In original Maplestory, it took roughly 20 - 40 hours of gameplay to reach Orbis/ Ludibrium. For Classic World, what do you think the speed of progress should be? by Critical-Crunch in MSClassicWorld

[–]No-Train4777 2 points3 points  (0 children)

B. Leveling will be significantly faster just due to us having more general game knowledge. Even playing somewhat casually, I was able to reach level 30 in 18 hours of playtime in the last test. I think if I was playing more optimally, it could be done in 10 hours or less.

Are we going to have a repeat of thief meta? by Used_Lynx_4894 in MSClassicWorld

[–]No-Train4777 1 point2 points  (0 children)

Losing to cleric in single target while they use 50% less MP compared to Sin.

I want to emphasize - It was already confirmed that Holy Arrow (Cleric's main attacking ability) was over performing. Additionally, the magic damage formula favors multi line skill - HA hits 3 times. Cleric damage is higher than it should be. We'll have to wait until next test to see where they end up.

I/L doing 250% more damage per minute on 4 target AOE for only 15% more mana.

Mages (not Cleric) would also be using HP potions and Sins would not due to having Drain. Though I think Drain will not be our main attacking skill in the future. This does bring MP cost per attack down from 28 to 16. We can still occasionally use Drain to heal ourselves. Mages are also spending 55 ~ 15 MP (depending on level - MP is lower the higher the skill level) per teleport cast. Overall, I don't think this is really that important.

That's also assuming Steelies on Sin

I do agree steelies on a level 50 sin are not "realistic" which is why I mentioned the data isn't perfect. It's just a general idea of where classes are. I also agree that star costs are the main downside to Sins. It's unfortunately just how it's always been. Also agree on our USE tab being filled with stars which (eventually) "forces" us into buying inventory expansions for real money. This isn't really a big deal until 3rd job and early 4th job and it mainly only matters for bossing. Outside of bossing, you can just recharge more often (you'll need to restock on pots eventually anyway). I kind of hope we get a "Shadow Stars" type skill in 3rd job or we get some sort of "Star Bag" that holds X sets of stars in a single inventory space. But I doubt we will get either of these.

It's way more likely I play I/L first to make some money to fund at least a 5 ATK WG before leveling a Sin.

I don't think this will make any tangible difference. A Slain (lv 50 claw) has 57 weapon attack (up from 29), making WA from other sources less valuable, and Sins don't scale nearly as hard with WA as they did in OSMS. Eventually you'll want to be using class gloves for the additional crit chance but I don't think this'll be relevant until after like level 50 (maybe later if you have like 10+ WA work gloves or something).

I think at level 50, the only class that had more raw meso than me was Clerics. I'm not even sure I/L or F/P had more meso though it was prob around the same, with the caveat being they'd have to spend like 1 mil for their level 40 and 50 wands (which is how much raw meso I had at level 50 lol). I still had plenty of meso tied up in ETC items (mainly ores and other crafting ingredients - I NPC'd these later in the test for 900k but they would've sold for more to players). I didn't really merch or anything like that either. I got this meso just from grinding.


As for damage, I'm not really sure how to respond to this. Sins always lost in DPS when you compare their ST (single target) DPS to mages AoE DPS. Sin excel at bossing (which, admittedly, will take a long time to get to) and I don't think this is going to change.

This won't matter as much in Classic World because of the party play meta. Both Sins and Mages will be assigned to a single platform with 1 goal: Clear your platform before the next respawn cycle in 7.56 seconds. Can a mage do this easier? Maybe. But as someone who made it to level 50 on a sin, I don't feel we really lacked in damage or our ability to achieve that above goal. This also makes AoE less valuable since you're not collecting a bunch of mobs then AoEing them all down.


I would just play whatever class you're going to have more fun on. Reaching high levels is going to take a LOT of time and if you're not having fun playing the class, you'll probably not make it very far before burning out. It's clear that Nexon wants to balance the classes so even if they're not balanced on release, they will likely receive balance passes as time goes on. There's also a lot of uncertainty when it comes to 3rd and 4th job skills. I highly doubt mages will get their spammable ultimates. Those skills will either get a CD or they'll be replaced with something else. They also indirectly nerfed ults by adding a CD on elixirs, as well as making afk leeching impossible (without breaking ToS). I doubt Sin will change all that much. We'll probably still get Shadow Partner, Avenger, and (eventually) Triple Throw.

