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Star Force Rework:

StaconaStacona
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Posts: 672
Member
edited November 30 in Suggestions, Feedback, and Requests
This is a rework to the Star Force System to make it a constant slow march forward in progression with no more backwards degression.

You basically will slowly star up your equipment 1 star at a time through grinding over a long period of time by using mesos and sacrificing equipment to gain Star Experience. When the Star Experience hits 100%, you will rank up your equipment to the next star rank.

This is a star experience gauge system! Making your equipment have a similar-ish feel to progression like how you gain EXP and eventually level up your character.


Example of Star Forcing with Mesos:

~ You pay mesos to receive a percentage (%) of Star Experience. The percentage values will always be the same regardless of the star rank.

~ The mesos cost per purchase increases by both the Equipment Level and what current Star Rank you are on.

~ There will be 5 different outcomes that can occur, with 10% Star Experience being considered the base outcome, of 100%, 20%, 10%, 5%, and 0%. This will create variance for the system does not become stale and adds excitement with big wins and big losses.
- 100% only being possible for stars 1-20.
- 5% and 0% only showing up for stars above 18.

Example Values for Chance Outcomes:
(NOTE: For simplicity sake, % values are the chance to occur and 10x/2x/1x/0.5x/0x will represent 100%/20%/10%/5%/0% Star Experience.)

Stars 0-5: 100% to 10x

Star 5 -> 6: 95% to 10x; 5% to 2x
Star 6 -> 7: 90% to 10x; 10% to 2x
Star 7 -> 8: 85% to 10x; 15% to 2x
Star 8 -> 9: 80% to 10x; 20% to 2x
Star 9 -> 10: 75% to 10x; 25% to 2x

Star 10 -> 11: 70% to 10x; 30% to 2x
Star 11 -> 12: 65% to 10x; 35% to 2x
Star 12 -> 13: 55% to 10x; 40% to 2x; 5% to 1x
Star 13 -> 14: 45% to 10x; 40% to 2x; 15% to 1x
Star 14 -> 15: 35% to 10x; 40% to 2x; 25% to 1x

Star 15 -> 16: 25% to 10x; 45% to 2x; 30% to 1x
Star 16 -> 17: 15% to 10x; 50% to 2x; 35% to 1x
Star 17 -> 18: 5% to 10x; 55% to 2x; 40% to 1x
Star 18 -> 19: 3% to 10x; 50% to 2x; 45% to 1x; 2% to 0.5x
Star 19 -> 20: 1% to 10x; 45% to 2x; 50% to 1x; 4% to 0.5x

Star 20 -> 21: 70% to 2x; 25% to 1x; 5% to 0.5x [To still feel like a check-point star.]
Star 21 -> 22: 40% to 2x; 50% to 1x; 10% to 0.5x
Star 22 -> 23: 35% to 2x; 45% to 1x; 15% to 0.5x; 5% to 0x
Star 23 -> 24: 25% to 2x; 40% to 1x; 25% to 0.5x; 10% to 0x
Star 24 -> 25: 15% to 2x; 35% to 1x; 35% to 0.5x; 15% to 0x

Star 25 -> 26: 10% to 2x; 35% to 1x; 40% to 0.5x; 15% to 0x
Star 26 -> 27: 5% to 2x; 30% to 1x; 40% to 0.5x; 25% to 0x
Star 27 -> 28: 3% to 2x; 15% to 1x; 45% to 0.5x; 37% to 0x
Star 28 -> 29: 1% to 2x; 10% to 1x; 30% to 0.5x; 59% to 0x
Star 29 -> 30: 0.1% to 2x; 5% to 1x; 15% to 0.5x; 79.9% to 0x

~ Mesos cost for 0-15 stars should be cheaper to a lot cheaper than it is now to help new and returning players to get into the game easier. Everything above 15 stars will be readjusted to align with this new system, increasing dramatically the higher the stars go up to.


Example of Star Forcing with Sacrificing Duplicate Equipment:

~ If you sacrifice the identical equipment, with the Star Core system functioning like you used an identical equipment, will offer a flat amount of Star Experience.

~ The amount of Star Experience to star rank up varies based on the current star rank, overflow Star Experience will begin progressing the next star rank.

~ No matter what the equipment level is and no matter the star rank, the equipment will always give the same amount of Star Experience. So as you progress into higher stars, the % amount that sacrificing gives will decrease as a result.
- Since higher level equipment is much harder to come by than lower level equipment, it becomes naturally harder to star level equipment through sacrifice which allows for equipment sacrifice to give the same Star Experience regardless of the equipment level.

