- Maplestory 40 Boss Dmg For 10 Attacks
- Maplestory 40 Boss Dmg For 10 Att Login
- Maplestory 40 Boss Dmg For 10 Att Account
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MapleStory Screens, Videos and Forum. +1 Most people say 200-250% is enough, but that's generally just numbers that they hear and repeat and they have no idea why some people think it's the best. To be honest, I can't give you an answer for this, because it depends on your specific character due to your current%boss,%TD, and%att affecting this, but I'd generally recommend somewhere in the. In total, sticking with aquatic and power crystal is gonna give him +30 all stat, +20 att and 10% ign def, which is much more cost efficient and will give more boost to his dmg than 2 line epic, 70% spell trace, 10-12 star sw face and eye accessory (whether it triggers u or not, that is the best work he will be able to do on sw gears in his current position). Aug 24, 2018 Bringing you 10b max damage cap bossing in MapleStory! 0:15 Daily Bosses 2:10 Hard Magnus 2:46 Chaos Horntail 2:59 Chaos Zakum 3:42 Hell Gollux 3:59 Chaos Cr. https://bondever371.weebly.com/blog/jam-pack-content-1-dmg.
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% Damage and % Att??
Dec 01, 2016 Boss dmg is always good so is crit dmg. Pro tools hd 11 dmg free. Run dmg without parental controls. Dmg app download not working on mac. Resistance is now USELESS after 50 points of resistance, I belive after the V Patch the duration of effects is reduced by 50%, anything afterwards, for ever 5 points of resistance your duration is reduced by 1%, rendered useless.
Reactions: 1,555
Member, Private Testeredited August 2017 in General Chat
Maplestory 40 Boss Dmg For 10 Attacks
What are the differences between % Damage and % Att? Which one is better to have?
Comments
- In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
- Reactions: 1,555Member, Private TesterIn Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
Why is that? - In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default.. - Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive - Reactions: 1,555Member, Private TesterIn Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..
Oo ok I seeDepends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive
So does that mean kanna and demon avengar link skill are bad?? - In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..
Oo ok I seeDepends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive
So does that mean kanna and demon avengar link skill are bad??
Not if you have % att on your potentials - Reactions: 1,555Member, Private TesterIn Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..
Oo ok I seeDepends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive
So does that mean kanna and demon avengar link skill are bad??
Not if you have % att on your potentials
But those links are % damage - the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range. - Reactions: 1,555Member, Private Testerthe links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
Oh ok, I guess it should be named % att but its called % damage in description of the link ty! - the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
Oh ok, I guess it should be named % att but its called % damage in description of the link ty!
it's named properly, if it were % att it'd multiply your total range by 25%, but since it just adds 25% of your range into your range, it's proper. - Reactions: 1,560Member, Private TesterThey're both additive on top of themselves and multiplicative with each other. Without any of either, adding say, 12% attack is the about the same as adding 12% damage, though % damage is applied after % attack, and % attack is applied to your attack and rounded down, so % attack could be slightly worse.
The reason % att is better is because it's much rarer. Many skills give a character % damage, including many passives, buffs, link skills, and all the Reinforce hyper skills for attack, which just give % damage for that particular skill. You're less likely to have as large amounts of % attack as % damage, so the boost from adding % attack is much greater than adding the same amount of % damage (since potentials for both are generally the same value).
Additionally, % boss damage is the same as % damage, except that it only works on bosses, so they're additive together as well, so if you have quite a lot of boss damage, which is very possible considering boss damage potentials and set effects usually comes in 20%, 30%, 35%, and 40% flavors, on bosses, the impact a measly 12% or 13% damage at best would add is very small.
So the two biggest factors at play are the scarcity of % attack sources vs % damage sources, plus the large quantities of % boss damage available, which stack additively on top of % damage. - Reactions: 1,555Member, Private Testerthe links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
Oh ok, I guess it should be named % att but its called % damage in description of the link ty!
it's named properly, if it were % att it'd multiply your total range by 25%, but since it just adds 25% of your range into your range, it's proper.
what??, i'm confused again lol so % damage link skill is still better than % damage right?They're both additive on top of themselves and multiplicative with each other. Without any of either, adding say, 12% attack is the about the same as adding 12% damage, though % damage is applied after % attack, and % attack is applied to your attack and rounded down, so % attack could be slightly worse.
