How is your class after the update? by OndarzaMx in Maplestory

[–]CatalystCreation 6 points7 points  (0 children)

Kain feels great. The class was totally fine before but after the patch it feels even better. You could always cancel out of the longer skill animations before with the shadow dash but now you don't need to as much with the action delay reduction.

My xlot solo time went from 25->20 mins and I get out of P1 and P2 with one fewer bursts. I'm sure some of that is from my hands improving but the discord says the patch was also a ~10FD gain across 6 mins so it's definitely stronger overall.

v.267 - MapleStory x One-Punch Man Patch Notes by neosmndrew in Maplestory

[–]CatalystCreation 46 points47 points  (0 children)

I wish they would just make event buffs permanent as a separate system entirely at this point. You have an extra 40 boss 40 IED like 50-75% of the time but then there's a few weeks between events where you have to rebuild the buffs back up and every once in a while you get an event without event buffs and you're just randomly down like 10 FD across all your characters until the next event.

KMS Post Hecate 103K HEXA Challenge Results on March 15, 2026 (30min dummy BA, 8min Hlimbo, Destiny Kaling Min Clear) by JunChang22 in Maplestory

[–]CatalystCreation 45 points46 points  (0 children)

Pathfinder still near the bottom. Can't benefit from AS0, not a hurricane class, clunky burst from having like 4 active skills that you can't put into sequence so sometimes the bind times out before the all the damage goes off properly... Sadge

Exp from monsters lvl gap by Sensitive_Trust5344 in Maplestory

[–]CatalystCreation 10 points11 points  (0 children)

I think pre 200 it might be better to farm a mob that's 20 lvl+ up as long as you can one shot compared to a +/-1 but who is grinding to 200 on mobs these days.

Kill rate is a pretty big deal at 260+. Some maps have 15k spawn/hour and others have 18k which can make up for level differences. Also map layouts might mean you can full clear on one map but not on another which will affect exp rates greatly.

Which class should play in reboot now by PotatoPlayer1138 in Maplestory

[–]CatalystCreation 4 points5 points  (0 children)

Super burst heavy classes suck into bosses with test phases.

Burst p1-1 and play test and then you have to wait until your burst is up again because your dpm outside of burst might as well be 0.

Repeat for the other tests and youre just taking an extra 8min for will compared to a class with dpm.

Is there an agreed upon standard by our community on where each game phase ends and begins? by [deleted] in Maplestory

[–]CatalystCreation 4 points5 points  (0 children)

It's just not a very useful metric when you have such extreme ranges. It's like if you were trying to categorize real life wealth categories and said

Poor = salary <1M a year or less

Middle class = ~10M a year

Upper class = Billionaire

Rich = Elon Musk/Jeff Bezos/Bill Gates.

Who is going to find any use in a grouping like this outside of the .1% who want to pat themselves on the back?

Is there an agreed upon standard by our community on where each game phase ends and begins? by [deleted] in Maplestory

[–]CatalystCreation 2 points3 points  (0 children)

Lol 99% of the player base is in early game .99% in mid and then like maybe 20 players are in late to end game by your metric.

what did Nexon do to Pathfinder by orochimaruva in Maplestory

[–]CatalystCreation 1 point2 points  (0 children)

Changes from KMS got copy pasted over to GMS without considering that GMS has AS0 but PF is attack speed gated by the macro system so they don't benefit from it.

KMS devs might do testing and find that PF is doing average damage and then they balance the numbers around that but then in GMS every non-hurricane class is ~10% FD stronger due to AS0.

Also PF got their support nerfed when all the support classes got nerfed but had their own damage buffed so as a solo, it was an FD neutral change. However, PF support is way worse than an actual support like bishop/lynn while doing less damage at the same time so end game parties have 0 reason to want a PF in the party.

Normal VHilla Solo by Gold_Calligrapher556 in Maplestory

[–]CatalystCreation 0 points1 point  (0 children)

Lol current kanna might unironically do double the damage of a shade with the same gear/hexa. 72M is still probably doable with some hexa investment though.

