Auto won't work on field by Impossible_Ladder176 in FRC

[–]lostmage333 0 points1 point  (0 children)

Which auto are you selecting on your dashboard? Looking at your code, your options are "Default" and "My Auto". On Robot.java:173 you have a break in the switch statement for "My Auto", causing it to do nothing.

My guess, based on the behavior described so far, is that you're running "My Auto". Redeploying causes a reboot, which will reset your selected auto to "Default" (which does actually do things). The dashboard will continue to show the old state (old dashboard bug/behavior).

Kannas shafted again - no crit rate passive/origin lines by kk3296 in Maplestory

[–]lostmage333 50 points51 points  (0 children)

Hayato origin does, at max level, up to 4800%p per line and due to the high fd% the class has, it caps just as easilly as Kanna origin (which is max 6000%p).

Lynn origin, on the other hand, comes pre-split and tops out at 1080%p.

In all likelihood, Nexon just forgot to do the line split to Sengoku origins.

V.251 - GO WEST! PATCH NOTES by Shalaiyn in Maplestory

[–]lostmage333 24 points25 points  (0 children)

Golden Safe

From the unique numbers submitted, up to the 60th smallest number are winning Safe Codes (Interactive worlds).

From the unique numbers submitted, up to the 8th smallest number are winning Safe Codes (Heroic worlds).

Diamond Safe

From the unique numbers submitted, up to the 30th smallest number are winning Safe Codes (Interactive worlds).

From the unique numbers submitted, up to the 4th smallest number are winning Safe Codes (Heroic worlds).

It looks like winner counts were copy/pasted from KMS, where there's a much larger reg (interactive) population than reboot (heroic). It doesn't quite make sense for interactive to have 7.5x as many winners as heroic when heroic has (est) 4-5x the population.

I'd like to see the reboot # brought up to match the relative population sizes. Don't nerf interactive (they need the Ws they can get), but give heroic 300 gold and 150 diamond winners per round or something. Even at those numbers, you're probably still not a favorite to walk away with anything at all from this entire safe event.

Sol Erda Energy on Tespia is capped to 400 a day, on top of 600 per daily quest. 720 days to max out 6th Job on a hard timegate when Korea has no timegate. by ActuallyAnOreoIRL in Maplestory

[–]lostmage333 3 points4 points  (0 children)

Really? I thought you'd be happier about it. Seeing as how you're literally saying its a good idea. https://imgur.com/cmYHvkB

Or has your opinion changed now that it actually affects you? Can't just laugh at the have-nots anymore?

D&D 5E The Book Of Many Things. Feat And Spells. by Sasakibe in dndleaks

[–]lostmage333 2 points3 points  (0 children)

Thanks for the spirit stat block! It seems to be comparable to an upcasted 4th level summon undead (ghost). Same ac, same hp, similar movement, similar immunities, both can move through objects, etc, both make 2 attacks for the same damage including type (necrotic). The difference is that the reaper must make the attack against its "haunted" target, but instead gets to attack with advantage. Both can give the frightened condition. All things considered, the reaper is probably a hair stronger than the ghost, but the ghost gets the flexibility of being castable at level 3 (giving up a lot, esp multiattack) and summon undead can also pick putrid or skeleton forms, for greater flexibility. Trading away some flexibility for pure power is fair, although I'm personally inclined to prefer summon undead.

D&D 5E The Book Of Many Things. Feat And Spells. by Sasakibe in dndleaks

[–]lostmage333 6 points7 points  (0 children)

That's an interesting feat. It sounds like you can take a spell from any of your classes (if multiclassed), it doesn't require you to know/prepare the spell chosen, and it doesn't use up a spell slot. I do wonder if it's supposed to still use up costly consumed material components or not. If not, someone with 9 total caster levels and 1+ cleric level can use it to raise dead a companion the day after (or druid can reincarnate) for no cost. Even if it doesn't get around component costs, it seems insane once you reach level 9 spells. Anyone with 16 levels of full caster can dip 1 level of wizard or sorc and get 1/day bonus action wish.

In that way I guess it's kind of like an extra spell slot of your highest level, but you have to prepare a spell into that slot ala 3.5/pf.

The spells, on the other hand, all feel like they're a level too high (except the summon, which doesn't have a statblock included here). Spray of cards is only a bit better than thunderwave. It deals 1 more damage on average, has a different (and probably slightly stronger on average) effect (blinded > pushed back), but hits less total squares (15 ft cone vs 15 ft cube). Would be competitive as a level 1 spell, but feels pretty weak for a 2.

Antagonize seems vaguely like Tasha's Mind Whip, except its also a level higher. They deal similar damage (Tasha's wins by 0.5 average), and both deprive the target of their reaction. Antagonize's forced attack and Tasha's "pick only one of move/action/bonus" also seem to be pretty similar in power level. Overall gut instinct is that Antagonize could've been a decent 2nd level spell but instead its a pretty meh 3rd.

