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Check out the v.256 - The Dark Ride: Limbo Patch Notes
here!
Min Crit and Max Crit Merge
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
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'd be sad if it became useless or bugged for a long time. And knowing Nexon's streak..
And what about buccaneers that have critical damage? will it stay te same or be higher to compensate the min and max merge?
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.
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.
But then it turn to be a 28%flat boost? man they nerfed it hard...
+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.