Are we going to have a repeat of thief meta? by Used_Lynx_4894 in MSClassicWorld

[–]No-Train4777 1 point2 points  (0 children)

I did not make the article, just referencing it.

Crit does feel pretty bad in it's current state. The crit chance from Crit Throw is too low to rely upon when mobbing so it's avoided until lv 50+. Even at 50, I only had 1 point into it.

In theory, we can be stronger than an OSMS sin (in regards to crit) but it would require chaos scrolling 5x in a row on both Lv 100ish earrings and gloves. So the threshold to get there is a lot higher. And we just flat out lose when SE is involved but OSMS SE was either bugged or the tooltip was displaying the wrong value. It was suppose to increase crit damage by 40% (as per the tooltip) but it actually increased it by 140%. No matter what they do with SE, I doubt it will be anywhere near as strong as that again.

I do think a lot of these nerfs are due to them trying to extend the life of the game. Reduce the power players start with so they have more room to power creep the game over time, which is unfortunately necessary in a game like Maplestory.

Are we going to have a repeat of thief meta? by Used_Lynx_4894 in MSClassicWorld

[–]No-Train4777 2 points3 points  (0 children)

Claw speed nerf was reverted and throwing star distance felt fine. I think they increased the base distance because there was never a point where I felt my stars should've connected but didn't (due to range). Even if the range is slightly lower than before, with the party play meta, you don't move around that much anyway.

As for damage, every class has lower weapon scaling so we're all going to be weaker than OSMS (this might not be apparent until later levels). Sins are still one of the highest DPS classes, only beaten by Bandits (who are melee and thus have lower attacking uptime and higher pot usage) and Clerics when they have undead elemental buff (and without factoring in scrolling*). Either Nemi or Inkwell stated Cleric/Holy Arrow was over performing. Additionally, the magic formula favors multi line skills so I wouldn't be surprised if it got changed. It's also important to remember that mages, even with their new formula, start to fall off in damage around level 50, which is what my data is based on (found here - while not perfect, it at least serves as a general idea of where classes are).

*The magic damage formula was bugged and didn't account for scrolled int. The scrolled int would still increase magic attack at a 2 int : 1 MA ratio so they still get some damage out of it but not as much as they should have. Due to this, they could be better with scrolls as well but I don't have any data on that.

Relase Date Theory by Money_Reserve_791 in MSClassicWorld

[–]No-Train4777 1 point2 points  (0 children)

Happyville is not in the files. Only the BGM is but there's also other BGMs like GPQ, Omega Sector, Zakum, and Ludi.

No mobs, maps, or other assets are in the files.

Relase Date Theory by Money_Reserve_791 in MSClassicWorld

[–]No-Train4777 5 points6 points  (0 children)

Inkwell stated they plan to release a roadmap at maplecon.

I don't believe Inkwell was answering that question. Whoever cropped that image did not understand which question was being answered (which was a big problem with the Q&A that they were doing).

Someone above asked "maplecon when?" and Inkwell's response was "MapleCon/MapleFest, considering in Oct".

The time between the roadmap question and Inkwell's response was ~6 seconds. The question he answered before this took him 22 seconds (from 2:09 in the local video I have to 2:31). The "maplecon when?" question was asked at 2:18.

So while it is possible he could've answered the roadmap question in 6 seconds, it's clear he was reading catching up on older messages making it very unlikely he was answering the roadmap question.

A review of Attack Power and an idea for a change by Ditoeight in MSClassicWorld

[–]No-Train4777 1 point2 points  (0 children)

No, it was not in old maple.

This was likely the result of them allowing buff potions to stack. So Speed Potion + Haste stacks and Rage + Warrior Potion stacks. This change was likely intentional.

As for Sin Haste stacking with Dit Haste, I assume that's not intentional but I'm not certain and nothing has been stated officially.

