increase max critical,
    Since they only just recently rectified the accuracy stat situation with character cards and some equipment i wouldnt hold my breath.
  • Reactions: 2,350
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    Here are the Crit Damage difference changes for each class (Excluding classes that aren't in KMS) with just their skills. Negative numbers mean how much more Min Crit than Max Crit they have and positive numbers are vice versa. I ordered them from the biggest negative number to the biggest positive number.
    Dark Knight = -30, -45 while you have 20% HP or higher
    Evan = -30
    Bishop = -25
    Blaze Wizard = -25
    Dual Blade = -25
    Fire Poison = -25
    Ice Lightning = -25, 0 vs enemies with 5 Freeze stacks
    Battle Mage = -20, -35 with Battle Rage active
    Mihile = -15, -30 with Roiling Soul active
    Dawn Warrior = -15
    Demon Avenger = -15
    Demon Slayer = -15
    Kaiser = -15
    Luminous = -15
    Phantom = -15
    Xenon = -15
    Paladin = -11 with a Mace, -6 with a Sword; Combat Orders makes High Paladin give 16% Min Crit
    Buccaneer = -10
    Corsair = -10
    Mechanic = -10
    Cannoneer = -10, -5 with Ice Barrel buff, 0 with Monkey Wave buff, +5 with Ice Barrel buff and Monkey Wave buff
    Kinesis = -8; Comes from Link Skill
    Hero = 0, -15 with Enrage active
    Blaster = 0
    Night Lord = 0
    Night Walker = 0
    Shade = 0
    Zero = 0
    Shadower = 0, +10 with Prime Critical's upcoming effect
    Aran = +5
    Wild Hunter = +15, 0 while you are off your Jaguar
    Angelic Buster = +15
    Bowmaster = +15
    Mercedes = +15
    Thunder Breaker = +15
    Wind Archer = +15
    Marksman = +55, +75 with Bullseye Shot active
    By making your Crit Damage always have a 30% difference, this means all Mages are gonna get nerfed, while all Bowmen are gonna get buffed.
    Also, I found out that KMS halved (rounding up) almost all of the existing crit damage values. For example, Sharp Eyes' 30% Max Crit gets halved to 15%, while the Decent version which had 15%, gets halved to 7.5%, which then gets rounded up to 8%. For skills that gave both Min Crit and Max Crit at differing values (If the two numbers are the same, then the Crit Damage will just be that number), the two values get added to a single number, and then it gets halved. For example, Angelic Buster's Star Gazer which had 30% Min Crit and 60% Max Crit, first gets added together to 90%, and then gets halved to 45%. This was primarily done for balance.

  • Also, I found out that KMS halved (rounding up) almost all of the existing crit damage values. For example, Sharp Eyes' 30% Max Crit gets halved to 15%, while the Decent version which had 15%, gets halved to 7.5%, which then gets rounded up to 8%. For skills that gave both Min Crit and Max Crit at differing values (If the two numbers are the same, then the Crit Damage will just be that number), the two values get added to a single number, and then it gets halved. For example, Angelic Buster's Star Gazer which had 30% Min Crit and 60% Max Crit, first gets added together to 90%, and then gets halved to 45%. This was primarily done for balance.
    Do note for anyone reading this, that this means no change. Right now, if your max crit is increased by 30% then your average damage will increase by 15% assuming 100% crit change. So when they combine min/max crit into just crit damage,that 15% is the same buff as you currently get
  • also rings like the oz one that increase max critical,
    Since they only just recently rectified the accuracy stat situation with character cards and some equipment i wouldnt hold my breath.
    They massively nerfed the Oz Max Critical ring.
    At level 4 it gives 28% Critical Damage now, so I can probably assume level 1/2/3 is 7/14/21%.
    28% Critical Damage is equivalent to 56% min critical damage or 56% max critical damage.
    Before at level 4 it doubled your max critical damage. Yes, the text said +100% max crit, but it was actually a 2x multiplier.
    For the classes/players that had over 100% max critical, the ring would give them more than 100% max crit for those 15 seconds.
    Level 1/2/3 were 1.25x/1.5x/1.75x, respectively.
    For 28% Critical Damage to be better than 2x max critical damage, you must have had less than 56% max crit.
    That's very difficult when critical damage is 1.2x to 1.5x at base, which means you already had 20% min crit / 50% max crit by just existing as a character.
    6% max critical is very easy to get.
  • @RisingRain
    But then it turn to be a 28%flat boost? man they nerfed it hard..
  • What about the critical damage hyper stats? I know they are combining the minimum and maximum critical damage together into one stat; but currently for us, it is minimum crit +10% and max crit +15% capped. So what will happen when it gets combined?
    +5% min/max? +10%? +15%? or some other value. I'm hoping it will be at least +10% min/max. Even though max crit loses 5%, we save ~150 hyper stat points.
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Maplestory Attack Vs Crit Dmg 2017