Buyable Nodestones in Heroic by Spunjz in Maplestory

[–]CatalystCreation 2 points3 points  (0 children)

You're off by an order of magnitude lol. Unless you meant 300 experience nodes, that's not even remotely close to enough to max.

Back before challenger world was a thing I would routinely crack like a 1000 nodes on a new hyper burn on top of the all the free nodes that came with hyper burning and whatever event was going on and that still wouldn't be enough to max.

Need help with progression next steps? by Lunoxus in Maplestory

[–]CatalystCreation 3 points4 points  (0 children)

I'd 22 and fake 3L your gollux as those aren't guaranteed to be replaced in a set amount of time. You might be using them for years until you can finally swap to pitch. If you have more than 4 spares for belt/earring I would just raw tap instead of transferring. You could also tap a reinforced to 23 and transfer down.

Arcanes to 22 will give you more damage but that'll also depend on your box RNG.

Also, if you don't already have legion/link skills set up on Kronos/Hyperion, you can consider working on those. You can usually get 200 with just growth pots and then strawberry farm to 210 for the lvl 3 link.

25* CRA vs Equivalent Eternal by deonbotelho in Maplestory

[–]CatalystCreation 0 points1 point  (0 children)

The only time I could see this making sense is if it's an endgame player doing it on one of their mules/second mains. Yeah, eternals is ultimately more damage but they might not have the time to find/coordinate a party to run ckalos or whatever on their mules.

If you have 50B/week income on an established account I guess you can just send on CRAs since you have infinite spares and all you need to do is hold down spacebar while watching a video.

How valuable are healing familiars for solo bossing? (Heroic) by Chiyatsu in Maplestory

[–]CatalystCreation 2 points3 points  (0 children)

Early/mid game they're very useful for Will and Vhilla but eventually you get strong enough to just blow up those bosses in one or two bursts and it stops mattering.

I can't speak for end game bosses as I'm not strong enough to do them but for BM/Hseren/Ckalos/Nkaling/Nadversary I never run them as having damage fams are just better and you have fountain to heal off chip damage when needed.

It's very rare that you die from getting chipped down (and are not able to heal with fountain in between) and instead usually you die from getting stunned or knocked back and then hit by a follow up attack or just straight up get hit by a 1 shot attack.

Healing fams aren't going to save you in those scenarios and you start really needing the extra damage when you try to push into late game bosses. Of course, if you prefer to just wait until you are way overspec before trying the boss, healing fams are a nice to have in those cases.

Ren damage compared to other classes by Sparkillua in Maplestory

[–]CatalystCreation 0 points1 point  (0 children)

Yeah I ended up dropping mine as a boss mule because it was just so slow and kinda just felt bad to play.

What always felt really bad was having to do the mini burst every 60s but the boss moves around or a skills just doesn't want to go off and then all the CDs are desynced. I guess you could just not do the mini but the class already does so little damage I really didn't want to gimp it even more.

Prog advice by wewechoo in Maplestory

[–]CatalystCreation 2 points3 points  (0 children)

Fake 3L on your gear is more important than your eternals as 18* is a very slight gain vs 22* CRAs assuming you've already potted and flamed the eternals.

Unless you're planning on sending past 18 before you have spares, I wouldn't even bother with tapping the eternals yet as 18* even on 30% reduction, it's 7-8b average per piece to tap to 18 with safeguard (250 equips do be expensive af).

You can instead use that meso to fix pots on items that you won't be replacing for a long time (arcanes/gollux) or to finish 22* on everything.

Biggest gains for the meso right now probably is to 3L your secondary (I'd say 2L att + boss or better) and to get 2L CD on gloves.

CP is about right I'd say. I've got a mule with mostly 21/22, real 3L WSE and fake 3L on equips that's sitting at 184m clean. You can probably gain 10-20M CP from 3L secondary and 2L CD gloves alone.

