MapleStory because kids was stealing from me. Screw those kids! Why are kids such selfish jerks?
There is no excuse to act poorly just because you were treated poorly. You still have free will and the ability to be the bigger person.
It's ironic but you're complaining about yourself here. If you were to steal from someone and then someone else were to complain about how they're only wronging others because they were wronged (by you) then you are just complaining into a mirror.
When a girl lies on you, or tries to scare you in order to mess with you, and manipulate you because you a boy, but wouldn’t do the same thing to a female but in the end, she’s a b*tch. A cowardly b*tch!
No, I wouldn't, because that's not right and just causes the behavior you're upset about to continue. Think about how others feel and don't live your life by trying to make others feel as awful as you.
Seek therapy, get off the internet, go outside, play single player games, anything. Just don't let the bad people in the world get to you and live your life to the best that you can, you only get one. (less)
The wording on this skill is extremely poor, it says earlier in the skill description what it should also say on the damage modification.
"The damage will increase proportional to the … (more)number of continuous damage effects applied to the target."
The skill should read "Final Damage Modifier: +20% for 2 continuous damage effects, +54% for 3" and so on.
To add to this confusion, after mistakenly calling DoT effects "Explosions" in the previous section, the tool tip then says "Max Simultaneous Mist Explosions: 6"
This number is referring to how many clouds you can detonate at a time, NOT the final damage modifier.
This line is correct, the ones that mention FD are misleading.
Testing this for myself, you can see that my damage increases for each DoT effect I have applied.
Starting at 1 (because the cloud itself applies an effect) ending at 6 to showcase that a 6th DoT effect does not affect damage.
My damage with six stacks was actually lower simply because my sample size (25 x 6) was too small to hit the same crit damage modifier that five hit.
Please note that on the following graph and image, actual damage is higher because Fervent Drain is not calculated into the expected FD increase.
Additionally, even though sample data image says "50" on times used per sample set, mist eruption increases by two every time it is cast so the sample size is half what it appears.
Final Damage Increase per Damage over time Stack
Sample Set
The design of F/P is to apply five damage over time effects at all times.
1. Flame Sweep
2. Flame Haze
3. Poison Mist*
4. Megiddo Flame
5. Something Else
The first four skills have DoT effects longer than their CD (Megiddo is 60s not 30s because of Burning Magic in third job)
The 5th skill does not have a 100% uptime option, however given number of options for the last stack it is almost guaranteed to be applied as well.
Poison Chain should not be confused for a DoT effect, despite having a duration each tick of poison chain is considered an attack, not a DoT.
Poison Mist should not be manually cast as Flame Haze auto casts this skill when it hits with a target.
You can still manually cast it if Flame Haze did not hit the boss and you still want to use mist eruption.
Poison Breath should not be used as the other skills should easily make sure you always have 5 stacks.
Side Note: The Skill Oz's Flame Gear obtained from the Cygnus Explorer Skill Questline does NOT work for Fervent drain, however it DOES work for Mist Eruption.
This skill also should not be used since your 5th stack should be applied by another skill anyway. (less)
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. (less)
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 … (more)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.