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GMS Class Balancing? Green Potion difference

ryanVryanV
Reactions: 615
Posts: 4
Member
edited December 17 in Suggestions, Feedback, and Requests
Complete shot in the dark but it would be nice to have our own class balancing. Even if GMS does not have the resources to balance each class through skill damage, just having passive final damage given to classes that do not gain from this benefit would make a difference. This may not seem like a big issue for beginner or mid game players. When you reach end game, it becomes clear how much you have to save for an attempt at 0.3 ~ 2% final damage gain through cubing for double primes. Compare that to someone just clicking a green pot and instantly gains the equivalent of 1~3 boss familiars.

Classes like Illium roughly gain 13% final damage, jumping from 31st in KMS to 5th in GMS, while hurricane classes and some others benefit very little or not at all. To put this into better perspective, 13 classes get more final damage than a maxed-out origin in full rotation. Green Potion > 4400 frags.....

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Here is a list of KMS class balancing (on the left) and GMS AS10 (on the right)
ty Drogon for gathering the information and everyone else involved

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I know balancing will not be perfect through GMS, it would just be nice if they made a small effort for those few classes that drop significantly from their KMS standing. KMS has a bigger balancing issue for creating roughly 40% final damage disparities between classes. Attack Speed 10 isn't theirs to balance.

Copy and pasting a comment I made down below to the main body.
Updated thoughts as this conversation goes on.

They just need to create a new monster park extreme potion. Some people in the community are talking about wanting a purple potion that cannot be used with green potion. Let it give 10% final damage to close the gap made by attack speed 10 in GMS. Make green and purple potion only usable outside of the boss room. Similar to Sayrams Potion so people don't swap off of purple potion after using origin and gain benefits from both. Removes the headache for the GMS team to do the balancing per class. Let the players decide which potion is best for their class and skill level.

Depending how much Final Damage green potion gives your class and your own ability for damage uptime. You can make a decision for QoL with attack speed 10 vs the new purple potion that gives a flat 10% final damage to bosses.

What are your thoughts?
Fuhreak

Comments

  • StaconaStacona
    Reactions: 2,045
    Posts: 485
    Member
    edited December 8
    Rapid-fire skills are not affected by attack speed increase (the debuff) so the attack speed increase (the buff) essentially does absolutely nothing as a result since it is always at 0 attack speed (or 10 attack speed).

    The only thing positive attack speed (the buff) does for Wind Archer specifically is reduce the action delay on ALL of your skills to make it more fluid to play, but none of the skills would see an increase in overall damage output outside of your main mobbing skill.


    Other thing is that you have 2 damage ranges:
    1: The minimum and maximum damage every attack can do.
    2: The minimum and maximum critical damage every attack that crits can do, which is always a static 30% difference. Your base minimum crit damage is 20% and base maximum crit damage is 50%, crit damage you gain adds on to both values equally; i.e. you gain 100% crit damage, so your crits amplify that attack's damage anywhere between 120%-150% increased damage.

    So your damage output can range between 82.5% - 117.5%, which the average is 100% damage, so 0.3%-2% final damage difference is nothing.

    And you will need to be sitting there for over a million hours doing consistent tests for 1 value then over a million hours of consistent tests for another value and find the average of each test to try to come up with anywhere close to a damage difference, if any. Tell you right now, it is within margin for error range what you showcased here.
  • ryanVryanV
    Reactions: 615
    Posts: 4
    Member
    edited December 13
    Yes. I'm not saying attack speed 10 gives rapid-fire/hurricane classes final damage. If it does its extremely low since it's just the animation of skills shortened. This post has nothing to do with other damage types either. Just focusing on GMS exclusive green potion and how roughly 23 classes gain 5%+ final damage from this highly accessible item. Handful of classes are around 10%+ final damage from its interaction with their attacks through faster combos, gauges filling faster, or procs every x amount of attacks.

    I tried to give different examples with values of final damage gains a rapid-fire/hurricane class might have to make over someone who benefits greatly from AS10 just to compete.

