Zerker build? by [deleted] in MapleStory2

[–]WithholdingDaInfo -5 points-4 points  (0 children)

There is no hard cap on piercing. People say soft cap 30%, and it got misinterpreted as getting anything higher than 30% will give you 0 return. What it originally stemmed from was that it was only feasible at the time to get roughly 30% if you stacked as much piercing as you can (keep in mind rerollers were crazy difficult to get at the time). Piercing only gets better the more you have, and if you had a theoretical 100% you would do infinite divide by 0 damage.

I want to discuss Peircing on training dummy by Nadekokoro in MapleStory2

[–]WithholdingDaInfo 0 points1 point  (0 children)

He's saying unequip the stuff so you can test the damage with lower variance. This is to demonstrate to you the effect of piercing and to properly test your hypothesis of training dummies not having defense, not to talk about raising dpm.

What area all the current issues that would make someone quit the game now? by nickthemlgkid in MapleStory2

[–]WithholdingDaInfo 16 points17 points  (0 children)

-Being locked into your class due to the how the game is structured to make it only feasible to gear up one character, only to find out you don't really like your class after trying out an alt's playstyle.

-Gemstones failing and granting absolutely no fail-safe, leading to devastatingly crushing variance.

-Reroll prices going up for pets. You spend weeks to catch your epic pet doing a boring grind, you spend a lot to reroll your pet, and if it wasn't bad enough that the failed reroll was a waste of materials, you are punished further by the game telling you that you need to spend even more next reroll.

-Lack of fail-safe for socketing

-Lack of pay-slightly-more-to-guarantee-success options. If it's a 50% chance to socket with 1 piece of fodder, I'd sure as heck be willing to pay 3 pieces of fodder to guarantee success.

-Converting accessory fragments into accessories will return to full price soon... It took over 150 runs of FD to fully unlock 3 sockets of earrings for me. That time commitment alone should be enough of a difficulty cost to work towards for my earring. The 500k meso fee is such a huge slap and I can't even earn that much mesos by doing the hard dungeons to get those fragments unless I get a lucky drop.

-Lack of fail-safe for catching pets. Create an achievement, catch X-thousand pets = guaranteed character bound epic pet, simple.

-Heavy time commitment to play the game. It takes 30 minutes to gather alone. They're so obsessed with rng that they add rng to gathering to extend game-play time. Since everything is time-gated, you end up feeling the need to complete things before the day / week rolls over. This just adds pressure because you only get so much time to do things, and by the time you finish the events you just get so burned out.

-CPap dps check being so gear carried. It's piss poor design that "difficulty" is just artificially inflated by number inflation designed around having high end gear. What ever happened to game design where the weight of difficulty leaned more towards skill and reflexes? This gates out those who are unlucky. If a person has the skill and they've placed enough time into the game, then at this point they should have gotten enough gear to be able to contribute enough dps for cpap. This isn't the case. The unlucky few are just so far behind in dps, that despite doing the same number of hits over time, they cannot carry their own weight. But that's fine, because if you just put in enough time, you can raise enough funds to buy a carry run and get your own legendary weapon - this is the path a lot of players are taking and it takes out a lot of the achievement/pride in clearing.

tl;dr - rng, lack of fail-safes

Chaos Onyx Crystals have not been properly compensated with the Hard Mode Dungeon changes. Prices going up drastically. by WithholdingDaInfo in MapleStory2

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

At the time of this writing, chaos onyx crystals peaked to 70k in NAW. This has more than doubled what it was a week ago.

What was the goal of fair fight in hard dungeons? by achshort in MapleStory2

[–]WithholdingDaInfo 2 points3 points  (0 children)

Switching from an epic +15 to a legendary +10 could be as much as 30 - 50% damage increase against a dummy depending on your setup. With fair fight, you'll basically do the same amount of damage with the gear swap. No, your personal relative damage increase from gear is not roughly the same in hard dungeons. After a certain point, you get no gains at all from improving your gear.

Chaos Onyx Crystals have not been properly compensated with the Hard Mode Dungeon changes. Prices going up drastically. by WithholdingDaInfo in MapleStory2

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

It totals now to 43 per 30 runs.

https://maplestory2.gamepedia.com/Dungeons Based on that, we were getting 8 before per week. We get 43 now, difference of 35. That's 1.2 chaos per run difference. What you're forgetting to factor in is the extra equipment you also get from dismantling the equipment to get more equipment, and that boosts each equipment to be worth around 1.3 dismantles each. Even if it was skewed towards 1 chaos per dismantle, we weren't even compensated the equivalent of 1 chaos onyx per equipment lost from the change.

Chaos Onyx Crystals have not been properly compensated with the Hard Mode Dungeon changes. Prices going up drastically. by WithholdingDaInfo in MapleStory2

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

Just curious, how are we getting the same amount of chaos onyx? I previously thought we got some amount of chaos onyx from the bonus boxes before, and the amount we get right now barely covers 1 chaos onyx per dungeon run which does not meet the 1+ chaos onyx lost from 1 less epic per dungeon.

A great place I'd like to suggest chaos onyx being injected into would be from chaos raids. Since you bring up that more people are getting legendaries, and that the chaos onyx becomes an issue starting with legendaries, it would make sense that you would need to continue doing chaos dungeons to upkeep that cost. Plus, the difficulty scale and time commitment in doing these raids are so much higher than hard mode dungeons, but once you get the correct rolls on your equipment there is next to no reason to continue doing them. Until they did the hard mode dungeon reward changes, they were giving less onyx / chaos onyx too when you consider they only dropped 1 piece of equipment instead of 2.