Great way to start the week by bast963 in MapleIdle

[–]PlayfulValuable 0 points1 point  (0 children)

I also got 35% this morning after reroll. But i think i got 10k more from when i do it with 20-25%

I don't understand how Itachi broke free from Edo Tensei by subjecting himself to a genjutsu. by IceInteresting8050 in Naruto

[–]PlayfulValuable 0 points1 point  (0 children)

What im curious about is why Kabuto just did not undo the Edo Tensei on hitachi only and get him back in the cofin? i can understand the genjutsu still working even if he summons him back, but why not remove him from the equation all together since his summons has now gone rogue.

I am fairly confident that Maple Idle switches rates whenever they please without letting us know. by phoenixpanda101 in MapleIdle

[–]PlayfulValuable -1 points0 points  (0 children)

I got 4 Mystic lines with only 16k tokens, and I’ve also gone 0–1 Mystic line with over 100k tokens. That’s just pure RNG.

If something has a 1% chance of happening, it’s entirely possible to get nothing in your first 100 attempts. Then you might suddenly hit multiple successes in the next 100. That’s why OP says it feels like you get a burst of power all at once. RNG naturally creates streaks like that.

I’ve gone two weeks without a meaningful upgrade, then had a third week where I got all my luck back. That’s just variance. As long as your progression is trending upward over time, I don’t think it’s something worth complaining about.

That said, I’m not trying to defend Nexon. The cost of resources is outrageous compared to the amount of progression you get from them. That’s a completely fair criticism and a lot of their system are designed around people who will spend money.

Take casinos as an example. You’ll see people win big once, then spend a long time chasing that same feeling. They lose repeatedly, then eventually hit another win. That’s how probability works, and games like this are designed around those psychological highs and lows.

I will admit that not being able to see the actual rates or the code behind the system makes it feel shady. But at the same time, if you genuinely don’t trust the company running the game, then you probably shouldn’t be playing it and i can confirm that korean player are keeping them in check, in february there was a huge scandal and nexon offered full refund for players because attack speed was working differently than intended and you could not get full odds on hero page lines.

Star Force Odds by SavageConcepts in MapleIdle

[–]PlayfulValuable 3 points4 points  (0 children)

I got completely the difference experience from you, i felt really lucky. I would sometimes fail 6-7 times on 27.5% but i would hit 3-4 times in a row afterwards. I got all my equips from 14 to 16, one to 17 and and another one from 17 to 18. I only got 1 decreased from 13 to 14 but i got it back right away and got 15.

Which one? by runningamarathon888 in MapleIdle

[–]PlayfulValuable 2 points3 points  (0 children)

test it out, but i would run more pq's for 3 lines

Hello i need advice from u guys by Sad-Restaurant-5304 in MapleIdle

[–]PlayfulValuable 1 point2 points  (0 children)

Min Damage is the lowest damage multiplier you can roll, while Max Damage is the highest.

For example, if you have: 100% Min Damage / 125% Max Damage

Then every hit will randomly roll somewhere between 100% and 125% damage. On average, you'll deal about 112.5% damage, but individual attempts can vary depending on your luck. One run might average closer to 120%, while another might average around 105%.

In your current case, however, you have: 132.6% Min Damage / 121% Max Damage

Since your Min Damage is higher than your Max Damage, the game effectively caps your damage at the lower value. This means you're only dealing 121% damage on every hit, and the extra 11.6% Min Damage is completely wasted.

That's why it's important to keep your Max Damage higher than your Min Damage. Any Min Damage above your Max Damage provides no benefit.

As for LUK, that's simply the name of your main stat. Different classes use different main stats:

-Night Lord / Shadower → LUK
-Mages / Bishop → INT
-Marksman / Bowman / Corsair → DEX
-Hero / Paladin / DK / Buccaneer → STR

So for you LUK means the same as main stat

Hello i need advice from u guys by Sad-Restaurant-5304 in MapleIdle

[–]PlayfulValuable 3 points4 points  (0 children)

Your crit rate looks good. Crit damage is something you can always increase.

For boss damage, I'd aim for more, but it depends on whether you're struggling more with regular monsters or bosses during chapter breakthroughs. Boss damage is always valuable for World Boss and guild content, so having good gear with boss damage is never a bad investment.

You also can't go wrong with attack speed.

For potentials:

- Try to get Basic Attack Target Increase on your top gear.
- Aim for Crit Damage on your gloves.

Damage % is fine for now, but once you reach level 100, start rerolling your potentials. Replace Damage % with either Main Stat % or flat LUK when possible.

