[New Users] Please note that all new users need to be approved before posting. This process can take up to 24 hours. Thank you for your patience.
Check out the v.255 - The Dark Ride: Ride or DIe Patch Notes here!
If this is your first visit, be sure to check out the Forums Code of Conduct: https://forums.maplestory.nexon.net/discussion/29556/code-of-conducts

OdysseyTwo

About

Username
OdysseyTwo
Joined
Visits
4,359
Last Active
Roles
Member, Private Tester
Points
2,850
Badges
20
Posts
226
Birthday
March 24, 1996
  • Create a 5th job skill!

    First of all, this thread should be in the Suggestions category. And secondly, I have a complete list of 5th Job Skill suggestions containing one for each class in the game in the works, and I'm giving you a sneak peek of it!

    Class: Mechanic
    Skill Name: Mech Self-Destruct
    Two words.

    Description: Set your mech to self-destruct and eject out of it. How it explodes is based on your current mech form. You cannot use skills for 5 seconds when you cast this skill, but after that, Checky delivers you a fresh new mech in the form of your previous mech. Can deal damage to enemies with Attack Ignore or Attack Reflection effects.
    Level 25: Consumes 1000 MP. This skill can only be used while in Humanoid Mech or Tank Mech. Cooldown: 45 seconds.
    [Humanoid Mech] Explodes 3 seconds after you eject, dealing 3000% damage 5 times on up to 15 enemies with an additional 100% critical rate and 100% defense ignore in a large explosion. Final Damage is increased up to 100%, based on how close the enemy was to the epicenter. Can be used during Mechanic Dash or Rocket Booster to launch it forward or upward respectively.
    [Tank Mech] Thrusts forward and explodes 2.5 seconds later or when it collides to an enemy or a wall, dealing 3000% damage 10 times on up to 8 enemies with an additional 100% critical rate and 100% defense ignore in a small explosion. Final Damage is increased up to 100%, based on how close the enemy was to the epicenter, and the collided enemy takes an additional 50% Final Damage.
    The Tank Mech Self-Destruct pays homage to the Metal Slug.
    giphy.gif -> 200w.gif
    MageOfBattles
  • Give Enhancement Nodes better milestone buffs

    When 5th Job was first being implemented in KMS, there was a level 50 Enhancement Node bonus that gave 20% Boss Damage to an attack skill, but it got scrapped in the official release. So while I agree about updating Enhancement Node milestone effects, what I'm primarily suggesting is to add unique level 50 milestone effects, but I also might as well include some changes to existing milestone effects, so that maxing out your enhancement node skills would feel much more rewarding. But suggesting new bonus effects for each class in the game would take too long for me to make, so for now, I'll just focus on my main class, Kinesis.
    • Kinetic Crash - 50: Kinetic Shift = Now pulls enemies toward you. (Graphically, the first pulse would push enemies, then the second pulse would pull them toward you.)
    • Kinetic Piledriver - 50: Metal Shockwave = Metal objects from Ultimate - Metal Press now persist for 3 seconds. During that time, you can cast Kinetic Piledriver with the metal object in range to create a shockwave that has the same number of hits and max targets as Ultimate - Metal Press and deals 80% of Ultimate - Metal Press's Final Damage. Each metal object can only create one shockwave. (The shockwave has the same attack range as Mental Shock.)
    • Psychic Drain - 50: Prolonged Drain = Now lasts 20 seconds.
    • Psychic Assault - 50: Condensed Force = Damage Over Time interval is now 0.5 seconds.
    • Kinetic Combo - 50: Infinite Combo = Ultimate type skills, Psychic Force, Psychic Shot, Psychic Drain, and Mental Tempest can now activate Kinetic Combo.
    • Psychic Clutch - 50: Extra Grab = Psychic Clutch now grabs 1 additional enemy, adding an extra hit to Psychic Smash and an extra projectile for Ultimate - Psychic Shot, which no longer costs Psychic Points, but also gets a 3 second cooldown.
    • Mind Break - 20: Longer Wavelength = Attack range is increased by 40%, 40: Increased Frequency = Final Damage boost now lasts 40 seconds, 50: Higher Amplitude = Final Damage boost cap is now 30%.
    • Ultimate - Metal Press - 50: Double Press = Now drops an extra metal object behind you, but Psychic Point Cost is increased to 12. The two metal objects have separate Target Limits from each other. (Can be toggled by double-clicking the Ultimate - Metal Press Boost icon.)
    • Ultimate - Deep Impact - 40: Weakened Resistance = Enemies hit resist the buff removal effect for only 90 seconds now, 50: Deep Crash = Enemies hit will now be blocked from receiving new buffs for 20 seconds, in addition to suffering the buff removal effect.
    • Ultimate - Trainwreck - 50: Latest Model = Damage no longer decays and now lasts 15 seconds.
    • Ultimate - BPM - 50: 360 Barrage = Now attacks in 360 degrees, but attack range is decreased by 50%. (Can be toggled by double-clicking the Ultimate - BPM Boost icon.)
    • Mental Tempest - 20: Mental Pick-me-up = Now also resets the cooldown of Psychic Charger after casting, 40: Echoing Blows = After casting, now deals an extra Final Blow at every 30 second mark of the cooldown, 50: Raining Metal = For the first 60 seconds of the cooldown, all attacks now have a 50% chance to deal 300% damage to a single enemy with a projectile.
    • Mental Shock - 20: Mental Collapse = You now gain 10% Final Damage when attacking bound enemies, 40: Frequent Traumas = Cooldown is now 150 seconds, 50: Total Breakdown = Bind now always lasts 20 seconds.
    foussiremixSlicedTime
  • I'm gay, but apparently I'm in love with Cassandra