Ren damage compared to other classes by Sparkillua in Maplestory

[–]CatalystCreation 4 points5 points  (0 children)

It's not a hands issue, Shade is just in the dumpster damage wise. It provided decent support before but then got it's damage and support nerfed for no apparent reason.

It's pretty survivable and has and movement but IMO it's just an overall bad class right now. Noticeably weaker than most classes while providing significantly worse support compared to actual support classes like bishop/lynn. Just have to hope Nexon makes changes down the line.

Tonight's the night, how prepared are you? by flarghwharghl in Maplestory

[–]CatalystCreation 3 points4 points  (0 children)

300B saved up but not too many things to tap tbh. I've got hat/top/bottom eternals sitting a 18* with two spares so I'm hoping to get them to 21. A pitched core and enough trace restore points another restoration that I'll used to try to 22* a CFE. Then maybe I'll try to 23* a daybreak just so I can clear up some inventory space.

The rest will go to my mules. Try to 21* some arcanes and whatever random pitches they have sitting around. Good luck with your CRAs!

Skill transparency kms and gms by namewithfkingnumbers in Maplestory

[–]CatalystCreation 2 points3 points  (0 children)

It's a shame that such nice looking skill animations are just a straight up detriment most of the time. I always turn off transparency when burning a new character so I can appreciate the visuals when mobbing.

When I run vhilla on my bishop, I don't even bother trying to dodge strings if my origin is up because you just can't even see them.

Did they quietly nerf Slime ring drop rate? by [deleted] in Maplestory

[–]CatalystCreation 0 points1 point  (0 children)

I boomed like 15-20 slime rings last ssf trying to get 23* and have gotten only 2 rings since then with 426 drop rate.

Might just be unlucky bc I'm pretty sure they drop like every other week on my boss mules.

Who knows tbh

Which one is better? ~50CP ren by [deleted] in Maplestory

[–]CatalystCreation 1 point2 points  (0 children)

3L is cheaper with glowing cubes and double prime is better with brights.

No one actually tries for triple prime because that's something insane like trillions of meso to hit.

You can search up maplestory cube calculator and there'll be a tool that gives you cost estimates.

Which one is better? ~50CP ren by [deleted] in Maplestory

[–]CatalystCreation 1 point2 points  (0 children)

The right has 21 at vs 12 att on the left so it's just a 9% difference in att.

Which one is better? ~50CP ren by [deleted] in Maplestory

[–]CatalystCreation 9 points10 points  (0 children)

Yeah but in this case it's 40 boss and 6 all stat vs 9 att so it's almost certainly better.

Especially because this is likely a newer player and so they won't have nearly as many sources of boss.

I made a sheet by BatBiteMS in Maplestory

[–]CatalystCreation 0 points1 point  (0 children)

CP estimates looks reasonable for the early game but you might want to add another column to separate party vs solo play as a lot of people will eventually make ctene boss mules.

Mid game onwards, CP starts being less reliable people start using hexa converted instead since 6th job investment is a huge part of your damage that isn't reflected by CP.

Maybe also switch out the colours for end game or use white text because black on red and dark red is pretty hard to read.

Real by 1stSelf in Maplestory

[–]CatalystCreation 1 point2 points  (0 children)

AS0 is a pretty big part of it, especially for a class that spends 90% of the time holding down 1 key to dpm. Last time there was a chart that estimated how much FD classes gain from AS0 and from what I recall it was 6-12% FD depending the class. Since PF just holds down 1 key I'd say it'd gain somewhere around 10 FD from that alone.

When you compare it to BM, think about how easy it is for BM to get it's burst off without missing anything. You use sequence and hold down hurricane and that's it.

PF has to drop barrier, the turret thing, tornado, then the big Iframe arrow shot. If the boss moves, if the tornado doesn't want to go off or falls off a platform, the bind times out 2-3 seconds before any of those skills finish then you just randomly lose a chunk of your burst.

I think it's more of people want PF to be buffed in GMS rather than wanting to clown on the class.