    The 0.3%-2% final damage was just based off of double priming your gear on a cube sale. Which is actually more like 0.2565%~1.118% for an extra 3% main stat or 3% attack. This can cost hundreds of bills in meso... up to trillions for double priming WSE.

    Maple Scouter stat efficiency specific to my character
    7922OGy.png
    LEdKfrO.png

    Another example I gave was boss familiars in comparison to final damage gain. This one is more tricky since it diminishes.
    3eYmpVU.png
    My full rotation BA was just to show how much what percentage/ or final damage my origin does for having a max level origin skill.

    If KMS had green potion then it wouldn't matter as much where they intended classes to be. Even though their balancing is dreadful. It's just crazy that we have such a broken item without our own balancing to compensate for it. That's all the post was intended for. Just Rapid-fire and classes that barely benefit vs the other half of classes that do.
    Fuhreak
  • FuhreakFuhreak
    Reactions: 7,720
    Posts: 1,641
    Member, Private Tester
    edited December 9
    Nexon can actually figure this out somewhat easily by just taking the value of attack speed 8 and attack speed 10, calculate the difference in value between the two for all classes that actually benefit from this, and give whatever the average value is in FD to the classes that do not.

    For example, you calculate how many attacks based on data a character would have made at attack speed 8 vs how many they did make at attack speed 10.
    If the difference is say, 10% more attacks on average, then you get 10% more FD to classes that do not benefit from green pot. You could adjust slightly for each class based on how many skills they have that can be used with attack speed 10 and how much of a difference there is between 8 and 10 for those classes.

    This is an oversimplification and it may need further balancing, but that would be a quick and dirty way to handle it.

    ryanV
  • DaxterbeerDaxterbeer
    Reactions: 7,520
    Posts: 1,078
    Member
    edited December 11
    I think GMS and TMS may had experimented with Attack Speed on hurricane classes. If you recall, we had the Pharaoh's Treasure even and some classes such Archer attack and Pirate's Rapid Fire from skill alter seemed to be affected by Attack Speed. When I was firing bullets on Attack Speed 20, I was firing a solid beam instead of firing a rapid stream of bullets. If they could study how attack speed influences rate of fire for Archers and Pirates, there might be hope in bringing it to the main game's system.

    I am not sure if KMS players would ever get AS 10 or we drop to AS 8 to somewhat normalize us. If we lose Attack Speed, many classes would feel sluggish and we may need to redo abilities where Attack Speed is swapped for something else that may be useful. If KMS adapted Attack Speed 10, they would have a similar confusion, but it would lead to buffs pretty much across the board and Korea's in house team would have a better understanding of it than leaving it to the overseas department.
    FuhreakryanVManBaxz
  • ryanVryanV
    Reactions: 615
    Posts: 4
    Member
    edited December 17
    Making green potion affect hurricane skills will unintentionally buff classes like Mercedes even more. They already benefit from attack speed 10 through faster combos but then their hurricane skills like Irkalla's Wrath and Ishtar's ring is already a large portion of their damage.

    They just need to create a new monster park extreme potion. Some people in the community are talking about wanting a purple potion that cannot be used with green potion. Let it give 10% final damage to close the gap made by attack speed 10 in GMS. Make green and purple potion only usable outside of the boss room. Similar to Sayrams Potion so people don't swap off of purple potion after using origin and gain benefits from both. Removes the headache for the GMS team to do the balancing per class. Let the players decide which potion is best for their class and skill level.

    Depending how much Final Damage green potion gives your class and your own ability for damage uptime. You can make a decision for QoL with attack speed 10 vs the new purple potion that gives a flat 10% final damage to bosses.
  • FuhreakFuhreak
    Reactions: 7,720
    Posts: 1,641
    Member, Private Tester
    edited December 17
    ryanV wrote: »
    -snip- Make green and purple potion only usable outside of the boss room. -snip-

    This sounds fine enough except that 30 minutes on this potion is not long enough, people who solo black mage can easily take over 30m on weaker characters so the base duration of this potion would have to be an hour so that these longer runs are still possible.
    ryanV