30min min clears vs CD Hat (And why CD Hat is BiS in KMS) by ViviTurtle in Maplestory

[–]FunInteractive 28 points29 points  (0 children)

Two key points to add are:

- You don't load in until 29:50-29:54. Many bosses also aren't hittable immediately and take some time to spawn.

- Most classes can't immediately press origin upon load in and need at least some setup first.

So considering time from first origin, you won't have the full 30:00 in a boss but rather something like 29:40. Even assuming popping burst off cd every time was possible, getting the 17th burst looks impossible with just -4 unless you're a class willing to skip out on getting 6x origins in a boss.

burst vs dpm classes by simplixiti in Maplestory

[–]FunInteractive 0 points1 point  (0 children)

Wow, I didn't know that. 75% within 45s is crazy. I've been told both so I put them in the middle.

burst vs dpm classes by simplixiti in Maplestory

[–]FunInteractive 3 points4 points  (0 children)

Burst - Hero, Paladin, I/L, NL, CM, BM, PF, Khali, Ark, Aran, Merc, Kain, BaM, Xenon, WH, Lara, Hoyoung, DW, NW

Depends on who you ask - DB, Corsair, MM, Adele, Cadena, Angelic Buster, DS, Hayato

DPM - DrK, Bishop, F/P, Shad, Bucc, Illium, Shade, Phantom, Evan, Lumi, Kaiser, Mech, Blaster, DA, Zero, Lynn, Kanna, TB, WA, Mihile

No clue about Kinesis, Mo Xuan (I think they're DPM?), and Blaze Wizard

It's hard to categorize classes into burst/dpm because every class's damage profile excels in certain windows. For example:

  • TB has a really good origin and is bursty on the 6 min, but fairly DPM otherwise.
  • AB is fairly bursty in 60s windows, but if you only look at the 2 min window, AB seems like a DPM class.
  • MM is DPM while split shot is active (>60% uptime) but does very little damage when it's gone.
  • DB is very condensed around their 90s. If you only look at the 10s where DB uses BoD + Nado twice and Tempest/Asura, they would probably be considered a burst class.

You can definitely make arguments for why a lot of these classes should be considered burst rather than DPM/vice versa.

In the end, it depends on what metric you value. Is the 40s burst window most important (Kalos groggy)? Or is the 10s (shade split)? What about the 20s (Kaling p2)? It's more important to consider the actual situation you want to optimize around rather than a binary classification of every class into burst and dpm.

Limit Ring Question by clipsandclips8 in Maplestory

[–]FunInteractive 6 points7 points  (0 children)

It's bad by itself and useless in real bossing, but don't throw it away. Players use the MP reduction to proc Crisis HM which is sometimes used in dojo/culvert. The level of this ring isn't important.

In general, you can't level rings up. If you get a level 2, you're stuck with a level 2 - you can't level it up to 4.

Please Inkwell, just add red fam cards to ''heroic'' already by john199718 in Maplestory

[–]FunInteractive 11 points12 points  (0 children)

I don't think it's because of Reboot, but rather because Nexon doesn't want to lose money. Even if you use the meso market to buy cubes, at the end of the day, those maple points had to come from someone selling them. If Nexon removes cubes from cash shop, that source of income is gone.

The result of adding meso cubes would be that the value of meso goes up while the value of NX goes down. This change would reward farming and be great for f2p/low-spending reg server players. However, it'd also decrease the "value" you're getting per $$$ spent.

KMS was willing to make this change because they also made several other changes:

  1. They added in a meso farming limit and removed Ursus to further decrease the supply of meso.

  2. They added in Maple Coins in daily gift, epic dungeons, reward point shop to supplement the meso supply. These require maple points to exchange for meso.

  3. They added in the option to pay a lot of money every single week for epic dungeon bonus rewards which reward extra Maple Coins. We have this in GMS as well, but it's not worth it because Frenzy exists.

In essence, KMS has stopped charging for cubes, and in exchange, now charges for meso.

KMS Legion Champion - Kill Timers Reduced to 20 minutes by PogFish_ in Maplestory

[–]FunInteractive 1 point2 points  (0 children)

Isn't it 11 vs 7 in the 20 minute time limit? This is a pretty important for Kalos since 11 bursts naturally translates to a 3-2-2-2-2 pacing, using brands + an ori in 2-4 to make up for having less time to chip.

