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OdysseyTwo

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OdysseyTwo
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March 24, 1996
  • Finish the "Active to Passive" Resolution

    AKradian wrote: »
    OdysseyTwo wrote: »
    Hero
    Combo Attack - When would you ever NOT turn this skill on?

    When you're just socializing in town and don't want those red spinning orbs around you - or, worse, around a seemingly random part of your chair or mount.
    Or when you're doing a tricky jump quest and want as few visual distractions as possible.
    (In fact, people have asked to be able to hide Lumi's orb, Cannoneer's monkey, Kanna's Haku, and Evan's Mir, for the same reasons).
    Maybe an additional rule can be added to your list of when a skill can't be fully passive: when it has a visual effect.
    latest?cb=20160909141244
    Wild Hunter's Feline Berserk, Wind Archer's Albatross's cape, and now Luminous's Eclipse and Equilibrium's face change can have their visual effects toggled on and off by right-clicking their skill icons in the Skill Inventory. So a solution to the visual effect rule is making all visual effects from buffs toggleable by right-clicking their skill icons in the Skill Inventory.
    AKradian wrote: »
    OdysseyTwo wrote: »
    Explorer Magicians
    Magic Guard - How come Luminous and Blaze Wizard's Magic Guards get to be passive, but this doesn't?

    Possibly a leftover from the time when MP potions were expensive, and skills took a lot of MP, so mages - especially of the Cleric branch - sometimes preferred to take the full hit to HP and not lose MP.
    But don't mages have a very low health pool?
    AKradian wrote: »
    I am not as familiar with the other classes you list, but I think that in general, the skills that were made into toggles instead of passives, have some rare situation when you would want them off. I think the solution to that is: The game should preserve the state of toggle buffs when you die or disconnect. If it can remember exactly how many seconds were left on a skill cooldown when you disconnected, then surely it can remember whether your toggle skill was on or off.
    I remember that you said the reason why some skills are toggles instead of passives is because of Chaos Pierre. But I have a solution to that. Skills that don't trigger Damage Reflection shouldn't trigger same-hat-color-Pierre's healing. In other words, make Pierre's healing effect follow the same logic as DR. Attacks to Pierre that matches his hat color with yours would normally heal him, but if an attack that cannot trigger DR hits him, his healing effect should not happen.
    Beef
  • Override Community Concerns & Reported Issues

    All the skills that function in macro abnormally have one thing in common. They are all Party Buff Skills. So this implies that Paladin's Combat Orders, Buccaneer and Thunder Breaker's Speed Infusion, Mihile's Rally, Luminous' Photic Meditation, Wild Hunter's Call of the Wild, and all Maple Warrior Variants are also having this issue.
    JettLuvsU
  • Unmentioned Changes Checklist

    Another large GMS update, another chore of having to check all changes that weren't mentioned in the patch notes. Since the patch notes mention Story Mode Lucid being added, it is possible that some other changes from the Arcana portion of Beyond AKA Override are added as well. Some of the following changes may instead get added in the Venture portion of Override.

    Wonder Winter
    • Dream Breaker
    • 5th Job Advancement's Arcane Stone cooldown has been decreased from 8 hours to 4 hours.
    • Finishing 5th Job Advancement now rewards you 5 Nodestones. (For the first 2 months of this update, characters who have finished the 5th Job Advancement prior to Override must talk to the Record Keeper to receive the 5 Nodestones.)
    • Characters who are out of combat will now be excluded from the party experience bonus and distribution.
    • When you unequip any Angelic Blessing Ring or any Sylph Ring, the buff will now be instantly cancelled.
    • Monster Collection Exploration Changes
    • {Characters level 33 or lower will no longer be able to use the Exploration.
    • The time to get a Trifling Exploration Box is now 1 hour.
    • The Silver Potential Stamp from exploration boxes is now fully untradeable.
    • The "Start Exploring" confirmation pop-up now shows rewards.
    • Exploration boxes no longer give Mesos.
    • When you receive an exploration box, it now gets opened up preemptively.}
    • Skill Changes
    • In Reboot World, Nodestone drop rate has been increased and Fatigue limit has been increased from 200 to 300.
    • In Magatia, you no longer need to wear the Alcadno’s Cape/Zenumist’s Cape to accept certain quests, Homunsculo and D.Roy’s spawn rates have been increased, and when you complete all of the quests in Magatia, you will receive a medal.