The reason % att is better is because it's much rarer. Many skills give a character % damage, including many passives, buffs, link skills, and all the Reinforce hyper skills for attack, which just give % damage for that particular skill. You're less likely to have as large amounts of % attack as % damage, so the boost from adding % attack is much greater than adding the same amount of % damage (since potentials for both are generally the same value).
Additionally, % boss damage is the same as % damage, except that it only works on bosses, so they're additive together as well, so if you have quite a lot of boss damage, which is very possible considering boss damage potentials and set effects usually comes in 20%, 30%, 35%, and 40% flavors, on bosses, the impact a measly 12% or 13% damage at best would add is very small.
So the two biggest factors at play are the scarcity of % attack sources vs % damage sources, plus the large quantities of % boss damage available, which stack additively on top of % damage.
Ok I see, I will aim for % att then - Yes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice - Reactions: 1,555Member, Private TesterYes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
Ok got it, ty - Part of the damage formula is as follow .. * [attack * (1 + %attack) / 100] * [1 + %damage + %boss damage] * ..
%damage on weapon/secondary weapon/emblem is bad because it is additive with %boss damage, and %boss damage potential come in 20/30/35/40% potential while %damage only come in 3/6/9/12% potential.
%attack is better than %damage because majority of the skills and hyper add %damage, so %damage is already suffering from diminishing return, especially on Reboot where their beginner passive give a truckload of %damage.
%damage from link skill does the same thing as %damage from weapon/secondary/emblem potential.Yes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice - Part of the damage formula is as follow .. * [attack * (1 + %attack) / 100] * [1 + %damage + %boss damage] * ..
%damage on weapon/secondary weapon/emblem is bad because it is additive with %boss damage, and %boss damage potential come in 20/30/35/40% potential while %damage only come in 3/6/9/12% potential.
%attack is better than %damage because majority of the skills and hyper add %damage, so %damage is already suffering from diminishing return, especially on Reboot where their beginner passive give a truckload of %damage.
%damage from link skill does the same thing as %damage from weapon/secondary/emblem potential.Yes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
No, it's no bad, just because you play reboot doesn't mean %boss is useless, there's still a formula, and unless you are a person who likes to train all the time, %boss will be better at some point, only focusing in %attack won't make you that strong, you still need some %boss.
Remember that %attack is good, but for someone who doesn't have much ATTACK it won't increase as much damage as %boss, or like this guy in the video who have a lot of %attack so it's better to have boss lines : he have so much %attack that %boss is actually more viable in terms of damag, so he have that much.
Also link skills are really usefull cause they don't occupy the potential lines, they might be %dmg, but they still are very usefull and strong. - the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
so then unless u have potential? those two things are a waste to have entirely correct? i mean why is there atk% and dam%? why cant it just be one thing to do for skills, passives, linkskills, ect? and benefits the range ? seems like a broken system now. ._. because i still dont know which is better to get for higher damage and good range? in potential that is. - https://www.reddit.com/r/Maplestory/comments/45g9b0/attack_vs_damage/
https://www.reddit.com/r/Maplestory/comments/3x7pn4/whats_the_difference_between_att_and_damage_on/
You misunderstood, I never said %boss damage was bad or imply it was useless, going for %damage on weapon/secondary/emblem potential is a waste when you can get %boss damage which is 2/3x more efficient to dps than %damage.No, it's no bad, just because you play reboot doesn't mean %boss is useless, there's still a formula, and unless you are a person who likes to train all the time, %boss will be better at some point, only focusing in %attack won't make you that strong, you still need some %boss.
Demon Avenger and Kanna link skill are the best link skill to have because %att link skill doesn't exist.so then unless u have potential? those two things are a waste to have entirely correct?
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Kinesis Complaints, QoL suggestions and more.
edited February 2019 in Suggestions, Feedback, and Requests
Maplestory 40 Boss Dmg For 10 Att Login
Hey, I'm playing my main character as Kinesis in the Europe Reboot world.
It's not a secret, Kinesis is really one of the under-rated classes in the game, pretty much the opposite from NL, NW, DB etc.