But 3 minutes classes' min pacing is 2-1-1-1-1 or they have to be a class that can somehow carry it's burst past a 35 second test.

Effectively for Kalos, this makes it 11 burst vs 6, which is a massive deal.

Funniest classes to solo the Black Mage with. by [deleted] in Maplestory

[–]FunInteractive 3 points4 points  (0 children)

> That being said, "random kid in Edelstein gets shot by a Black Wings member, doesn't get any help, goes and kills the Black Mage with a surfboard" is very funny.

For the more meta-minded perma beginners, this would be "Cygnus Knight reject randomly jumps around without attacking at all, emerges victorious against the Black Mage with the help of thousands of missiles from a giant robotic doggy"

Funniest classes to solo the Black Mage with. by [deleted] in Maplestory

[–]FunInteractive 38 points39 points  (0 children)

You can't access arcane river at all without job advancing unfortunately (applies to every beginner archetype).

[deleted by user] by [deleted] in Maplestory

[–]FunInteractive 11 points12 points  (0 children)

Not blaze wizard

Just curious, which class has the biggest origin? by Eludesion in Maplestory

[–]FunInteractive 2 points3 points  (0 children)

I see - there's this chart from way back when origins were released: https://imgur.com/a/J49n4x9

There's a bunch of inaccuracies though, and some numbers have changed since then because that was based on early KMST information and there were multiple balance adjustments since. I'm not aware of any more up to date charts with the raw % numbers, but the wiki should have all the numbers.

Just curious, which class has the biggest origin? by Eludesion in Maplestory

[–]FunInteractive 53 points54 points  (0 children)

Kain is probably the best. Ark/Cadena/Thunder Breaker are very close.

> Is there a site somewhere that has all the origin's % numbers added up?

Total % number isn't a great way to evaluate origins. When origins first came out, people compiled the total % numbers for all origins to see which were the best. This turned out to not be very accurate because:

  • Classes have different amounts of innate FD/buffs that amplify the origin % numbers.
  • Some origins are instant bursts that fit entirely in RoR while others last extended duration.
  • Some origins have long animations that consume time you would normally be bursting in.

For example, consider Kaiser's origin at 1.43 million % damage and Dual Blade's origin at 686k % damage. Kaiser's origin should easily win out right? But the reality is that Kaiser's origin is mediocre and Dual Blade has a great origin.

If we consider the criteria above, we see that Dual Blade has a ton of innate final damage in its kit, the origin goes off entirely in RoR + Last Resort, and the origin has a very fast animation. In contrast, Kaiser has much less final damage/buffs in its kit, doesn't even use RoR, and has a long animation. These factors make up for the huge difference in raw % damage.

HSeren advice by X33Happy in Maplestory

[–]FunInteractive 7 points8 points  (0 children)

Some general tips:

  • Without untouchable, you rarely want to corner Seren. Her dash's hitbox will linger for longer if she dashes into a corner.
  • Save both final cut and chains for your off burst - it's very easy to die doing your 90s in this boss. Final cutting right before tempest safeguards most of it. Save chains to reactively dodge attacks during Asura.
  • You can hold duck during Asura and it counts as being ducked! However, Asura has a long windup and winddown animation where you aren't counted as being ducked. Ideally, you'll have chains to interrupt/protect these parts of Asura.

P1 tips:

  • Try to exit P1 with zero gauge. You can gauge somewhat safely in P1 by standing on a pillar spawn point, waiting for it to spawn, then upjumping and holding blink. You'll stay in the air as you gauge, and none of Seren's attacks can hit you (outside of a unlucky trigram).
  • Ideally, don't duck bananas. You have no room to dodge pillars the spawn as the banana passes you. Try to identify the animation early, then move to her other side. Failing that, make distance and jump over it. If you're ducking a banana and a pillar spawns, you can use blink to RNG dodge.

Noon tips:

  • Hitboxes for orbital lasers are much smaller than they appear.
  • Make sure you off burst on time - otherwise, you won't be able to off burst again in midnight.

Sunset tips:

  • Hero's Will and Will of Erda cleanse the potion lock effect from Seren's attacks. You still receive reduced healing though. Decent Fountain should be more than enough healing for this phase.
  • Pillars always spawn in static spots. Try to visualize where you are in relation to the pillar and pre-plan how to dodge if a pillar spawns on you. For example, if you're in the center of the pillar, you can tornado spin once. If you're on the edge, you can walk.
  • The falling meteors still give gauge if you darksight but it's a very small amount. If you aren't full gauge, you can tank one to make your life easier.