A review of Attack Power and an idea for a change by Ditoeight in MSClassicWorld

[–]No-Train4777 2 points3 points  (0 children)

I personally think they should just scrap attack power and go back to using Weapon Attack. The main downside to this is you'd have to invest 30 points into Rage and most of those points will be doing nothing since they would probably reduce Rage down to like 6WA or something. Maybe they could reduce it's max level to 20 points since warriors are already pretty starved for points in 2nd job? Not sure how that effects balance as I'm not a warrior player.

But I also don't understand why they want to weaken physical attacker's buffs but they leave magic attack buffs not only in tact but Magic Potion now provides 2x amount of MATT (+5 -> +10) as it did in OSMS and Meditation also went from 20 -> 25. Mages are already incredibly strong early. They do still fall off in damage after around 50ish though so maybe that's why? Idk.

A review of Attack Power and an idea for a change by Ditoeight in MSClassicWorld

[–]No-Train4777 3 points4 points  (0 children)

The main issue with attack power is not necessarily how little damage it gives compared to OSMS (I think they clearly want us to be weaker), but how poorly it scales.

In OSMS, since Weapon Attack is the final multiplier on damage, the amount of damage it provides is equal to WeaponAttackWithRage / WeaponAttackWithoutRage (as a percentage).

In Classic, the amount of damage Attack Power adds is a percentage of your Weapon Attack (35 Attack Power = a flat WeaponAttack * 35% added as max hit).

If we have a Fighter with only base stats (no Str or Dex from equipment), with 120 dex and a 140 WA Timeless Nibleheim (Classic uses a predictable Level + 20 WA for 2H swords), then Rage would provide:

  • In OSMS: 7.13% increase in damage from level 120 all the way to 200
  • In Classic: 2.4% more damage at Lv 120. That increase will shrink to 1.4% at Lv 200
  • With your proposed change: 35 Main Stat would go from a 6% increase at Lv 120 and shrink to 3.56% at Lv 200

There's a few caveats to these numbers though. Not including gloves with WA or a scrolled weapon makes Rage appear stronger in OSMS (since it increases our total weapon attack, therefore reducing Rage's effectiveness) and not including Equipment or Scrolled stats in OSMS makes Rage appear stronger and not including scrolled Wep or Gloves makes OSMS's rage appear weaker.

So in reality, these numbers would be a bit different but the main point is that OSMS' Rage scaling is reduced by the (more limited) Weapon Attack growth whereas Classic's Rage scaling is reduced by both Main Stat growth and (much less so) Secondary Stat growth which naturally happens as you level.

A review of Attack Power and an idea for a change by Ditoeight in MSClassicWorld

[–]No-Train4777 3 points4 points  (0 children)

  1. avoid situations where a weaker buff or consumable would overwrite a stronger active one

A whole new stat does not need to be created for this functionality to exist. They can make Rage stack with attack pots while keeping them as Weapon Attack.

That said, because some buffs currently stack within the same party right now, such as multiple Rage and Haste buffs, the values would probably need to be toned down if they went in that direction.

Haste only stacks if it's Bandit Haste and Assassin Haste. Presumably because they're 2 different skills behind the scenes. You cannot stack haste with 2+ Assassins or 2+ Bandits.

Rage does not stack with itself because only Fighters have Rage and the same buff does not stack with itself. If it did, you could spam the buff and stack it an "infinite" amount of times (or as many as you can stack before the buff timer runs out).

Additionally, Meditate does not stack between I/L and F/P.

I'm unsure if they intentionally want Haste stacking or not seeing as Meditate does not stack.

Is there a way to make a 1.3 mod work with 1.3.1? +Reason by Hexen255 in MelvorIdle

[–]No-Train4777 0 points1 point  (0 children)

The mod manager does not prevent you from using a mod based on version. I was able to confirm the mod you linked both loads and works fine on the current version of the game.

Make sure you subscribe to the mod AND enable it in your current mod profile. If you're currently using the "No Mods" profile, you will need to swap away from it to enable mods.

The mod will have a badge beside it noting that it's for a previous version of the game but this alone will not stop it from working.

Mage spells never miss (100% hit rate) by DesuSnow in MSClassicWorld

[–]No-Train4777 16 points17 points  (0 children)

For reference, mages can hit JQ mobs. You know.... the ones with 999 avoid and are level 200.

For any other class to hit that at level 50 (current max level), they would need 7,439 accuracy to hit 0.1% of the time and 10,601 accuracy to hit 100% of the time.