    Evolve
    • In Lion King's Castle, certain quests' number of items required has been reduced, the drop rates of the required items have been increased, and the number of monsters summoned in certain maps in the Lion King’s Castle has been increased.
    • In Crimsonheart Castle, you can now proceed with later quests even if you do not complete the minigames, after completing the minigame related quests, you can now replay them once per day, and certain monsters have had their health and experience changed.
    • In Golden Temple, the starting level is now level 130, the area’s monsters’ stats have been adjusted to match the changed level, quest completion requirements and rewarded experience have been adjusted, and certain maps’ terrain have been changed and the number of summoned monsters has been increased.
    • The Monster Collection window can now only be opened after reaching level 10. However, you can still register monsters before that.
    • Skill Changes

    Union
    • In Kritias, the starting level is now 170 and the area’s quest monsters’ stats have been adjusted to match the changed level.
    • In Vanishing Journey, Extinction Zone's recommended Arcane Power is now 40, Cave of Repose's recommended Arcane Power is now 60, and all monsters' HP and experience have been decreased by 40%.
    • The Critical Rate and Critical Damage stats in the Character Stat window have received their own lines. In addition, Critical Damage now shows 2 decimals.
    • Skill Changes
    • {When you use Bat Swarm or Phalanx Charge, other characters will now be able to see if you switch directions.
    • Dark Knight’s Evil Eye will now teleport to you if your character moves a certain distance away while it is in Evil Eye of Domination state.
    • Bishops can now use Mana Overload while in the Righteously Indignant state.
    • Buccaneer’s Lord of the Deep‘s Energy consumption has been changed to only consume 150 Energy (30 Energy if fully charged) when it hits an enemy.}

    Arcana
    Mystical Forest Arcana will be added in the Venture portion of Override.
    • Fantasy Theme World has been updated.
    • A shortcut key and a help icon in the UI for Maple Union have been added.
    • Dream Breaker has been added to the Maple Guide.
    • During Omega Sector‘s infiltration mission, you will now be moved to the starting point instead of dying if you are seen by the camera.
    • Omega Sector’s boss OMNI-CLN will no longer be affected by knockback skills.
    • The 360 Arcane Power maps in Vanishing Journey have had their recommended Arcane Power decreased to 80 and the corresponding monsters’ stats have been decreased, while the 360 Arcane Power maps in both Chu Chu Island and Lachelein have been removed.
    LilyflowerDarkPassenger
  • Stuff for next ‘A Better Maple’

    OdysseyTwo wrote: »
    Wait, what do you mean by "Node Board"? I thought nodes are fully untradeable, which is what made me put this suggestion, but they are actually shared across all your characters in the same world?
    The "Node Board" is where all the passives and active nodes go to after you open a nodestone, or craft a node. That is completely separate per character. They are NOT tradeable either, they can only be upgraded or disassembled. Disassembling nodes will produce a certain amount of node shards that are bounded per character and NOT tradeable either.

    Nodestones dropped by monsters are only tradeable within account. That means you have no idea what node they are before opening it.

    Nodestones crafted through node shards are fully tradeable. Again, that means you have no idea what node they are before opening it.


    Okay, so I was right that Nodes are fully untradeable, which means what HoneyWater said was WRONG, and AKradian saying "Where did you get that idea?" must have been to HoneyWater and not me. Which means my suggestion is still fully valid, but a tweak to my suggestion would have to be made due to Open Advancement. This adjustment would say: "If your class is eligible for Open Advancement, Nodes for classes you are able to change into will NOT be auto-disassembled."
    JettLuvsU
  • New Nova Thief

    The first thing that came to my mind after seeing Cadena's skills was:
    "Die monster. You don't belong in this world!" - Richter Belmont
    Because Cadena's main attack skill totally reminds me of Castlevania.

    While Chain Arts: Chase gives me a Bionic Commando feeling.
    JettLuvsU