Attack Speed

edited December 2017 in Bug Reporting
Bug type: Gameplay
Brief bug summary: Attack Speed can be increased over the set cap.
More details:
Attack Speed can be bypassed from stage 2 with other means except for Rune of Swiftness.
The method used to bypass the stage 2 Attack Speed is usage of Monster Park Extreme Green Potion.
This bug gives an unfair advantage for classes that use skills that repeatedly cast/attack over key-holding skills (such as Song of Heaven, Hurricane, Beam Dance etc).
This run also makes Rune of Swiftness not as valuable.
Steps to reproduce:
- Obtain stage 2 Attack Speed with weapon, booster, Attack Speed +1 inner ability etc.
- Cast Decent Speed Infusion, see your Attack Speed not being affected. Abort the buff.
- Apply Extreme Green Potion, see your Attack Speed going above the cap, to stage 1.
- Cast Decent Speed Infusion, see your Attack Speed maxing out as if you used Rune of Swiftness.

Maplestory M Crit Dmg Vs Crit Atk

Comments

  • Reactions: 1,005
    Member, Private Tester
    I had to sign in just to tell you you're completely horribly wrong about your assumption on how keydown skills like hurricane are affected by attack speed (they're not)
    The only benefit would be the startup and ending delays being shorter which is indeed a really big deal
  • I had to sign in just to tell you you're completely horribly wrong about your assumption on how keydown skills like hurricane are affected by attack speed (they're not)
    The only benefit would be the startup and ending delays being shorter which is indeed a really big deal

    I said 'over key-holding skills'
  • Si first drop rate, now meso nerf and now u **** want to remove the ability to go pass soft cap speed?
    Whats the **** problem with u?
    Moderator Note: Please don't curse or use vulgar language language when you post.
  • Si first drop rate, now meso nerf and now u fking want to remove the ability to go pass soft cap speed?
    Whats the fking problem with u?
    Keep calm.
  • Reactions: 1,535
    Member, Private Tester
    Considering we won't get flames and reboot players don't have any means to get nebulites on characters post 200, do you really want to remove the only other thing that allows players to be able to keep competitive with other versions of ms?
    There are already plenty of true bugs out there right now that came along with v190. Focus on those first over nerfing the players yet again please.
  • Considering we won't get flames and reboot players don't have any means to get nebulites on characters post 200, do you really want to remove the only other thing that allows players to be able to keep competitive with other versions of ms?
    There are already plenty of true bugs out there right now that came along with v190. Focus on those first over nerfing the players yet again please.

    We have nebulites. They're so easy to obtain too, compared to flames.
    My Reboot character is level 231 with 4% All Stat nebulites on most of my equipment.
    My weapon and secondary both use 21% IED nebulites.
  • So you’re either trolling with this whole post or you’re the top luckerdog in reboot. Nebulites and easy do not belong in the same sentence
  • So you’re either trolling with this whole post or you’re the top luckerdog in reboot. Nebulites and easy do not belong in the same sentence

    I'm not.
  • So you’re either trolling with this whole post or you’re the top luckerdog in reboot. Nebulites and easy do not belong in the same sentence

    I'm not.