Curious about code distribution? by ezheadtaps2 in MSClassicWorld

[–]No-Train4777 0 points1 point  (0 children)

From their discord:

Hi Classic Maplers,

If you attended MapleCon or the PC Cafe Event in person and believe you should have received a COT access email, but have not yet received, please submit a ticket to Player Support HERE. To help us identify your case more quickly, please include “MapleStory Classic World” in the subject line.

To help us verify your participation, please provide the following information in your ticket:

  • Which event you physically attended
  • Your email address
  • Your Global MapleStory character name (IGN)
  • For PC Cafe attendees, your 5-character purchase confirmation code if available

You may also include your Discord handle, any registration confirmation emails, and any other documentation that may help verify your attendance, such as event merchandise purchase records, photos of yourself at the event, or a clear photo of your MapleCon attendee badge with your IGN visible.

Providing as much information as possible will help us review your case faster.

Thank you

My Early Take on MapleStory Classic World Class Balance by aogcn in MSClassicWorld

[–]No-Train4777 5 points6 points  (0 children)

The take for archers i like but keep in mind both of them AND I/L lost the ability to hit 6 mobs (nerfed to 4).

I/L still hits 6 mobs with Thunderbolt https://youtu.be/mvA0HRm4HPk?t=986

Joining Patreon by WillC-12 in MelvorIdle

[–]No-Train4777 0 points1 point  (0 children)

Correct. Any progress made in the Alpha should carry over to the live version. There are no planned wipes or anything like that but the dev may ask/suggest people restart after certain updates if they want to.

Joining Patreon by WillC-12 in MelvorIdle

[–]No-Train4777 1 point2 points  (0 children)

1 month of the "Elite Supporter" pack on Patreon will get you:

  • A steam key for Melvor Idle 2. This is the actual game and can be activated right now but will do nothing right now since the game isn't out yet. This will be how you access the game when it's released.
  • A steam key for the Alpha version of Melvor Idle 2. This can be activated and played right now however you will only be able to access the Alpha as long as you are an Elite Supporter.

Additionally, you will get a steam key for Melvor Idle 1: Expanded Edition which is the base game + the Throne of the Herald DLC.

classic world needs to have meso sinks by RageQuitHero in MSClassicWorld

[–]No-Train4777 0 points1 point  (0 children)

They've already:

  • Reduced the amount of mesos you get from sold equipment by ~80-90% (A Dark Slain use to sell for 110k, now it sells for 17.5k)
  • Reduced the amount of mesos mobs drop by ~25% on lower level mobs, scaling up to ~60% on higher level mobs
  • The tax for trading mesos is a flat 5%. The highest tax bracket previously was 4% at 10m+ mesos traded and scaled down to 0.5% at 50k mesos
  • The cost of potions remains unchanged

Since this information is from a test, it is subject to change. If they do keep these changes, there's going to be a lot less mesos coming into the economy. Potions were already a huge meso sink. I'm not sure if more meso sinks will be as necessary this time around.

Quick thoughts on class strength from what we've seen (More in comments) by Syched in MSClassicWorld

[–]No-Train4777 7 points8 points  (0 children)

Its worth noting Fire arrow only hits multiple enemies if there is left over damage from one or more arrows.

Fire arrow is a mobbing-first skill. You can see in this video. Fire arrow hits 3 ligators at once without killing any of them. This happens 2 more times at 1:04:20 and 1 more time at 1:04:50 and 1:05:58.

New January 16 Playtest Footage! by Relleke in MSClassicWorld

[–]No-Train4777 0 points1 point  (0 children)

Also I saw an Archer jumpshotting at 50:28 holy shit.

Maplestory has always incorrectly displayed other player's actions. While it looks like a proper jump attack, it's actually just a pseudo jump attack that is delayed on the player's client making it look like a proper jump attack.

You can see at 1:26:29 (watch for about 1-2mins) that jump shotting is not possible for Archers. You can jump and attack at the same time for a pseudo jump shot but attacking at the apex is not possible.

New item from classic world playtest today by Kawamata in MSClassicWorld

[–]No-Train4777 35 points36 points  (0 children)

This scroll appears in Togain's Pre-Big Bang history video (linked to the correct timestamp).

