If I would just say it was not good is pretty useless feedback and helps nothing and no one. Share your opinions on what you all think of this year's MapleFest 2024, what you like and dislike about the livestream and the such.
It is cool that Inkwell and Dr. Lim had fun with it and did the fake-out dance show, and that they actually appeared in person.
Ride or Die content would have been nice to see what the rewards were and what the content actually was. This is still a total mystery which makes getting excited for it also a mystery (also known as, there cannot be any excitement for an unknown factor).
Overall pacing was pretty good, ignoring the length of the show was a couple hours longer than it should be and focusing on stuff that didn't interest people at all.
Everything that was not directly MapleStory Main Game related was boring, dull, and uninteresting.
What be nice for the future for MapleFests going forward:
~ Focus on upcoming content, showcase it, talk about it, and showcase it while talking about it.
~ Fun new GMS exclusive content - especially permanent content - would be great.
~ Tone back and remove a lot of the (not the correct word, but best I got) "cringey" content and reduce the amount of fluff in order to have more time showcasing and talking about the content that players really want to see and hear about. This also condenses the show while having more time with the important stuff.
~ Inkwell / Dr. Lim talking about the content on stage is great! Inkwell is better as he is fluent in English, so does not need a translator which doubles the time required, but still want to hear from Dr. Lim directly too.
~ The animation was super cool to all watch together and more stuff like this in the future be nice to have, including a mix of pixel-art style like what we got in 2024 and more traditional "high-quality" hand drawn animation style - like what we would see with the story cutscenes similar to Lara's cutscenes. Getting animated stuff is always super nice to see and to have!
~ Make the livestream available on YouTube as well.
Disappointing hopes I would have liked to have seen announced this year, 2024 MapleFest:
~ Heroic Worlds' Final Damage Passive buffed up to be stronger and/or changed into something that is stronger than it is.
~ Familiar System Rework to be something that is not dumb to interactive with and not add in new Grandis area familiars until the system is better to deal with first.
- Things like we can buy cards with mesos (with no purchase limit / unlimited purchase as long as we have the mesos for it) to tier up and roll for lines in a similar fashion to how we do it with cubes. This will let us use the familiars we WANT to have summoned out. So if we want Red Snail and Orange Mushroom familiars, we can do that and still get the familiar potential lines that we want.
- Familiars to have infinite summon time. I want familiars to feel like I can have, up to, 3 additional pets that ideally are of my favourite monsters in the game following me around! Having infinite summon time allows for this to occur like they are a part of fashion story.
- I would like to see more options for potential lines too, for example, flat cooldown reduction, % cooldown reduction, and % chance to skip cooldowns would be cool options to roll for allowing for personal player expression with their character(s).
~ The initial tease for Ride or Die kind of looked like more GMS Masteria content, but now I just want to see more permanent GMS Masteria expansion content. This was also very ambitious on my part however and not so much a disappointment with it not being here.
Comments
Familiars: i'am fine with those 3 suggestion
here something you miss btw
1- Familiar preset..would be a lil quicker than browsing familiar list and having to swap DR fam with a boss dmg% one
2- Much more points out of extraction..from 10 points per card to 100 points...thats still like 50 copies for a single trade at 100 points worth which is a huge amount
even with 300-400% DR while farming
The Final Damage buff is for future content.
Familiar Presets already exist.
The point of a rework is to move away from tedious familiar grinding and allow players to progress familiars however they want, which includes letting players pick whatever familiar they want. Instead of only having the highest level familiars.
Get more chairs: About a third of us had to stand. Even if we got a seat, a pillar blocked the way.
The lines were a mess: The merch line, claw machine line and character card line all interested and they were not lines. Each were a funnel so it was a sea of people. Half of the time I forgot why I was behind someone.
More complains from other attendees that I didn't quite get. The biggest limiting factor was the venue not housing us safely and it impacted the viewing experience. The performances and guest of honor made up for it as well as the rewards and the path GMS is taking (Ride of Die doesn't have enough info but sounds interesting and the fams is something we wanted.)
The amount of power needed to do things like Chaos Kalos or Hard Kaling is so high almost nobody on reboot can even attempt them, let alone XKalos/XKaling.
Hard Limbo, all Extreme bosses (except Lotus and barely Black Mage), will be able to clear bosses. Normal Limbo might be doable on a super sweaty try-hard trio party, but that should not be the metric to clear normal Limbo when hard Limbo will exist on the same day and that will be impossible to clear for Heroic Worlds with FD passive buffs.
FD passive buffs also help new players get into the game easier with killing CRA on their own. Which at some point, CRA needs to be treated like an entry level starter boss since we are going to get more and more super end game bosses now - which moves up the ceiling and the floor should be decreased as well.
Even with HP reduction to extreme bosses, Heroic still cannot clear extreme bosses at our current damage levels, and FD passive buff easiest way to fix that and control how much damage they give us (every class is treated perfectly equally).
