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Jett's Starline skills weaker than they should be

BelloPallyBelloPally
Reactions: 1,905
Posts: 99
Member
edited February 2018 in Bug Reporting
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As shown here, each Starline skill's damage after learning all of Jett's skills should be
Starline One: 420% * 3 = 1260%
Starline Two: 420% * 2 = 840%
Starline Three: 400% * 3 = 1200%
Starline Four: 470% * 3 = 1410%

Besides Starline Two, all Starline skills have similar damage values. Assuming 1260% = 1, the damage ratio between the Starline skills is approximately 1 : 0.5 : 0.95 : 1.1.

Well, at least it should be. I'm writing this post because it actually is NOT.


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As I was observing my Battle Statistic data, I found that Starline Four's damage was significantly higher than others. It was nearly 1.5 times stronger Starline One, when it should be only 1.1 times stronger. All other Starline skills did not deviate from the ratio written above. This means that either

1. Starline Four is more powerful than it should be, or
2. Other Starline skills are weaker than they should be.

Well then, which theory is correct? Let's find out.


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For nice and fair results, I removed all my nodes before this 'experiment'.


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First I must calculate 1% of my damage. I used Stellar Impact, Starforce Salvo, and Strikeforce Showdown for my calculation. That way there's less chance of getting a misleading value.

(All values are rounded to nearest whole number)

Stellar Impact, as shown above, has 200% * 3 damage. Dividing 42,799,451 (Average Damage) by (200*3) yields the value of 71332.
Starforce Salvo, as shown above, has 300% * 1 damage. But since I learned Starforce Salvo-Reinforce, it's actual damage is 320%. Dividing 23,175,190 by 320 yields the value of 72422.
Strikeforce Showdown, as shown above, has 420% * 10 damage. Dividing 297,345,501 by (420*10) yields the value of 70797.

All of the values are pretty close to each other, so I can safely assume that their average, 71517, is approximate 1% of my damage.

Then the expected value of each Starline skill's damage should be
Starline One: 420 * 3 * 71517 = 92,256,930 = 92 million
Starline Two: 420 * 2 * 71517 = 60,074,280 = 60 million
Starline Three: 400 * 3 * 71517 = 85,820,400 = 86 million
Starline Four: 470 * 3 * 71517 = 100,838,970 = 101 million

Let's see if the actual values match the expected values.


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% Error = [(Expected value - Actual value) / Expected value] * 100

Starline One: [(92,256,930 - 67,479,035) / 92,256,930] * 100 = 26%
Starline Two: [(60,074,280 - 47,588,666) / 60,074,280] * 100 = 21%
Starline Three: [(85,820,400 - 62,016,930) / 85,820,400] * 100 = 28%
Starline Four: [(100,838,970 - 95,624,139) / 100,838,970] * 100 = 5%

Besides Starline Four, all other Starline skills are off of their expected values by at least 20%. Meaning that Theory 2 is correct - other Starline skills are weaker than they should be.

I wouldn't post this if those skills aren't that important to Jett, but unfortunately they are. Starline One and Two are few of Jett's skills that could be used while jumping, so they are frequently used in mobbing.

This glitch is critical to Jett. Please fix this issue as soon as possible.
1DMG

Comments

  • 1DMG1DMG
    Reactions: 1,390
    Posts: 36
    Member
    edited June 2019
    I had just made a thread last week about this bug and now have just discovered this long lost bug report, which empirically proves its existence.

    http://forums.maplestory.nexon.net/discussion/comment/95480#Comment_95480

    Why has this bug not been fixed or even acknowledged?


    Jett is one of the weakest classes in the game if not the weakest.
    Please get this bug fixed.