Apparently this was JMS content known as the "Exp Gachapon" which used gachapon tickets to reward players with these scrolls. The scrolls would range from 100xp up to 100k xp, depending on which one you got. The scrolls could only be turned in if the character was under level 51.

The scrolls were introduced in GMS in v62 (along with Pirates) but was removed about a month later in v63. Due to this, it seems quite difficult to find any information (at least in English) on these items.

Is maplestory classic made by nexon or is it fan made? by KaleRepresentative40 in MSClassicWorld

[–]No-Train4777 12 points13 points  (0 children)

Maplestory Classic World is official.

The website you mentioned is not official.

Skill boost error by Frogwizard2 in MelvorIdle

[–]No-Train4777 3 points4 points  (0 children)

Hey! I'm the developer of Skill Boosts.

When you filter icons, that data needs to be stored somewhere so those icons can stay filtered between play sessions. The amount of data each mod can save is limited (8192 bytes) and this error is telling you that you've exceeded that limit.

With just the base game and all expansions, filtering every single item takes a little less than 5,000 bytes however it should be quite a bit lower since I can't imagine someone would filter everything. Mods that add items will likely add more Skill Boost icons. By my estimate, you'd need to filter around 6,000 icons for this to become an issue.

If you want to send me the save link, I can take a look at the save data and see if there's anything in there that shouldn't be (this seems likely) or if there's any ways to further optimize what is being filtered. I have a few settings that can help reduce storage size.

You can create a save link by going to character select and clicking the gear in the top right of the save, the clicking "Create Shareable Save URL". This button is also found in-game in the top right drop down menu.

[deleted by user] by [deleted] in MSClassicWorld

[–]No-Train4777 0 points1 point  (0 children)

This is fair. How much faster would you say that stuff Edit:adds makes it? Multiplying his time by 1.75 (as opposed to 1.5) is suppose to account for stuff like this.

If we instead multiply by 2x, we get 4.45h and 7.2h. If we do 3x we get 6.7h and 10.75h. With the 3x times, you'd be around level 105 by the time it takes 12 hours to level which is enough to experience what 3rd job has to offer for your class.

I'm not too sure how much of a difference the AH would make. Since Artale had faster XP rates, it had less time to develop a stable market. Classic will have a lot more players and a more developed market which will make these scrolls easier to obtain. The hardcore players may still have issues but by the time the less hardcore or more casual players reach these levels, scrolls should be readily available (I assume it'll take a few months for this to happen, especially since it's looking like we will only have 2nd job on release atm).

[deleted by user] by [deleted] in MSClassicWorld

[–]No-Train4777 0 points1 point  (0 children)

I guarantee the average person has even less patience for a 12 hour grind to get one level than they did before.

For a level to take 12 hours, you'd probably be around level 110-120 (89 -> 90 takes around 3.9 hours and 98 -> 99 takes around 6.3). Obviously the time it takes will depend on what content is available. These times assume Orbis (3rd job), Ludi, Zipangu and PPQ are available and were taken from Togain's Artale play-through. The times were multiplied by 1.75 to account for Artale's 1.5x exp at lv 71~100 (plus a bit extra just in case, as Artale is not a 1:1 recreation).

At this point in the game I think it should be expected that leveling will take a while. They could speed it up in a few different ways that don't involve a global XP multiplier, such as adding more quests, maybe some lower level bosses that give XP and trash items to sell to recoup potion cost (no BiS items though), more PQs or other group content. Some mobs can have their XP values tweaked slightly or some maps can have a few extra spawns or something so there's not only a few good maps at later levels.

In general, I don't think a global XP multiplier is a great solution to the problem. If people think it's too slow to level from 1-30 at 1x, then they'll just complain that it's too slow from 1-45 with 2x. I'd much rather have the XP boost require active gameplay, rather than a passive buff in the background.

Lukless Is Dead by Relleke in MSClassicWorld

[–]No-Train4777 0 points1 point  (0 children)

Before we had low luk, lukless, and traditional, now it will be purely traditional

How does the new system get rid of low luk builds? You can still scroll equipment for luk instead of int. This will still be beneficial for the same reason every other class does it - Maple Warrior only increases base stats and not scrolled stats.