I noticed a lot of things that needs to get reworkedfix to really make Kinesis unstuck from the underplayed class spot that he took.
Why you need to buffimplement some of the better changes for Kinesis?
In my opinion, people don't have any reason to pick Kinesis over most of the other classes in the game to join a boss fight, since Kinesis won't do his part in damage-wise and utility-wise.
And then you Nexon, copied the Kinesis ultimate Psychic Shockwave skill nerf from KMS and made our mobbing and bossing decreasing by a few levels, [because The Black Hole isn't useful as it used to be] not that we were that strong anyway.
I really like Kinesis, for me he's the most special class in the game and it's just a shame that people barely play him outside of Link SkillLegion purposes. So if you guys want to help the community to notice this class in a more positive manner, you need to buffmake some good changes to Kinesis.
My suggestions for Kinesis: [i don't expect you to implement all of them, even one will be nice]
1. Revert Psychic Shockwave skill to his form before of the nerf - Don't really have to explain, before the nerf kinesis was pretty balanced [great mobbing, good bossing] and i don't think that someone will disagree with me about this suggestion.
2. Give Kinesis an Active or Passive skill that will make him more valuable to parties against bosses.
My idea was something like that: [%numbers can be changed]
A skill that gives 3 levels of party buffs depends on Kinesis's Psychic Points bar capacity.
Level 1 - when the bar is display yellow: 10% att/m.att or 10%boss dmg or 10%IED for all party members .
Level 2 - when the bar is display cyan: 15% att/m.att or 15%boss dmg or 15%IED for all party members .
Level 3 - when the bar is display purple: 20% att/m.att or 20%boss dmg or 20%IED for all party members .
This skill will give Kinesis another reason to be chosen into parties, even when hes damage can be low against some most bosses/boss phases.plus,it will encourage players to manage their Psychic Points better.
Now let's move to the QoL suggestions. I saw some of them here in the past but didn't notice if Nexon paid any attention to them.
1. Remove the option that blocking us from disabling B.P.M sometimes with a chat error message.
2. Disable monster 'pick-up' in Hmuto [so you won't be able to pick up monsters in Hmuto, like in Monster Park], it has no purpose there and it just get us in the way of finishing the quest on time.
3. Disable the throw option for Psychic Tornado, atleast for the first 2-3 seconds. can't remember how many times i threw it by mistake because of a lag spike.
I hope you find these important and will consider the change.
And finally, one bug that i noticed lately:
I assigned Psychic Bulwark to be buffed by a pet automatic, and sometimes when the pet re-buff me this skill, it doesn't give me the 100% Stance it should give, only 80% if i remember correctly.
Thats all of my thought at the moment, if i'll have more suggestions i'll add them.
I really hope and expect for Nexon to read this and try to consider to give us, Kinesis players, some of the changes we need.
It's not a secret, Kinesis is really one of the under-rated classes in the game, pretty much the opposite from NL, NW, DB etc.
I noticed a lot of things that needs to get reworkedfix to really make Kinesis unstuck from the underplayed class spot that he took.
Why you need to buffimplement some of the better changes for Kinesis?
In my opinion, people don't have any reason to pick Kinesis over most of the other classes in the game to join a boss fight, since Kinesis won't do his part in damage-wise and utility-wise.
And then you Nexon, copied the Kinesis ultimate Psychic Shockwave skill nerf from KMS and made our mobbing and bossing decreasing by a few levels, [because The Black Hole isn't useful as it used to be] not that we were that strong anyway.
I really like Kinesis, for me he's the most special class in the game and it's just a shame that people barely play him outside of Link SkillLegion purposes. So if you guys want to help the community to notice this class in a more positive manner, you need to buffmake some good changes to Kinesis.
My suggestions for Kinesis: [i don't expect you to implement all of them, even one will be nice]
1. Revert Psychic Shockwave skill to his form before of the nerf - Don't really have to explain, before the nerf kinesis was pretty balanced [great mobbing, good bossing] and i don't think that someone will disagree with me about this suggestion.
2. Give Kinesis an Active or Passive skill that will make him more valuable to parties against bosses.
My idea was something like that: [%numbers can be changed]
A skill that gives 3 levels of party buffs depends on Kinesis's Psychic Points bar capacity.
