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V update Removes Avoidability

Comments

  • AggraphineAggraphine
    Reactions: 19,415
    Posts: 3,553
    Member
    edited November 2016
    Romeo and Juliet had its per-kill exp gains nerfed significantly. I don't see anyone using it for anything other than the Frankenroid Codex card at this point.
  • MachoDanshakuMachoDanshaku
    Reactions: 750
    Posts: 29
    Member
    edited November 2016
    AkihikoT_
    AkihikoT_ said:

    They probably did it to try to spread people out. Trying to help make more maps used and have less 15-40 levels of grinding on a single map or two.
    I'm guessing this will also make R&J more used with a tigher level difference.having 4 people between between say 80-84 would make it so everyone should get 1.1x exp and with a kanna and the letter the spawn rate isn't too bad.
    I think you're right to say that Nexon did it to spread players out over the maps. It makes my inner autistic go nuts, though. Finding the perfect exp/h rate maps is so much more complicated now (especially if you consider the burning field bonuses too).

  • CatoooloooCatooolooo
    Reactions: 5,625
    Posts: 1,213
    Member
    edited November 2016

    accuracy and avoid did next to nothing, this will hardly change anyones damage output or attack ability
  • gamechangergamechanger
    Reactions: 3,460
    Posts: 506
    Member
    edited November 2016
    ZephyrusSpring

    Avoidability is different to dodge rate, though it's not defined properly in the skill descriptions. Thieves will be fine, its the archers who will suffer from this as they typically only have ~40% dodge rate and rely on avoidability to fill in the rest.
    Accuracy and Avoid have been useless stats for years, they haven't had any effect at all. They were still in the hit rate and MISS rate formulas (MISS rate was just applying the mobs Hitrate formula against your stats though afaik), but because of some stupid conditions placed on those formulas, Any and All effects from accuracy and avoid stats were 100% nullified every single time in the game. They had zero effect, by design.
    MachoDanshaku

    @Ivangold
    Wow, quite interesting and worrying to some degree... Although that depends on what the graph looked like before this patch.
    Do you know that by any chance?

    Edit:
    If it used to look something like this before the patch, its actually a nice change. I suppose having to fight monsters within 2 levels of your own to get the exp bonus is somewhat annoying though...
    image
    Well its actually within 4 levels of you, either way, to get maximum exp. Its 1.1x exp if you are within 4 levels of the mob, 1.05x exp if you are within 10 levels of the mob. Overall this is a much needed and much appreciated change coming to the game