FD stacking to cheese is a problem and should not be a viable strat
so if the dmg rly need an increase they can do so without touching FD itself
so here what i would suggest so it dont break the game
new basic classless Skill
Skill Name: Ambitious Hunter(or wtv NX would like as a name)
char lvl 1-150: +10% boss dmg
char llvl 151-200: + 25% boss dmg
char llvl 201-250: +40% boss dmg
char llvl 251-300 +60-100% boss dmg(wtv amount should be sufficient to clear those bosses which are too tanky)
unlike FD which is average a 70-130% multiplier
boss dmg % is roughly around 350-420% multiplier
its better that way cause the formula is uneven and will result in a much lesser increase than if FD was increase(assuming no cheesing is done)
and also wont enable cheesing if boss dmg% is given instead of FD
Damage% is unequal among classes, that is why it got changed to Final Damage.
And Final Damage is a true value, they have total control over how much damage we get from it and know exactly how much of a multiplier it gives.
If you have a number that says you get 150% Final Damage that means you take your damage and multiply it by 2.5x, this number will ALWAYS be 2.5x no matter what and no other factors can ever change that fact.
Damage% on the other hand radically changes how much damage it gives because its value is dynamic and it is based on how much or how little damage% you already have. This means it can never accomplish the goal that we want a world passive to have which is an equal damage boost among all of the classes.
Final Damage is not a greater stat than any other stat in the game, it is just a true value stat and a true value stat is the easiest for the developers to control the balance of the game with.
Like if we need to double our current damage, and we sit at 45% FD passive, then we need to eventually be able to acquire +145% final damage on top of what we already have (this would read as 190% Final Damage, but because it is being additive to what we already have). This would be as the peak cap of what we can get, not what every character has.
Due to how the damage formula is created, final damage/ATT% is a lot more potent which is most high end players opt to go ATT% when possible instead of trying to get their boss% as high as possible. Giving players 60% boss for being above 251 isn't a sufficient boost compared to actual final damage. This is actually a downgrade to what current Reboot has.
Attack % and Final Damage are completely different stats.
Attack % multiplies your flat attack that you have, the more you have, the stronger it becomes. The more Attack % you have, the stronger flat attack becomes, and vice-versa. You get flat attack just for star forcing past 15 stars, so the more end game you become, the stronger and stronger attack % becomes.
Final Damage is just a true stat value, it is also not a stat you can acquire (outside of TMS familiars). The only time you can get more final damage is from party buffs from another player, otherwise it completely controlled by the developers of how much final damage each class and world has.
Why Final Damage instead of just adjusting skill base damage?
The reason for certain passive skills that are along the lines of "50% Final Damage" is for potential future game balancing where if they want or need to ever decrease or increase THAT class' overall damage output then they can just simply adjust that Final Damage passive up or down and it would be a lot quicker and easier to do than trying to manually adjust each skill's base damage value.
For Heroic Worlds, it is the easiest way to make up the damage difference that interactive worlds have over heroic on an equal playing field since interactive worlds have significantly more systems that give them more damage.
We actually can, Extreme Kalos has already been cleared, my point is that the bar required is just set way too high and more importantly, depends on your item RNG to be good.
If we got changes to FD it would open up bosses to a lot of players who are just waiting around for better pitched item luck.
Assuming we get the bishop nerf I don't know if these bosses will even be possible anymore.
from my understanding the formula work this way ATT X ATT% X Total Stats X Crit Dmg X (Boss dmg% + dmg%) X Final dmg
which praticly look like this 1000 X 80% X 60000 X 80-120% X 550% X 80-130%
adding more FD would increase the damage drasticly
while adding another 60-100% on top of 550% for say would not give a drastic increase..but a whopping 100% FD on top of 80-130% is praticly doubling up the dps
lets say we split the number 15 among different multiplier
1 X 15 = 15
7 X 8 = 56
5 X 5 X 5 = 125
3 X 3 X 3 X 3 X 3 = 243
2 X 2 X 2 X 2 X 2 X 2 X 3 = 192....uhh...not too sure why this one is lower than the 3 X 3 X 3 X 3 X 3.......guess there a middle ground after all XD
if the formula is not working as i think though.....then maybe i'am wrong but i'am sure powering up FD would be a huge mistake
already seen the result of FD stacking where Seren die in matter of a few seconds...i dont rly want to see bosses die in less than 1 min
because they upped FD%
there a video on youtube showcasing what happen with FD stacking
EDIT: oh and btw Daxter....i wrote 60-100% boss dmg + wrote between ( ) that they can adjust the % to wtv would be necessary to make those bosses possible
not just 60%.....so basicly they can modify it untill they find the correct ratio to enable all bosses to be beatable
Whatever THAT single number says you are getting for a damage increase that is how much damage of an increase you are getting with Final Damage. It is literally that simple and there is nothing more to it than that. Don't look at the stat window, that will throw you off and means nothing, you just look at each buff at an individual basis.
Stat
Stat %
Attack
Attack %
Damage / Boss
Critical Damage
Chance to Critical Strike
Chance to Skip Cooldown
Cooldown Reduction
Ignore Enemy Defense
Elemental Ignore
All of these values are separate to each other and feed off each other, which means the most optimal way to get damage is to spread out the love and not to all stack into one stat.
