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Check out the v.255 - The Dark Ride: Ride or DIe Patch Notes
here!
Hyper Stats was a very welcome addition because it replaced the underwhelming Stat Hyper Skills, but most of the Hyper Stats are to increase a character's offensive stats. There needs to be more defensive Hyper Stats as well as some others.
Update to Stance: +2/4/6/8/10/12/14/16/18/20% (max level 10)
Damage Absorption: +1/2/3/4/5/7/9/11/13/15% (max level 10)
All Stats: +5/10/15/20/25/30/35/40/45/50 (max level 10)
Max Speed: +2/4/6/8/10 (max level 5)
Elemental Penetration (Ignores a portion of a monster's resistance and immunity to elements): +1/2/3/4/5% (max level 5)
Potion Recovery: +3/6/9/12/15% (max level 5) Does not apply to percentage-based potions.
Death Ignore Chance: +1/2/3/4/5% (max level 5)
MP Cost: -3/6/9/12/15% (max level 5)
Skill Cooldown: -1/2/3/4/5/6/7/8/9/10% (max level 10) Does not apply to Hyper Skills.
Buff Duration: +2/4/6/8/10% (max level 5) Does not apply to Runes or Hyper Skills.
Summon Duration: +3/6/9/12/15% (max level 5)
Comments
And even then, around 1/2 or so of these are "pretty much useless" in today's maple. Like if % potion heal increase won't apply to power elixirs, then does anyone even care about the existence of that stat? And even if it applied to power elixirs, it wouldn't matter in most situations because its a 100% heal (thinking of healing outside of magnus blue aura for example of a situation where its not 100%)
Do elements even matter in the game as it is / why do elements still exist if its still poorly explained and uncommonly used?
Since all the bosses are resistant to every element equally, it kind of doesn't really matter what element your attack is, as far as bossing goes. This is probably a limitation of how our element system currently works, there's only 4 possible interactions, either it's weak to (double damage), neutral to (normal damage), resistant against (half damage), or immune to (you deal 1s). I guess Pokemon has the same system of interactions and it seems to work for them, but we have fewer elements, and since they removed Elemental Composition for F/P and I/L and dual charging for Paladins, there's no concept of dual elements (which were different anyway, it was just half and half rather than both, so the maximum damage multiplier was just 2x rather than 4x), and monsters don't really intrinsically belong to certain elements, their elemental properties are just encoded as a list of interactions, for example, Ice Drakes don't belong to the "Ice" element, it's just a list that says it's weak to fire, resistant to ice, and neutral to everything else. It's kind of the same thing, but it opens up the possibility of monsters being weak to one element and not resisting the "opposite" element.