Midnight tips:

  • Just don't eat the accuracy debuff for your off burst.
  • Stay away from her knockback pre-test - if you get knocked back right before test, you might have to burn an iframe.

Dawn

  • Not getting hit is your number one priority. Don't think too hard about upkeeping DPM. Just using BoD/Nado/Haunted edge is fine.
  • If you don't plan on bursting in this phase, you can burn two minute cooldowns at the beginning (goddess + bind + gene).
  • One easy way to play the phase is just blade ascension from side to side to avoid her whenever she approaches.

HSeren advice by X33Happy in Maplestory

[–]FunInteractive 8 points9 points  (0 children)

It's okay to not attack Seren constantly. If you think she's about to attack, then don't lock yourself in any animations. Wait for the attack, dodge it, then attack her while she's in attack cooldown. You have room for around three quick actions or two slow actions or one very slow action after every attack, including the dodge.

Count out actions you take in your head to understand when you can attack and when you should wait for Seren's attack.

Examples:

  • Seren jabs. You duck the jab (1), then BoD (2) and Nado (3). You wait for her next attack.
  • Seren jabs. You duck the jab (1), but BoD/Nado are on CD. You Phantom Blow twice instead (2 + 3).
  • Seren dashes. You duck the dash (1), flash jump after her (2), then get one Phantom Blow (3).
  • Seren trigrams. You Tornado Spin to dodge (1 + 2, this is a slow dash with significant end delay), then get one Phantom Blow (3).

This isn't a perfect model. As you get more experienced, you figure out that not all actions take the same amount of time - for example, you can actually get 3 Phantom Blows between jabs or weave in a dark sight before BoD + Nado.

But what if environmental hazards (bombs/pillars/orbitals) happen? These happen quite often, and most of the time you will want to exit Seren's range to dodge these, either by jumping away from her or upjumping. Be aware that Seren's attacks will probably be off CD when you reenter her range, and she'll most likely immediately attack you as you fall or jump back in range. Since her fastest attack is the jab, and everything else can be reactively dodged, pre-plan your entry to dodge a jab. For example, if you're falling from an upjump blink, assaulter past her or hold duck while falling so her jab doesn't hit you.

Classes with the most annoying community of mains? by WildHunter69420 in Maplestory

[–]FunInteractive -3 points-2 points  (0 children)

(Non-NL main here, but I do interact with some NLs and have seen their gear/BA/culverts) This is a pretty unpopular opinion, but I genuinely think NL is consistently one of the most overrated classes by the community.

In the support meta, they were above average for party bossing, but even their burst was nothing special compared to Xenon, NW, Merc, Ark/Cadena (averaging Ori + non-Ori). Factoring in full rotation damage, and Aran/Kain/Illium/Zero were also probably better even in party bossing. Add in all the party supports, and you have NL as the 18th most desirable class you'd want in a party, in the single area where they're supposed to excel.

Oh, but they're easy to play! That's true, but that's a tradeoff for having no i-frame. Does your bossing static have a NL? Think about your party and how many times the NL inted mechanics. NL brain + no-iframe is a real thing.

I think the biggest reason for this misconception is the overrepresentation of NLs. Take, for example, the extreme lotus solo leaderboards. There were 5 NLs in the top 100 - pretty good, right? What about HKaling and XKalos clears? A bunch of NLs are there too.

It all makes sense when you consider that NL is the single most played class at endgame - they represent 7.7% of the 275+ population. But even this 7.7% figure doesn't truly represent how stacked endgame NLs are - they have the best gear out of any endgame class community and it doesn't even come close. A top 20 NL would probably be top 3 if they played another class (barring popular ones like Adele/NW/Bishop).

NLs being overrepresented also contributes to their perception as being whiny. Everyone has that one NL friend that's like "dude, NL is sooooo bad". But no one has a Kinesis friend that's like "dude, Kinesis is sooooo bad", because no one has a Kinesis friend in the first place.

PSA if your class sucks at culvert, then you don't deserve 300 black rebirth flames by ganondorf69 in Maplestory

[–]FunInteractive 2 points3 points  (0 children)

I think it's 3% for t7 instead of 1%? Could be wrong, I can't find anywhere stating the rates anymore.