This is just how math functions, it is not unique to MapleStory or any other game, this is just math.
The fastest way to get 10 gallons of water is not to fill up a single 10 gallons of water bucket, but to fill up 10 buckets that can all hold 1 gallon of water at the same time. More sources that supply water will be faster than only have 1 source that can supply water since there is a limit to how fast the water can come out of the hose.
The better way to describe this is (Literally everything) x FD, it is not part of the equation with everything else, it is a final modifier applied after everything else.
Adding 100% FD is not "practically doubling DPS" it is literally doubling DPS. All classes benefit the exact same amount from a FD increase, whatever the number is, that's how much your damage is increased by. This is why FD stacking is so good. Boss% creates the opposite problem where the more you stack it, the less valuable it becomes.
No matter how many sources of FD you have, 10% FD is always a 10% gain.
If you have 0% damage and 0% boss 10% boss is also a 10% gain, (ignoring other stats), but if you have 500% boss that 10% is suddenly less than a 2% increase.
Spoilers below because of long post.
FD vs BD
This player would only gain 19% from this (ignoring calculations from other stats), this number gets lower once you factor in that they will most likely be using boss fams, buffs that increase boss/damage% as well as burst skills which will also increase these numbers. A new boss% skill would barely move the needle for end game players, which are the group of people that are currently struggling and are in need of the FD boost.
It is not abnormal for players to hit +1000% damage during their burst, with your suggestion this would be less than a 10% increase.
That simply isn't enough damage to even consider doing extreme bosses and those would still be locked to almost everyone except the absolute tip of the iceberg of players.
Boss clear rates
Around 23% of accounts have cleared Hard Hilla, we can use this as a bar for players who are interested in weekly bossing.
Looking at some major milestones, CRA is around 20%-22% depending on if you're looking at Vellum or not, so around 95% of players interested in bossing are able to clear CRA.
NLotus and NDamien: 15%, so around 65% of bossers are able to clear this.
Lucid: around 9% for both Normal and Hard, we've dipped slightly below 40% here.
Chaos Tenebris: around 5~6%, so around 25% of bossers.
Next up is a big one, Black Mage, all players looking to lib will have to clear this at some point.
This one is 3.89%, around 17%.
2.03% complete the final step of liberation, Out of those 3.89%, slightly over 50% of those players have finished their liberation.
Grandis and Extreme bosses
Starting with HSeren: (NSeren does not drop anything valuable long term) it's 2.76%, around 11% of those interested in bossing have made it this far.
EKalos: 2.06%, around 9%, NKalos:1.87%, around 8%
EKaling:1.52%, around 6.6% NKaling: 0.71%, around 3%
Now we reach the problem bosses.
Starting with the least problematic, CKalos, 0.43%, around1.8%, this is probably the number you want to aim for with the latest boss. 2~5% of the bossing population able to clear the latest bosses is probably about where you want things honestly. These bosses are supposed to be hard and numbers should be in the single digit.
Next up is HKaling: 0.04%,This is 0.17%, not 1.7%, ZERO POINT ONE%. This isn't even the hard one.
Extreme Kalos, 0.02%, around 0.08% less than one tenth of a %. Extreme Kaling: less than 0.01%, this number is so small I can't even use it as a data point.
Bare minimum that's 0.04%, these achievements are account wide. This means this is both Reg and Reboot.
Even if we cut out a lot of players by looking at say, Lucid numbers (using the bar of clearing lucid instead of HHilla as those interested in bossing) these numbers are not much better. We'll skip straight to CKalos/HKaling since those are the issue here.
CKalos: 0.43% is around 4.7%.
HKaling: 0.04% is around 0.4%
XKalos: 0.02% is around 0.22%
XKaling cannot be calculated, but even if it's 0.01%, it's around 0.1%.
I don't know about you, but I would expect the top 1% to be clearing the latest content in the game, not 0.1% (and that's being EXTREMELY generous.)
These bosses are not only too hard for reboot, they're honestly too hard for even reg. We could have ten times the amount of clears and it would still barely be a drop in the bucket of people who boss or were interested in it.
It would be interesting to see the number of active players and how many of those are clearing certain bosses each week so we could get more accurate numbers, but these numbers at least align with historic numbers. Black mage having such a low clear rate among bossers despite the fact that the content is over six years old is just silly to me, it is far too hard to progress in this game. If you consider the fact that people who are really dedicated to the game could be playing from over 40 characters, there is no reason it should be this hard to progress.
spreading it out will grant an heavier boost than focusing it all in a single stat....thats what i was trying to showcase with that "15" thing... if you noticed adding up the number on each line would equate to 15 if you swap the multiplier symbol(X) to a (+) symbol
its also why i suggested it to be put in Boss dmg % for a more controlled increase....i dont think there a need for completle doubling of the dps
but an increase by roughly 10-30% overall should in theory be sufficient(at least give a test run to see how well ppl do b4 going super drastic with buff)
Fuhreak: ya i agree that 0.1% is a bit too little XD....0.5% to 1% would be a little more reasonnable
difficult to pug that 0.1% XD
well i guess i'am not explaining well if i'am misunderstood XD