General

Maplestory Devolution

Re-Evolution 2.5

This is an overhaul idea without any skill changes, except scaling damage %s. Extracted from my latest ideas to improve the possibility of open world PvP.

[b]Ratios[/b]
Strength : Attack, unchanged
Strength : Defense, 1:3
Strength : Magic Defense, 1:1
Strength : Accuracy, 1:0.3

Intelligence : Magic Attack, unchanged
Intelligence : Magic Defense, 1:2
Intelligence : Magic Accuracy, 1:1
Intelligence : Magic Avoidability, 1:0.3

Dexterity : Attack, unchanged
Dexterity : Accuracy, 1:2
Dexterity : Magic Accuracy, 1:2
Dexterity : Avoidability, 1:0.3

Luck : Attack, unchanged
Luck : Avoidability, 1:2
Luck : Magic Avoidability, 1:1.3
Luck : Magic Accuracy, 1:1.3

Damage Range:
Mastery ~ Base Weapon Att * Weapon Multiplier
Ex: 70% Mastery ~ 208 * 1.49 Spear = 217~310
Damage additions are from base damage range, then added to the full damage range.
Attack additions are added to base att.
Ex Damage: Dark Impale 200%x5, 217~310, 310 * 2 = 434~620 + (60% damage buff, 0.6 * 310 = 186) = 564~806 x5 on 6 mobs.

Defense/Magic Defense: (maxed at 9000)
X% damage/magic damage ignored when hit = Defense * 0.01

Accuracy/Magic Accuracy: (maxed at 4500)
X% chance to ignore enemy evasion = Accuray * 0.02

Avoidability: (maxed at 4500)
X% evasion rate = Avoidability * 0.02

[b]Other Changes[/b]
All enemies no longer have a miss rate based on level, all enemies can be accessed by players of any level, however accuracy is a great tool against enemies with high evasion.

All areas that require the player to be a certain level now have this feature disabled. Players of any level can adventure in any area, so long as they can survive (damage is scaled to a point where anybody over Lv.50 has a survivable chance with higher monsters).

Mobs have player-like stats to provide accuracy, defense, magic defense, avoidability, etc.

PvP is open in channels 19 and 20. No alterations to damage. Players are mobs. Party members have friendly fire turned off. A guild skill (or beginner skill) can be turned off to toggle friendly fire on guilds.

**If the following feature concerns you, comment it and why.
All % damage on skills are halved (imo, high numbers are unnecessary).
Ex:
- A skill with 500% on 6 mobs will be reduced to 250% on 6 mobs.
- A skill with 500%x2 on 6 mobs will be reduced to 250%x2 on 6 mobs.
- Whether skills that give % damage will be halves is debatable.
** Whether % damage on equips would be halved is debatable.

_____________
How is it?
Comments!

April 4, 2014

6 Comments • Newest first

GoXDS

imo, the whole dmg output and Bpss HP burgeoning out of control wasn't a great move. things are either no challenge or ridiculously difficult for the average player so it would be nice if everything scaled down. so I'm ok with these changes, even if the changes are a bit obscure.

the changes to avoid will likely require changes to every class with Avoid and whatnot.
how do stats factor into the dmg formula? your new formula left those out which is why I was confused the first time.

Reply April 5, 2014
Bustermode1

Nexon should also De-evolve the UI by 1 update

Reply April 4, 2014
2KLeaves

[quote=GoXDS]some of these descriptions are very vague, making understanding difficult. especially with the dmg range. can't really comment because of that[/quote]

Provided examples with calculations.

Reply April 4, 2014
GoXDS

some of these descriptions are very vague, making understanding difficult. especially with the dmg range. can't really comment because of that

Reply April 4, 2014
2KLeaves

[quote=Castrius]i liked everything up to the point in which damage was reduced. I dont think anyone here would like losing their damage, plus then everyone would have around the same damage with the same range and would ruin the use of different classes[/quote]

EVERYONE has their damage reduced. It really does nothing except the allowance of PvP, so the damage would not be above 50,000.
But hey, this feature isn't too necessary. The damage range formula is good enough.

Reply April 4, 2014 - edited
Castrius

i liked everything up to the point in which damage was reduced. I dont think anyone here would like losing their damage, plus then everyone would have around the same damage with the same range and would ruin the use of different classes

Reply April 4, 2014 - edited