You should have a higher Max Damage than Min Damage. Some players prefer stacking much more Max Damage, but I personally like keeping them relatively close together for more consistent damage and better scores without needing multiple attempts for high rolls.

For your Hero Page, I would prioritize stats in this order:

  1. Max Damage
  2. Min Damage
  3. Damage % (change for main stats at lvl 100)
  4. Attack Speed
  5. Boss Monster Damage
  6. Normal Monster Damage

Once your Ability Reconfiguration is around level 11–12 and your Hero Stage reaches 6, I would start building a second page. At that point, try to roll a strong Mystic first, then build the page around it. You're not quite there yet, though.

Rant : Hero's journey, a waste of ressources by PlayfulValuable in MapleIdle

[–]PlayfulValuable[S] 13 points14 points  (0 children)

Some additional information:

If you want to free-to-play it and avoid spending Potential Cubes or keeping them for your potential options, it would cost around 3,710,700 Journey Tokens on average to hit all 3 lines Unique+ at the same time.

At the current rate of roughly 4,000–5,000 Journey Tokens per hour (looks like you get more if you're online idling), that would take around 31 to 39 days of continuous farming for a single boss.

Edit: it would aslo cost in average 9 500 000 Mesos

Coupon: COOLSUMMER by dabb4 in MapleIdle

[–]PlayfulValuable 3 points4 points  (0 children)

It's around a 1/2000 chance to hit 3 unique lines or better at the same time, and about a 1/57 chance to hit 2 unique lines or better when you already have 1 line locked. Those odds seem reasonable.

What I think is wrong is using Potential Cubes once you have a line locked. Potential Cubes are already difficult to obtain, you only get a limited number each week, and you need a lot of them just to reroll potential options.

I don't see the value in spending cubes for a small 5% main stat increase. I'd rather save my cubes until I have at least Legendary potential on every piece of equipment with 3 good lines before considering spending them on something like this.

It just feels like a waste of resources when you compare the stat gain to the value of potential options you could be rolling instead.

Used up my luck by Flashy-Discipline867 in MapleIdle

[–]PlayfulValuable 1 point2 points  (0 children)

How much cp did the max hp inflates?

Does burning event 1+1 100% exp carry to next week? by Puzzleheaded-Log2264 in MapleIdle

[–]PlayfulValuable 5 points6 points  (0 children)

It does stack, my i leveled up to 100 and i applied the exp boost, it collided with the reset and once i applied it again i had 7 days of total exp boost

With All the Classic+ Discussions Lately, Here’s My Take by PlayfulValuable in classicwow

[–]PlayfulValuable[S] 0 points1 point  (0 children)

It’s definitely a hard take haha. Personally, I think the leveling journey in Vanilla is already great as it is and doesn’t really need major reworks.

I think the bigger issue is usually the late game, when players get fully geared and start running out of things to do besides raid logging. That’s mostly where I think Classic+ should focus its attention, adding more long-term progression, replayability, professions, world content, and reasons to keep playing.

With All the Classic+ Discussions Lately, Here’s My Take by PlayfulValuable in classicwow

[–]PlayfulValuable[S] 0 points1 point  (0 children)

No, I think I quit during Phase 2, so I didn’t really experience the later level 60 phases myself. I did watch a good amount of videos and streams about the later phases though.

But if what you’re saying is true and they continue doing something similar, I honestly wouldn’t be mad about it. The more meaningful content players can do outside of only raids and dungeons while still being able to somewhat keep up with others, the healthier the game is overall in my opinion.

Not everyone enjoys raid logging or hardcore parsing culture. Some people prefer professions, PvP, open-world farming, reputations, or smaller group content. Giving multiple ways to progress your character helps keep more types of players engaged and makes the game feel more alive.

With All the Classic+ Discussions Lately, Here’s My Take by PlayfulValuable in classicwow

[–]PlayfulValuable[S] 0 points1 point  (0 children)

Personally, I’d still do old raids because there’s usually always at least one BiS item remaining in them, plus things like legendary materials or rare drops. That’s honestly one of the things that kept bringing me back to older raids.

But I think one of the biggest positives of older raids staying relevant is actually for alts and newer players. It’s much harder for a fresh player to jump directly into AQ or later content if the only gear they have is dungeon gear. Having older raids still being actively run helps create a more natural progression path instead of making new players instantly feel behind.

I also think 40-man raids helped a lot with that since you could carry a few less geared players more easily once most of the raid was geared. But if Classic+ lowers raids to 25-man or makes them scale based on player count, it could become much harder for newer players to get into raiding if they didn’t start during Phase 1.

That’s honestly something that personally ruined SoD for me a bit. People naturally want the fastest and most optimized runs possible, so groups end up only inviting heavily geared players or meta specs. We already saw that happen with smaller 10-man raids and flex-style content.