Level 1 - when the bar is display yellow: 10% att/m.att or 10%boss dmg or 10%IED for all party members .
Level 2 - when the bar is display cyan: 15% att/m.att or 15%boss dmg or 15%IED for all party members .
Level 3 - when the bar is display purple: 20% att/m.att or 20%boss dmg or 20%IED for all party members .
This skill will give Kinesis another reason to be chosen into parties, even when hes damage can be low against some most bosses/boss phases.plus,it will encourage players to manage their Psychic Points better.
Now let's move to the QoL suggestions. I saw some of them here in the past but didn't notice if Nexon paid any attention to them.
1. Remove the option that blocking us from disabling B.P.M sometimes with a chat error message.
2. Disable monster 'pick-up' in Hmuto [so you won't be able to pick up monsters in Hmuto, like in Monster Park], it has no purpose there and it just get us in the way of finishing the quest on time.
3. Disable the throw option for Psychic Tornado, atleast for the first 2-3 seconds. can't remember how many times i threw it by mistake because of a lag spike.
I hope you find these important and will consider the change.
And finally, one bug that i noticed lately:
I assigned Psychic Bulwark to be buffed by a pet automatic, and sometimes when the pet re-buff me this skill, it doesn't give me the 100% Stance it should give, only 80% if i remember correctly.
Thats all of my thought at the moment, if i'll have more suggestions i'll add them.
I really hope and expect for Nexon to read this and try to consider to give us, Kinesis players, some of the changes we need.
Comments
Maplestory 40 Boss Dmg For 10 Att Account
- There was a thread made about Psychic Shockwave, and I agree it should be reverted. My Kinesis besides that feels ok to me. I like to play it for a break from my Main generally..
- There was a thread made about Psychic Shockwave, and I agree it should be reverted. My Kinesis besides that feels ok to me. I like to play it for a break from my Main generally..
and besides the Shockwave issue, what do you think about my other suggestions? - There was a thread made about Psychic Shockwave, and I agree it should be reverted. My Kinesis besides that feels ok to me. I like to play it for a break from my Main generally..
and besides the Shockwave issue, what do you think about my other suggestions?
Monster Pick-up in HMuto is a meh issue, I'd just beat them around (My Particular Kine is not yet 210) and get drops that way. I don't think their damage feels super 'in need' of a buff. Tornado would be appreicated but again, its a not super big issue to me personally. - There was a thread made about Psychic Shockwave, and I agree it should be reverted. My Kinesis besides that feels ok to me. I like to play it for a break from my Main generally..
and besides the Shockwave issue, what do you think about my other suggestions?
I talked about other issue in my previous threads
forums.maplestory.nexon.net/discussion/23545/please-revert-ultimate-psychic-shockwave-change#latest
this is the my latest about Psychic Shockwave and it has link to my previous thread regarding Kinesis issues and each of them has previous link. (Click 'previous' in my threads)
I really like and support your suggestion!
It's not that big of an issue, just a manner of QoL.There was a thread made about Psychic Shockwave, and I agree it should be reverted. My Kinesis besides that feels ok to me. I like to play it for a break from my Main generally..
and besides the Shockwave issue, what do you think about my other suggestions?
Monster Pick-up in HMuto is a meh issue, I'd just beat them around (My Particular Kine is not yet 210) and get drops that way. I don't think their damage feels super 'in need' of a buff. Tornado would be appreicated but again, its a not super big issue to me personally.
And the main issue with Kinesis is that other characters same funded can deal with mobile bosses alot better then Kinesis, that's why i suggested the party buff skill.There was a thread made about Psychic Shockwave, and I agree it should be reverted. My Kinesis besides that feels ok to me. I like to play it for a break from my Main generally..
and besides the Shockwave issue, what do you think about my other suggestions?
I talked about other issue in my previous threads
forums.maplestory.nexon.net/discussion/23545/please-revert-ultimate-psychic-shockwave-change#latest
this is the my latest about Psychic Shockwave and it has link to my previous thread regarding Kinesis issues and each of them has previous link. (Click 'previous' in my threads)
I really like and support your suggestion!
Thank you, i think i saw your post the other day.