    You are. The only conceivable legitimate way of gathering that is from being incredibly lucky with Maplehood Watch (an event that happens once a year). The only other source of significant neb boxes was mesofarming in non-kms maps which was just nerfed and is now gone. The third option which doesn't exist viably anymore since the droprate changes was farming the nlc drill boss or farming alien pq.
    So the only 'easy' way of getting nebs now is from being lucky in an event that happens once a year. Please elaborate on about how easy this is.
  • Si first drop rate, now meso nerf and now u fking want to remove the ability to go pass soft cap speed?
    Whats the fking problem with u?

    Be respectful. I knew someone would came one day with this topic. I personality think having a soft speed cap of 2 would restrict many classes that provide attack speed buffs to party members and I would like to see any hurricane move to be affected by attack speed instead of raising up the attack speed cap to 2.
    Now, would this be considered a bug or something Nexon decided to leave in GMS? It's sure the potion doesn't work like the other regions, but it doesn't mean it wasn't intended. I can bring up this topic, but I know the community sentiment toward this topic would be to leave as it's or to buff hurricane classes to be affected by attack speed.
  • Si first drop rate, now meso nerf and now u fking want to remove the ability to go pass soft cap speed?
    Whats the fking problem with u?

    Be respectful. I knew someone would came one day with this topic. I personality think having a soft speed cap of 2 would restrict many classes that provide attack speed buffs to party members and I would like to see any hurricane move to be affected by attack speed instead of raising up the speed cap.
    Now, would this be considered a bug or something Nexon decided to leave in GMS? It's sure the potion doesn't work like other region, but it doesn't mean it wasn't intended. I can bring up this topic, but I know the community sentiment toward this topic would be to leave as it's or to buff hurricane classes to be affected by attack speed.
    Could you bring up the topic as 'hurricane skills should be affected by attack speed because of GMS' Green Potion mechanic' rather than 'attack speed should be hard-capped to 2' then?
  • So you’re either trolling with this whole post or you’re the top luckerdog in reboot. Nebulites and easy do not belong in the same sentence

    I'm not.

    do you remind the teacher the class had homework too?
  • How do we know this is a bug? Is there anything in game that explicitly states that attack speed cap should not be able to broken by monster park extreme potions?
    Just because KMS doesn't have it doesn't mean GMS is not supposed to have it.
  • Nothing you described is a gameplay bug.
    Brief bug summary: Attack Speed can be increased over the set cap.
    There's a soft cap (2AS) and a hard cap (0AS) for attack speed. You say that it's capped at 2, which is the soft cap.
    You can reach the soft cap of 2AS using:
    • +1 Attack Speed Inner ability
    • Decent Speed Infusion (+1 attack speed)
    • Weapon booster skills (+2 attack speed)
    Attack Speed can be bypassed from stage 2 with other means except for Rune of Swiftness.
    The method used to bypass the stage 2 Attack Speed is usage of Monster Park Extreme Green Potion.
    Those methods are not the only way to increase your attack speed past the soft cap.
    You can further increase your attack speed to the hard cap of 0AS with:
    • Rune of Destruction (+1 attack speed)
    • Rune of Swiftness (+3 attack speed)
    • Green Monster Park Extreme Potion (+1 attack speed)
    • Crimson Queen soul's attack speed buff (+1 attack speed)
    • BaM's 'Yellow Aura' (+2 attack speed)
    • Zero's 'Divine Speed' (+1 attack speed)
    • Kaiser's 'Kaiser's Majesty' (+1 attack speed)
    - Apply Extreme Green Potion, see your Attack Speed going above the cap, to stage 1.
    - Cast Decent Speed Infusion, see your Attack Speed maxing out as if you used Rune of Swiftness.
    Yes, you can use any methods above to bypass the soft cap, including the Extreme Green Potion and Rune of Swiftness you mention, and further increase your attack speed using Decent Speed Infusion or weapon booster skills to the hard cap.
    Source
  • Reactions: 240
    Member, Private Tester
    I can't tell if you're a hater or if you're just jelly. We're here to address serious issues man
  • Reactions: 1,335
    Member, Private Tester
    So you’re either trolling with this whole post or you’re the top luckerdog in reboot. Nebulites and easy do not belong in the same sentence

    I'm not.