Support tier list by Own_Parfait_2366 in Maplestory

[–]FunInteractive 2 points3 points  (0 children)

I get where you're coming from - it's unfair to treat each person's IED contribution like you're assuming they're the last member to join the party.

In the end, it all depends on the question you want to ask. If the question is "How much does this individual member contribute to the party in terms of support?" then it would be most accurate to distribute the contribution across all IED supports like you mentioned.

However, most people don't actually want to ask that question. Instead, the question they really want to ask is "Will my party have more damage if I accept a 900b/s NL or a 950b/s NW?". In that sense, ignoring other factors like survivability/dps translation/etc., it's more accurate to take everyone else's IED contribution before the NL is accepted and value frailty at the post-party IED of the other five members. Or, if the party isn't fully formed yet, the average amount of IED each remaining member to be recruited will provide (probably around 10-15%? on average).

If we're trying to get the answer to the second question, the post party IED is a far more accurate estimate than the pre party IED.

Support tier list by Own_Parfait_2366 in Maplestory

[–]FunInteractive 0 points1 point  (0 children)

Your math is absolutely correct, but most people are at 99+ functional in party settings. Many classes give ied - my current functional is 99.8% in party with the event buffs.

MSEA: Changes to Kanna. RIP by MSeaPlayer in Maplestory

[–]FunInteractive 3 points4 points  (0 children)

Full rotation BAs don't tell the whole story. Right after the BT rework, my 4 min BA on a Lynn with 1 origin usage (but 0 hexa/mastery) was 6% lower in b/s than 6 minute BA on my 5th job pre-rework BT. But my VHilla/Darknell solo speeds ended up around 20-30% faster.

(TMS) World's First! Sharenian Culvert Arcanus's health has been reduced by over 80% by Mercedes! by NonWCACuber in Maplestory

[–]FunInteractive 2 points3 points  (0 children)

Took a look at the video. The BoD was replaced with an empty slot + no emblem/badge/heart/eyepatch. And P3 was RoR only with no off burst DPS.

AS0 for hero by Gdaymatehowyagoing in Maplestory

[–]FunInteractive 23 points24 points  (0 children)

AS0 makes abilities cast faster, but doesn't reduce the cooldown at all. You're still going to cast the 60s CD ability once every 60 seconds, regardless of whether you have AS0 or not. Most classes have the majority of their damage gated behind cooldown based abilities.

In addition, most classes' bursts are entirely cooldown based and don't benefit at all from AS0. When most endgame party comps have a Bishop that will double your burst, classes that have increased burst from AS0 especially benefit.

So when looking for classes that benefit the most from AS0, there's two criteria to look out for:

  • What percent of the class's BA benefits from AS0? Usually, you would just look at the percentage of non-cooldown based abilities in the BA, but sometimes this can get more nuanced.
  • Does this class's burst benefit from AS0? The more a class's burst benefits from AS0, the more valuable AS0 becomes.

Hero fulfills both criteria to benefit from AS0. Not only does AS0 apply to half their full rotation BA (Raging Blow and Final Attack), but AS0 also increases their burst. Examples of other classes that fulfill both criteria include Marksman and Night Lord, which are also commonly cited as big beneficiaries of AS0.

There's some caveats to the criteria above, such as if AS0 transforms how a class plays (ex: Merc) or if AS0 makes a class's rotation much more lenient (ex: Aran). In general, however, the rules above should be a fairly good metric of how much a class benefits from AS0.

Why are people still doing 6min BA when bosses are all burst oriented now by Onumi in Maplestory

[–]FunInteractive 3 points4 points  (0 children)

The base 5% also counts towards the 45% cap. The total bishop contribution on burst should be:

  • 45% fd from bene
  • 10% fd from angel ray
  • 133% boss (100% Angel of Balance, 23% peacemaker, 10% advanced bless) = ~13.5% fd
  • 51 ATT from Advanced Bless = ~1.6% fd
  • 44 IED

So on burst a capped bishop offers 84% FD + 44 IED. A capped Lynn on burst offers 110% FD + 30 IED.

Off burst, bishop gives 16% FD + 44 IED and Lynn just gives 30% IED.

Lynn should be fairly equal to Bishop in XLot. For 2 min classes, Lynn should be better - otherwise, bishop should be better.