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Idea for boss drop tier system

LatemasterLatemaster
Reactions: 1,780
Posts: 139
Member
edited May 2022 in Suggestions, Feedback, and Requests
Here's one idea to add little bit skill based drop rate on bosses. (mainly just the hard bosses after lotus)

Have drop tiers for bosses based on your performance on the boss fight.

Time spent on boss has quite huge difference on the dodging skills required.
so
Tier F (no boost) kill boss under 5min (can't be increased)

Tier E (20% item acquisition rate) Kill the boss between 5 and 10 min
Tier D (50% item acquisition rate) Kill the boss between 10 and 15 mins
Tier C (75% item acquisition rate) Kill the boss between 15 and 20 mins
Tier B (100% item acquisition rate) Kill the boss between 20 and 25 mins
Tier A (150% item acquisition rate) Kill the boss in over 25min

Tier boosters
Don't die (+50% item acquisition rate)
Kill the boss in party of 2-3 (+ 30% item acquisition rate)
Kill the boss alone (+50% item acquisition rate)
Kill the boss without binding (+50% item acquisition rate)
Kill the boss without using invincibility skills to dodge attacks (+50% item acquisition rate)

This way weaker ppl who need to survive long to even have the chance of clearing have some chance of getting rare drops which help getting further in the gear progression.
Also the bindless and iframeless runs would offer some challenge for people who don't need to use that much time for the boss runs.

Affected items would be abso/umbra equips, pitched boss set items, scrolls, cubes (meister and master craftsman) and soul shards

Comments

  • LatemasterLatemaster
    Reactions: 1,780
    Posts: 139
    Member
    edited May 2022
    And if someone is wondering what's the difference between acquisition rate and drop rate, i'll tell you.
    item drop rate is additive bonus that multiplies the items drop rate so 20% drop rate for some item and you have 200% item drop rate the item will have 60% drop rate then.
    Acquisition rate is multiplicative bonus which also multiplies the item drop rate so having 10% item acquisition rate with that 200% it will be 66% drop rate for the 20% drop item.
    And might aswell report a bug from familiar item acquisition line (lege/uniq) it's actually item drop rate not acquisition.
  • FuhreakFuhreak
    Reactions: 7,440
    Posts: 1,533
    Member, Private Tester
    edited May 2022
    Multiple classes use iframes as part of their main kit for dealing damage so already that's a no on that point, some classes use binds as part of their rotation as well. But the whole system in general seems meh.
    I'd rather they change it to a token system if they're going to change anything.
  • happycowshappycows
    Reactions: 1,020
    Posts: 69
    Member
    edited May 2022
    interesting ideas! Might be odd though to shift the meta toward stalling boss fights out and dancing around mechanics while intentionally not attacking, instead of "kill the boss as fast as possible." ( which imo seems more 'natural' )

    It reminds of an idea tangentially related, regarding reboot carries [or maybe all servers, for that matter], and might even tie in with some of the conditions you listed:

    -Boss drops only happen for you if you deal X% of total damage [say 15%] - That way, getting "carried" has some required effort involved. Perhaps this would only kick in, however, if the average level gap within a party is past a certain threshold, so that the condition wouldn't mess with "real parties" too much.

    I just always thought getting carried is kind of a weird thing in a server tag-lined as being about "the joys of character progression" - But at the same time, idk if requiring % dmg to the boss is too brutal, considering people need to gear many diff characters for legion, etc.