    You are. The only conceivable legitimate way of gathering that is from being incredibly lucky with Maplehood Watch (an event that happens once a year). The only other source of significant neb boxes was mesofarming in non-kms maps which was just nerfed and is now gone. The third option which doesn't exist viably anymore since the droprate changes was farming the nlc drill boss or farming alien pq.
    So the only 'easy' way of getting nebs now is from being lucky in an event that happens once a year. Please elaborate on about how easy this is.

    It's easy for them because they're most likely a botter if they can get nebulites (good ones at that) so easily. Don't have to care about attack speed when they can just bypass that with their hacks amirite?
  • If you are removing the only way to hit hardcap attack speed, it completely kills players who are geared for it, including myself and several warriors with 1h weapon + shield. But also all classes who needs Attack Speed inner ability + dSI to hit this. If anything, ask Nexon to actually buff Hurricane-type skills attack speed. You should also check if Hurricane skill can actually be affected by att speed with Extreme Green potion with battle stat just in case there is a slight difference here.
    Also you mentioned Beam Dance.. it is far the best skill for bossing unless you are in Lotus, in certain occasions, Xenon main skill is mostly their Snipe as far as i know.
    I am a Hero with +1 attack speed inner ability, but also has 16% crit rate and +8%dmg on monster affected by abnormal status.
    The most people can clear Dojo is Floor 53. Not counting 1 Hayato who had 49.5k STR who has beat floor 54 at 14:59 once and 14:57 the next week with pumpkin buff in this halloween patch. KMS players can prob clear floor 54 easily or even 55 for certain classes.
    https://youtube.com/watch?v=V6EooUKexCw&t=43s
  • If you are removing the only way to hit hardcap attack speed, it completely kills players who are geared for it, including myself and several warriors with 1h weapon + shield. But also all classes who needs Attack Speed inner ability + dSI to hit this. If anything, ask Nexon to actually buff Hurricane-type skills attack speed. You should also check if Hurricane skill can actually be affected by att speed with Extreme Green potion with battle stat just in case there is a slight difference here.
    Also you mentioned Beam Dance.. it is far the best skill for bossing unless you are in Lotus, in certain occasions, Xenon main skill is mostly their Snipe as far as i know.
    I am a Hero with +1 attack speed inner ability, but also has 16% crit rate and +8%dmg on monster affected by abnormal status.
    The most people can clear Dojo is Floor 53. Not counting 1 Hayato who had 49.5k STR who has beat floor 54 at 14:59 once and 14:57 the next week with pumpkin buff in this halloween patch. KMS players can prob clear floor 54 easily or even 55 for certain classes.
    https://youtube.com/watch?v=V6EooUKexCw&t=43s

    Theres alrdy ppl in kms that beat floor 6x
  • If you are removing the only way to hit hardcap attack speed, it completely kills players who are geared for it, including myself and several warriors with 1h weapon + shield. But also all classes who needs Attack Speed inner ability + dSI to hit this. If anything, ask Nexon to actually buff Hurricane-type skills attack speed. You should also check if Hurricane skill can actually be affected by att speed with Extreme Green potion with battle stat just in case there is a slight difference here.
    Also you mentioned Beam Dance.. it is far the best skill for bossing unless you are in Lotus, in certain occasions, Xenon main skill is mostly their Snipe as far as i know.
    I am a Hero with +1 attack speed inner ability, but also has 16% crit rate and +8%dmg on monster affected by abnormal status.
    The most people can clear Dojo is Floor 53. Not counting 1 Hayato who had 49.5k STR who has beat floor 54 at 14:59 once and 14:57 the next week with pumpkin buff in this halloween patch. KMS players can prob clear floor 54 easily or even 55 for certain classes.
    https://youtube.com/watch?v=V6EooUKexCw&t=43s

    Theres alrdy ppl in kms that beat floor 6x

    I think you get confused with TMS, you sure they don't have familiar? Anways I wanna see a KMS Dojo video lol.
  • hurricane type skills arent affected by the attack speed, as it's been said, only the start and end cast animation. except rapid fire, it has no delay on start or end
Comments are closed.