Example Values for how much Star Experience you gain for each Sacrifice:

Equipment Level 151 and above:

0.1% Chance to gain 1,000 Star Experience.
15% Chance to gain 200 Star Experience.
68.9% Chance to gain 100 Star Experience.
15% Chance to gain 50 Star Experience.
1% Chance to gain 5 Star Experience.

Equipment Level 150 and below:
(This is to balance out Fafnir Equipment, unfortunately harms the other equipment in the crosshairs, since Fafnir Equipment backups are very easy to acquire.)

0.1% Chance to gain 1,000 Star Experience.
5% Chance to gain 200 Star Experience.
24.9% Chance to gain 100 Star Experience.
50% Chance to gain 50 Star Experience.
20% Chance to gain 5 Star Experience.

Example Values for how much Star Experience is required to Star Rank Up:

Star 0 -> 1: EXP 1
Star 1 -> 2: EXP 1
Star 2 -> 3: EXP 1
Star 3 -> 4: EXP 1
Star 4 -> 5: EXP 1

Star 5 -> 6: EXP 2
Star 6 -> 7: EXP 3
Star 7 -> 8: EXP 4
Star 8 -> 9: EXP 5
Star 9 -> 10: EXP 6

Star 10 -> 11: EXP 9
Star 11 -> 12: EXP 12
Star 12 -> 13: EXP 15
Star 13 -> 14: EXP 18
Star 14 -> 15: EXP 21

[Stars 0-15 is a total of 100 Star Experience so that if you hit the base value of 100 Star Experience you instantly acquire 15 stars with a single sacrificed equipment.]

Star 15 -> 16: EXP 25
Star 16 -> 17: EXP 30
Star 17 -> 18: EXP 35
Star 18 -> 19: EXP 45
Star 19 -> 20: EXP 60

Star 20 -> 21: EXP 25 [To make this star feel like a check-point star still.]
Star 21 -> 22: EXP 80
Star 22 -> 23: EXP 120
Star 23 -> 24: EXP 200
Star 24 -> 25: EXP 275

Star 25 -> 26: EXP 350
Star 26 -> 27: EXP 650
Star 27 -> 28: EXP 1,500
Star 28 -> 29: EXP 5,000
Star 29 -> 30: EXP 10,000


New Star Catch System:

~ Instead of a star bouncing back and forth on a line, it will instead constantly spin around in one direction in a circle. You play Star Catch in a similar way otherwise.

~ The star movement speed at base is much faster, but the max speed the star can move at is also much slower.

~ Sacrificing equipment can also utilize Star Catch as well.

~ When going into the mini-game with every separate attempt, there is a 50% chance for the star to circle clockwise and a 50% chance for the star to circle counter-clockwise.

~ There are now three different outcome bonuses that can occur or nothing happens if you miss any of these outcomes outright.
- Each outcome is spread apart equally with empty spaces between these outcomes where no bonus effect will occur if you hit these spaces.
- The location for each different outcome is random, but the size of the outcome among each other is the same between each other.

~ Each outcome has a weak outskirt value, internal moderate value, and strong central value.

Examples of New Star Catch Bonuses:

Bonus Effect One: Refunds mesos spent on the attempt by 5/10/15%.
If sacrifice equipment was used, has a 2/4/6% chance to restore the sacrificed equipment. (So you can use it again on another attempt.)

Bonus Effect Two: Increases the Star Experience that you would have gained by 5/10/15%.

Bonus Effect Three: Increases the chance for Lucky and Super Lucky effects to occur by 5/10/15%, reducing the base chance by the increase amounts.
(The two best outcomes of the attempt will increase, the 3rd best outcome will decrease in accordance to the increase. The worse outcome(s) will remain with the same chance to occur.)

~ For Guild Castle's Enhancement Room, you will skip the Star Catch mini-game and always receive the best outcome, but what bonus effect you receive will be completely random. If you want to control which effect you receive, then you must exit the room and manually play out the Star Catch mini-game.


Sunny Sunday Star Force Event Examples:

~ 30% Reduced Mesos Cost and 10% Chance to Restore Sacrificed Equipment.

~ 50% More Star Experience for Stars 21 and below. [Would apply going all the way to 22 stars for clarity.]

~ Doubled Star Experience for Stars below 15.

~ Special Star Force Sunny Sunday would apply all of the above at the same time.