    JPG0809 wrote: »
    I would actually like to hear what they say when you play as a female character.

    Inkwell.
    JPG0809
  • Make all counterattack skill use your damage range

    The problem with counterattack skills is that they usually use the amount of damage you received to determine how much damage they deal. In the Arcane River, pretty much all normal enemies have health in the millions and deal about 1000-6000 damage, if you haven't exceeded the Arcane Force requirement by at least 50%, and most counterattack skills use that amount of damage received and multiply it by 5-15 to deal damage whose numbers cannot ever reach 7 digits.

    To make counterattack skills viable, they should all use your damage range instead of damage received. For example, when a Hero with Rage active takes damage, what should happen is, a random number from the damage range is taken, and then that number is multiplied by 5 to get the amount of damage dealt to the attacker, regardless of how much damage was taken. This way, counterattack skills will become a very nice damage boost in mobbing.

    Dark Knight's Revenge of the Evil Eye, Cannoneer's Counter Crush, Aran's Body Pressure, Xenon's Aegis System, and Hayato's Eye for an Eye are all counterattack skills that already use your damage range instead of damage taken.
    The remaining counterattack skills in the following list should use your damage range instead of damage taken:
    Hero's Rage
    Marksman's Arrow Illusion (When the arrow is hit)
    Night Lord and Shadower's Dark Flare
    Phantom's Vol D'Ame
    Mechanic's Perfect Armor
    Demon Slayer's Vengeance
    Kanna's Haku Foxfire
    Tower of Oz's Reflective Ring skill
    Damage Reflection Potential

    Side note, Cannoneer's Counter Crush and Demon Slayer's Vengeance should be changed into toggle skills, because Counter Crush being passive can often unintentionally draw aggro, while changing Vengeance to a toggle would make it easier to deactivate than having to mouse-over the buff icon and then right-clicking it. While Hero's Rage should have its Damage Reduction effect passive, and its Counterattack effect toggle-able by right-clicking its skill icon in the Skill Inventory.
    DarkPassengerRolls
  • Marvel Machine

    July wrote: »
    18.8
    Get ready, because the Marvel Machine is returning on August 18 at 11:00 AM PDT (2:00 PM EDT / 8:00 PM CEST / 4:00 AM AEST on Aug. 19)!

    Get your hands on NEW items such as:

    Firestarter Ring
    Animal Crystal Ball Chair
    Blazing Lotus Chair
    Pink Bean Ice Cream Umbrella
    Fire Engine Chair
    Gondola Pair Chair
    100% 15-Star Enhancement (Lv. 150)
    100% 15-Star Enhancement (Lv. 160)
    Lv. 160 AbsoLab equipment
    July