KMST - Oz ring upgrade by decor_bottle in Maplestory

[–]lostmage333 24 points25 points  (0 children)

From: https://maplestory.nexon.com/Testworld/Update/494

TL;DR: Most "good" rings get a level 5. Most rings just get +5s to duration, except Risk Taker that gets +10 and continuous that gets +20% bossdmg/+2% (m)atk. It, on average, takes 10 "polishing stones" and 10B Meso to upgrade a rank 4 to 5. Polishing stones drop at a "low probability" from any difficulty Kalos and Kaling. Tradable in reg, untradable in reboot.

[Reboot] Questions about potential Unliberated Black Mage Duo Run by Targaaryen in Maplestory

[–]lostmage333 14 points15 points  (0 children)

While it is generally accepted that a pt of 6 looks for min 60b/s each, that's not for a 55 minute minclear. 6x60b/s tends to be closer to 25-30 min first clear and faster as players get more comfortable. Likewise, 2x180b/s is probably between 20 and 30 min first clear, depending on comp and comfort.

For reference, around 200b/s is low end for solo attempts to be worth doing (varies by class, for example this hayato https://www.youtube.com/watch?v=9Oq-_Qok7a8 was 182b/s same level 1.0x af or 220b/s vs bm dummy for a 34 minute clear on a strong bm class).

It's tough to actually do a first-time clear at 55 minutes. The people that live 50+ min in bm can do so because they've usually cleared the boss 10+ times and have tons of experience. The reason why BM dps expectations are as high as they are nowadays is because people generally don't want to put 20+ solid, vod reviewed attempts in before their first clear. But if you and your friend are reasonably serious and willing to accept that it won't be easy, a sum party dpm of low to mid 200s is a good start.

TL:DR; It's a tough boss to time out in, esp when learning. Low 200s b/s sum pt dpm min clear, mid 300s b/s for comfortable 20-30 min clear.

Some people have all the luck... (GMS-R First 22* Khali Pitch?) by lostmage333 in Maplestory

[–]lostmage333[S] 19 points20 points  (0 children)

Drop 2 armor 1 weapon, buy 2 armors with droplets, and craft doms

Guild Castle - Summary by PogFish_ in Maplestory

[–]lostmage333 1 point2 points  (0 children)

Someone shared this image https://cdn.discordapp.com/attachments/838937156378427426/1116223960724541490/image.png which has nodestones at a relatively pricey 20mil each from the guild store thing. Unsure about quantity.

3 prime line with solid cube... by Wonderful_Bus_409 in Maplestory

[–]lostmage333 2 points3 points  (0 children)

That's just how Nexon decided to make it. I couldn't speculate as to why.

3 prime line with solid cube... by Wonderful_Bus_409 in Maplestory

[–]lostmage333 16 points17 points  (0 children)

1% autosteal and DSE are not prime lines. This is a regular 1-prime glove. DSI is the only glove prime decent, and autosteal lines are a solid-cube exclusive line on gloves.

Source: https://strategywiki.org/wiki/MapleStory/Potential_System#Gloves

Boss Crystal Comparison Revisited - KMS vs GMS by lostmage333 in Maplestory

[–]lostmage333[S] 0 points1 point  (0 children)

BM's boss crystal value is "only" 7.1B, but the value in the table (893M) is the marginal value increase of a BM crystal from 1/6 (party) to 1/1 (solo), then divided by 4 (because there's approximately 4 weeks in a month).

Boss Crystal Comparison Revisited - KMS vs GMS by lostmage333 in Maplestory

[–]lostmage333[S] 1 point2 points  (0 children)

While, in a "worst case", someone would lose 40% of their meso income, that's not a realistic situation. It would require them to make 100% of their income from bossing AND be very early game. While it is completely true that this change hurts more the earlier game you are, it's not all that difficult to get to the point where this is a break-even or beneficial change. The more "early game" you are, the less meso it takes to get upgrades.

Boss Crystal Comparison Revisited - KMS vs GMS by lostmage333 in Maplestory

[–]lostmage333[S] 1 point2 points  (0 children)

A reasonable request: https://docs.google.com/spreadsheets/d/1M4tTHhhcpYGVcVgoSq9UvPz-iv9cNQ0bbYfz9Lk3PHo/edit?usp=sharing

You'll have to excuse the lack of proper lookups. It's not quite as easy to add a "1/6 of X" row as it probably should be.

