Pdr Vs Crit Dmg Maplestory

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  1. Pdr Vs Crit Dmg Maplestory Build
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Nid ttoo much dmg without landing spearmint. Does added phy dmg on rings effect ek poe. Nov 30, 2016  Ayumilove MapleStory Night Lord (나이트로드) 1st 2nd 3rd 4th 5th Job Skills + Hyper Skills - Duration: 4:20. Ayumilove8 303,678 views.

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Min Crit and Max Crit Merge

Reactions: 2,350
Member, Private TesterPdr Vs Crit Dmg Maplestory
edited October 2016 in Non-GMS Content Discussion
Source: https://orangemushroom.net/2016/07/14/kms-ver-1-2-259-maplestory-v-5th-job/
If you've been following on KMS news, you would know that the 5th Job Update merged Min Crit and Max Crit into the single Crit Damage. The reason why it happened is because if your Min Crit exceeded your Max Crit, they would be swapped, which KMS called it stupid.
I was really hyped for this change! But here's the thing, by merging the two Crit Damage stats into a single stat, they also merged the two bases into the same stat and the new Crit Damage stat has a min base of 20% and a max base of 50%, and having Crit Damage increases both. So what you ask?
On one hand, this is a huge nerf to classes that were able to have their Min Crit stat get close to or exceed their Max Crit stat, because now they will always have a 30% Crit Damage difference.
But on the other hand, classes that had their total Max Crit increase higher than their total Min Crit increase (I'm looking at you Marksman!) will absolutely love the Min Crit and Max Crit Merge, because this will eliminate the problem of having very unstable Crit Damage.
Also, by merging the two Crit Damages into one, their Hyper Stats got merged as well, saving you Hyper Stat Points, therefore allowing you to distribute the saved points elsewhere.

Comments

  • Reactions: 2,395
    Member, Private Tester
    Crit Damage used to just be a flat 3x damage increase or something like that, didn't it?
  • Reactions: 2,931
    Member, Private Tester
    Crit Damage used to just be a flat 3x damage increase or something like that, didn't it?
    Not sure 'bout that, but I think there was also a time that only Archers and Sins could crit (without SE) lol. It was like, 2x damage at max skill level with like 50% proc, then at 4th job, archers got SE, which increased it to like. 3.3x damage at max level or something. Then they gave everyone a really small crit chance for some reason. And now everyone has an at least okay-ish crit rate and damage.
    Also, hot damn Sharp Eyes and Star Gazer are gonna stack now. Guess those DSE gloves that've been collecting dust in my bank will get some use.
    (Also, truncated link's not working for me? showing up with the ellipses lol)
  • I just hope the Sylph rings with min/max crit will properly function after the crit merge. Got 3 sylph rings (each being on a diff character) where all were either min or max crit.
    I'd be sad if it became useless or bugged for a long time. And knowing Nexon's streak.
  • I just hope the Sylph rings with min/max crit will properly function after the crit merge. Got 3 sylph rings (each being on a diff character) where all were either min or max crit.
    I'd be sad if it became useless or bugged for a long time. And knowing Nexon's streak.
    It's not like you can't get more sources of critical damage. Losing the Slyph Ring frees up another slot for a ring with actual potential.
  • They're changing how the stat works as a whole so to not adjust equipment would be like putting a new product on mass production and distribution without testing or prototypes or even a second thought to 'Do really really need to make a grill that cooks meat with your car's exhaust pipe?'
  • oh nice cool since my zero has a high crit rate anyway.
  • I just wonder if all min and max go to critical damage or they get reduced and you basically hit the same(besides marksman becoming a precised class), also rings like the oz one that increase max critical, will it increase your critical damage?
    And what about buccaneers that have critical damage? will it stay te same or be higher to compensate the min and max merge?
  • also rings like the oz one that increase max critical,
    Since they only just recently rectified the accuracy stat situation with character cards and some equipment i wouldnt hold my breath.
  • Reactions: 2,350
    Member, Private Tester
    Here are the Crit Damage difference changes for each class (Excluding classes that aren't in KMS) with just their skills. Negative numbers mean how much more Min Crit than Max Crit they have and positive numbers are vice versa. I ordered them from the biggest negative number to the biggest positive number.
    Dark Knight = -30, -45 while you have 20% HP or higher
    Evan = -30
    Bishop = -25
    Blaze Wizard = -25
    Dual Blade = -25
    Fire Poison = -25
    Ice Lightning = -25, 0 vs enemies with 5 Freeze stacks
    Battle Mage = -20, -35 with Battle Rage active
    Mihile = -15, -30 with Roiling Soul active
    Dawn Warrior = -15
    Demon Avenger = -15
    Demon Slayer = -15
    Kaiser = -15
    Luminous = -15
    Phantom = -15
    Xenon = -15
    Paladin = -11 with a Mace, -6 with a Sword; Combat Orders makes High Paladin give 16% Min Crit
    Buccaneer = -10
    Corsair = -10
    Mechanic = -10
    Cannoneer = -10, -5 with Ice Barrel buff, 0 with Monkey Wave buff, +5 with Ice Barrel buff and Monkey Wave buff
    Kinesis = -8; Comes from Link Skill
    Hero = 0, -15 with Enrage active
    Blaster = 0
    Night Lord = 0
    Night Walker = 0
    Shade = 0
    Zero = 0
    Shadower = 0, +10 with Prime Critical's upcoming effect
    Aran = +5
    Wild Hunter = +15, 0 while you are off your Jaguar
    Angelic Buster = +15
    Bowmaster = +15
    Mercedes = +15
    Thunder Breaker = +15
    Wind Archer = +15
    Marksman = +55, +75 with Bullseye Shot active
    By making your Crit Damage always have a 30% difference, this means all Mages are gonna get nerfed, while all Bowmen are gonna get buffed.
    Also, I found out that KMS halved (rounding up) almost all of the existing crit damage values. For example, Sharp Eyes' 30% Max Crit gets halved to 15%, while the Decent version which had 15%, gets halved to 7.5%, which then gets rounded up to 8%. For skills that gave both Min Crit and Max Crit at differing values (If the two numbers are the same, then the Crit Damage will just be that number), the two values get added to a single number, and then it gets halved. For example, Angelic Buster's Star Gazer which had 30% Min Crit and 60% Max Crit, first gets added together to 90%, and then gets halved to 45%. This was primarily done for balance.