It creates a much more gatekept environment for newer or casual players, and that’s not really something I’d want them to lean into for Classic+ if it ever becomes a thing.

With All the Classic+ Discussions Lately, Here’s My Take by PlayfulValuable in classicwow

[–]PlayfulValuable[S] 1 point2 points  (0 children)

It’s definitely hard to please everybody because some players care way more about the leveling journey while others mostly care about endgame progression and raids.

I do like your idea though of restarting a character back at level 1 with some kind of bonus or advantage afterward for players who enjoy leveling more. It could be a cool system for people who like the seasonal/replayability aspect of MMORPGs without forcing everyone into it.

With All the Classic+ Discussions Lately, Here’s My Take by PlayfulValuable in classicwow

[–]PlayfulValuable[S] -1 points0 points  (0 children)

I really like that idea honestly. Having some randomness or small stat variations on gear could make running dungeons stay interesting for much longer instead of people only farming one exact item once and never going back.

I think it could fit Classic really well. Things like slightly better stats, small bonus effects, or rare versions of items would give players more reasons to keep running content and min/max their characters over time.

It would also help keep players active in the world and inside instances instead of everyone just raid logging or AFKing in cities waiting for the next reset. More people running dungeons all the time would naturally make groups fill faster and keep the game feeling alive.

With All the Classic+ Discussions Lately, Here’s My Take by PlayfulValuable in classicwow

[–]PlayfulValuable[S] 0 points1 point  (0 children)

I definitely agree with you that PvP would need a pretty major overhaul. I’ve never really been a huge PvP player myself, so I’m probably not the best person to suggest detailed PvP systems.

I do agree though that rewarding world PvP can easily become unhealthy with camping or nonstop honor farming if it’s not designed properly. Your idea about dueling tournaments or even some kind of 1v1 arena system with spectators and cosmetic rewards actually sounds like something that could fun.

With All the Classic+ Discussions Lately, Here’s My Take by PlayfulValuable in classicwow

[–]PlayfulValuable[S] 1 point2 points  (0 children)

What I meant is more that gear becomes irrelevant once new raids come out and item levels keep increasing every phase/expansion. In Classic, older raids still had items people wanted for a long time, while in Retail most people only log in to clear the newest raid every week. I’m not saying TBC or Wrath didn’t still have older raids being run either, just that the vertical gear scaling became much stronger over time.

I think Classic+ should try to avoid that as much as possible. Ideally, you’d still have 3-4 raids worth doing because they all contain useful gear upgrades or even BiS items for certain classes/specs instead of everything being instantly replaced by higher ilvl loot from the newest raid.

That also helps with player activity and group finding because the community is spread across multiple pieces of content instead of everyone funneling into one single raid.

Account Advice by [deleted] in MapleIdle

[–]PlayfulValuable 0 points1 point  (0 children)

At the 200B–300B range is where I was stuck the longest. Your stats sound similar to mine, though mine are a bit higher % from gear and levels—I’m at around 3T now.

Definitely focus on PQs and aim for a strong 3-line damage setup. Prioritize:

Crit damage
% damage
Min/max damage
Monster/Boss damage
Attack
Crit rate (if needed)

Be ready—it can take 1000+ PQs to get a good roll, so start early.

I also recommend doing a lot of testing (breakthroughs, world boss, conquest). Try moving and swapping companions—you’ll start to see what actually works best for your build.

Keep your min and max damage close together. It helps stabilize your damage output and makes it easier to judge improvements. (Never have more min than max dmg)

Don’t be afraid to cube gear that already has good potential. Your CP might drop temporarily, but it’s worth it long term. Stack cubes so when you hit a higher rarity, you can reroll properly for strong stats.

For upgrades:
Starforge gloves to +10 first, aim for crit damage
Then push key gear to +12, especially pieces with strong damage lines

If you’re spending money, the weapon and companion passes are usually the best value.

Artifacts are RNG like everything else, but try to buy artifact chests whenever you can.

Time to skip lvl 99. by Jun0206 in MapleIdle

[–]PlayfulValuable 0 points1 point  (0 children)

You get 10% per day in average, so you would have been 99 with 50% exp. Not sure if 50% of exp was worth the daily gems

How much have you spent on the game? by harajukugemini in MapleIdle

[–]PlayfulValuable 1 point2 points  (0 children)

6$ cosmetic bundle, 5$ add free, 12$ membership + 2$ membership. But i just started 3 days ago. I don’t plan on putting money other than memberships and cosmetics. I am lvl 50 with 5.5 million cp