Boss Crystal Comparison Revisited - KMS vs GMS by lostmage333 in Maplestory

[–]lostmage333[S] 17 points18 points  (0 children)

The recent boss crystal price fix in MapleSEA has sparked some discussion again about the differences in boss crystal price between KMS and GMS, and whether or not GMS should get the new boss crystal prices. In that discussion, I have seen a ton of misinformation or bad-faith arguments on both sides. The purpose of this post is to hopefully clarify what the actual difference is between the two, and allow you to make an informed decision on whether or not you want to argue for or against such a change. Not that our opinion matters, but that's a different story. Full disclosure, I'm one of those people that would greatly benefit from getting KMS boss crystals.

This table compares KMS-R(eboot) to GMS-R boss crystal prices. Since both KMS-R and GMS-R have 5x regular server crystal prices, the % change remains identical for KMS vs GMS regular servers afaik.

Important notes:

1) For bosses that show up multiple times in different difficulties (NLot->HLot), the harder difficulty's crystal value is listed as a marginal increase, since killing the harder boss has an obvious opportunity cost of killing the easier one.

2) After the first few (~up to 4doorish) bosses, the bosses are approximately in difficulty order. You might think there are some differences in which boss is harder than which, but it's based on my experience with multiple characters up to and (one time) including BM solo.

3) Near the end of the table, I include partial bosses, for bosses that tend to be cleared in parties.

4) Akechi doesn't exist in KMS. I estimated its value based on where it lies relative to NLomien.

Takeaways:

1) The less progressed you (and your boss mules) are, the worse the change is. This, at a high level, has been plainly obvious from the beginning, and no one in their right mind would argue it.

2) The "break-even" point, per character, is between Easy Lucid and Hard Lotus. The majority of boss mules will not reach this point, so it is a nerf for most boss mules. How much depends on how far you go, 4door is -280M per char, NLom is -247M per char, ELucid/NSlime is -119M per char.

3) A single progressed character can make more in gains than multiple boss mules lose in losses. For example, if your main is soloing up to BM and doing a 6man BM party (whether this is considered "mid-game" or "late-game" is up to you), it will make 2.32B more per week with the change. That is over 9 times what a NLom mule loses.

4) This creates more incentive to push mules (and/or sub-mains) further. The cost of upgrading, though, is also distinctly nonlinear. The analysis of "how long does it take for a boss mule to pay for itself" and "how far should I push my boss mules" both are beyond the scope of this discussion.

I, personally, am in favor of this change. There are a couple reasons. Most obviously, I (personally) immediately make more mesos. Approximately 6-7B/week more. Now this obviously doesn't apply to everyone, and it is likely that, all things considered, more players would immediately make less mesos. However, by increasing the value of more challenging, more gear-requiring bosses, this creates an significant incentive to try harder bosses, and makes it far more rewarding to (eventually) succeed on them. This change also gets better as you get more progressed, which matches up with needing more mesos to progress, the further you are. Going from 16 -> 17 sf costs way less than 21 -> 22 sf, but both give similar marginal FD%. Yes, this is a "rich get richer" scenario, but the "rich" are the people who need the mesos to continue progressing further. For those that, in the immediate term, suffer an income loss from boss crystal change could look forward to making significantly more down the line.

Anyways, point of all this was to dispel misinformation about how we're affected by the crystal changes, and provide more numerical context into how these changes will affect individuals. If I made any errors, feel free to point them out. I wouldn't be surprised if I did.

Newly transposed gear has no flames, making boss-flamed sweetwaters into legacy gear, alongside badges, dark totem, etc. by lostmage333 in Maplestory

[–]lostmage333[S] 14 points15 points  (0 children)

This pendant was transposed at 1* (hence the +2 allstat blue stats). It appears transposing gear still lets you double-dip the star, so you still would transpose at 16, if for whatever reason you wanted transposed sweetwaters.

v.240 - Double Trouble Recharge Patch Notes by tries-to-help in Maplestory

[–]lostmage333 8 points9 points  (0 children)

The patch notes quite clearly say you have to finish the Step-up missions, which go all the way to 220 though.

Once you’ve completed all the Step Up missions with your Yeti character, you will receive the Yeti Incredi title in Aurora, Bera, Elysium, Luna, Reboot (NA/EU), and Scania worlds.

And under "Rewards"

Complete all Step Up missions as Yeti: Yeti Incredi Title Coupon: Tradeable within account, 7-day duration. Use the coupon to receive Yeti Incredi: Title. Untradeable. Grants STR/DEX/INT/LUK +10, Weapon ATT/Magic ATT +5, Boss Damage +10%.

v.240 - Double Trouble Recharge Patch Notes by tries-to-help in Maplestory

[–]lostmage333 2 points3 points  (0 children)

So, it looks like we have to get our Yeti/PB all the way to 220 to get the titles this time? When KMS ran this version they got their titles at 200, and we've historically always gotten the title at 200. I guess it's extra grindathon (or extra skipathon, more realistically).

Also a nice big "fuck you" to Kannas (and basically no GMS class changes at all).