  • Also, I found out that KMS halved (rounding up) almost all of the existing crit damage values. For example, Sharp Eyes' 30% Max Crit gets halved to 15%, while the Decent version which had 15%, gets halved to 7.5%, which then gets rounded up to 8%. For skills that gave both Min Crit and Max Crit at differing values (If the two numbers are the same, then the Crit Damage will just be that number), the two values get added to a single number, and then it gets halved. For example, Angelic Buster's Star Gazer which had 30% Min Crit and 60% Max Crit, first gets added together to 90%, and then gets halved to 45%. This was primarily done for balance.
    Do note for anyone reading this, that this means no change. Right now, if your max crit is increased by 30% then your average damage will increase by 15% assuming 100% crit change. So when they combine min/max crit into just crit damage,that 15% is the same buff as you currently get
  • also rings like the oz one that increase max critical,
    Since they only just recently rectified the accuracy stat situation with character cards and some equipment i wouldnt hold my breath.
    They massively nerfed the Oz Max Critical ring.
    At level 4 it gives 28% Critical Damage now, so I can probably assume level 1/2/3 is 7/14/21%.
    28% Critical Damage is equivalent to 56% min critical damage or 56% max critical damage.
    Before at level 4 it doubled your max critical damage. Yes, the text said +100% max crit, but it was actually a 2x multiplier.
    For the classes/players that had over 100% max critical, the ring would give them more than 100% max crit for those 15 seconds.
    Level 1/2/3 were 1.25x/1.5x/1.75x, respectively.
    For 28% Critical Damage to be better than 2x max critical damage, you must have had less than 56% max crit.
    That's very difficult when critical damage is 1.2x to 1.5x at base, which means you already had 20% min crit / 50% max crit by just existing as a character.
    6% max critical is very easy to get.
  • @RisingRain
    But then it turn to be a 28%flat boost? man they nerfed it hard..
  • What about the critical damage hyper stats? I know they are combining the minimum and maximum critical damage together into one stat; but currently for us, it is minimum crit +10% and max crit +15% capped. So what will happen when it gets combined?
    +5% min/max? +10%? +15%? or some other value. I'm hoping it will be at least +10% min/max. Even though max crit loses 5%, we save ~150 hyper stat points.
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How much does “Final Damage” matter?

edited May 2019 in General Chat
So while this post comes off of a recent set of patch notes for KMS, this has raised a question about Maplestory as a whole that I wanted to ask about.
In the update, the % Damage on Dawn Warrior’s “Rising Sun” skill, and the boost it gets from the “Master of the Sword” passive is being changed to % Final Damage on the basis of “it helps Dawn Warrior scale better, consistently.”
My question comes in two parts, and I hope I can articulate it correctly.
1) How big of a different is changing 55% damage to 55% Final Damage?
2) If I’m losing 55% of my current damage, but 55% of my final damage is being boosted, do I come out doing more damage, or less damage?
Basically this boils down to how does % Damage scale vs. % Final Damage, which skill is better, and why does this change make Dawn Warrior better at higher levels?
Here’s Dawn Warrior’s current skills in question:
Here’s the changes to the skills:
I think the overall damage buff is still the same, going from 55% damage on Rising Sun to 55% Final Damage, but I could be wrong. I don’t think that changes the question.

Pdr Vs Crit Dmg Maplestory Build

Comments

Pdr Vs Crit Dmg Maplestory 1

  • Final Damage is calculated after all other calculations if I recall correctly, but overall it buffs you pretty well. I play a class with NO Final damage currently, although we will finally get a buff soon.
  • Final Damage is calculated after all other calculations if I recall correctly, but overall it buffs you pretty well. I play a class with NO Final damage currently, although we will finally get a buff soon.

    So then if my pure damage is being removed and then final damage is being added in its place (going from 55% DMG to 55% Final DMG), is it a net positive, net negative, or stays the same?
  • It's a net positive, I believe. Final damage is, quite literally, a final boost to your damage after everything else; crit damage, boss damage, damage % itself, ignored defense, all of it.
    I don't think I explained it right, but final damage is a very nice thing to have.
  • %Final damage stack multiplicatively with other source of final damage.
    %Damage/%damage vs boss stack additively with other sources of %Damage/%damage vs boss.
    Portion of the damage formula
    .. * (1 + %damage + % damage vs boss) * (1 + %final damage source 1) * (1 + %final damage source 2) *
    (1 + %final damage source 3) * (1 + %final damage source 4) * ..
    Basically they are slowing down the diminishing returns of getting more %damage/%damage vs bosses from equipment/skills/legion/link skills
  • Short Answer: Dmg <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Final Dmg. This is a HUGE buff to DW, a class that had 0% final dmg.
    Overall dmg of DW will increase significantly from this buff
  • Short Answer: Dmg <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Final Dmg. This is a HUGE buff to DW, a class that had 0% final dmg.
    Overall dmg of DW will increase significantly from this buff

    I was thinking that would be a huge buff, but it’s nice to hear it put like this. Hopefully we don’t end up having to wait too long for this to be implemented. Really looking forward to it!
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