General

Kanna

Kannas ond the damage chart

Since all the actual dmg charts are a copypaste of the kms ones, which place kannas would hold in them?

also .. another question, wich range to solo magnus normal? cuz im sittong on 300k range 100%~ 68%def red, and its really hard, havent managed to kill him -_-

March 12, 2015

9 Comments • Newest first

StolenProperty

@Elufu: Yeah, I remember playing pre-Unleashed, people were adamant that Mercedes had the highest DPS since they had the highest hits/s, but then all of a sudden people were using %/s charts and I came back wondering what had happened. I assumed the same thing, but I was left confused as to why people were still using %/s charts, especially since capping 50m lines isn't as hard as before.

I think the people who look at (and put stock in) DPS/DPM charts are those who cap (or plan on capping in the future), because they want to select the top classes, confident that they'll have the DPS to be able to take down certain bosses. With that being said, maybe we could create an updated hits/s chart of all the classes, since it should be possible to cap with most, if not all of the viable skills used for bossing.

You also mentioned scaling damage in terms of funding -- for the average player, this is a far more useful metric as opposed to %/s or hits/s. Though, I can see how calculating this would be a pain, given that prices of equipment depends on a variety of factors. But since the new level 140 set was released, and Spell Traces are becoming more and more viable, do you think that creating a "baseline-chart" or something along those lines be feasible? You would assume that everyone uses the 140 set (which is basically free), perfectly scrolled their equipment with Spell Traces (which isn't THAT difficult), and then fully enhanced everything with Star Force (hey, stranger things have happened), but I think this would be the most "fair" way to determine a class' range given x amount of funding.

Regarding your point on people undervaluing the class, I predict that we'll start seeing a lot more Kanna players, especially since I've noticed that @xXMCheifXx is now streaming his Tower of Oz runs as a Kanna. And plus, Fafnir Fans are way more accessible now that Chaos Vellum drops the weapons for the Sengoku classes, so the prices will only deflate in time (RIP back when paying 3b for a Faf Fan was normal).

Reply March 13, 2015
Elufu

@StolenProperty: Just to provide a background on the history of Maple's damage ranking charts, prior to the Unleashed patch(when the damage cap was raised from 999,999 to 50,000,000) the max damage/s (or hits/s) was the most common way to rank the classes in maple in terms of damage output.

Hitting 1m lines was becoming relatively easy and it was common sense to rank classes as you have suggested. However when the Unleashed patch hit, all that changed. There was no gear or method at the time to achieve 50m lines and what became more important for maplers is the %/s of the class.

At this time JoeTang was very active in terms of calculating the %damage/s output of each class and these were regularly updated but over time even this 50m per line threshold has become achievable. (and this is also around the time where he had stopped updating his %/s calculation tables.)

Nowadays it's probably more relevant to use a hits/s chart than a %/s chart as you have suggested but %/s calculations/breakdowns are still useful in terms of working out damage efficiency (for classes that use various skill combinations) and unfunded players who ... probably will not see the day of hitting 50m lines.

Now in terms of Kanna calculations, in simple terms they scale heavily almost exponentially(not literally) on funding. They are VERY funding efficient classes once they break a certain point and with 2 binds I honestly feel people under value this class way too much except for the fact that they are very glitch/bug prone.

@loxiona: (also a little history on your findings) In the past, JT provided a explanation why he doesn't incorporate weapon multipliers (and this is what I follow with my calculations as well). The original intent of weapon multipliers was to balance out the attack differential of weapons but unfortunately this isn't all relevant anymore with all these new types of weapons, ease to acquire attack etc etc. But as you have suggested %/s is best interpreted with the assumption that every class has the same range (which isn't) and that's why some (to my knowledge just JT and maybe a handful that follows his steps) don't include weapon multipliers.
_____
[i]Gosh... I've clearly played this game for too long[/i]

Reply March 13, 2015 - edited
loxiona

@StolenProperty: yea. Ranking dps charts basically Interpret it in the sense that range is pretty much the same across all jobs. Note that to reach this point, they include buffs that affect range in these %'s as well, which is why i say "range". The problem with kannas buff is that it doesnt give a set amount of %m.att for all kannas like a normal buff. It varies significantly, so saying a kanna's %'s is x is not really correct in the context of comparing %'s from other classes.

edit: to add, in the context of a kanna trying to calculate their range, I agree that there is no problem with multiplying range by a low %'s. However, I don't believe it is fair to use this %'s to rank them against other jobs.

Reply March 12, 2015 - edited
StolenProperty

@loxiona: Okay, so correct me if I'm wrong, but from what I understand after reading your explanation, DPS/DPM charts actually measure how much damage you do, as a function of your range (ie. how well the class' damage per unit time scales with a range increase), so it's not really accurate to use the %'s to rank a class' damage output (and these DPS charts should really be called %/s charts, which is pretty useless when comparing 2 classes' actual damage outputs).

Now assuming that I got the first paragraph right, you're saying that the issue with Kannas is that since their ranges are heavily inflated, it appears as if their actual damage output isn't as high. But I don't see why this would be an issue, since that's not what comparing %'s on a DPS/DPM charts really represents. The underlying problem is that a majority of the MapleStory population seems to think that ranking high on a DPS/DPM chart (which is actually a %/s chart) means that their damage output is higher. However, it doesn't take into account how easy it is to attain a higher range (especially since the 2m-2m cap is only visual), since, Haku's Blessing easily can double one's range.

Thus, in order to actually rank classes based on damage output, the solution would be to create charts that actually measure a theoretical Damage Per Second. This would be done by assuming that every single hit caps (or find the max possible damage for a given skill, if it's impossible to cap with), and then calculating the max possible damage per unit time (taking into account hits per unit time) that class can do, and using that value to rank the classes instead (unless this metric already exists)?

(thanks for putting up with my questions)

Reply March 12, 2015 - edited
loxiona

[quote=StolenProperty]Couldn't we just calculate %'s with the best possible stats on a secondary fan (ie. Prime scrolled Fan with 1 star transposed onto SW, then 15 star enhanced)? I mean, DPS/DPM charts already make the assumption that the target is stationary (so that the best theoretically possible DPS output is being achieved), so shouldn't the same apply for a Kanna DPS calculation? Then again, I'm not too clear on the details for how DPS calculations work with the whole %'s multipliers.[/quote]

What you are supposed to do (in JoeTangs charts anyway) is multiply your "range" against the %'s to see your dps. However it's not really quite clear anymore what people are including and not including in these %'s anymore. For instance, the weapon multiplier is sometimes left out and left for you to calculate in the "range" part, and sometimes it is included in the %'s.

Reply March 12, 2015 - edited
StolenProperty

[quote=loxiona]ive heavily criticized 'dps charts' in the past, mostly because they use incorrect mechanics for kannas. You will often find kannas at the bottom of older dps charts because of this.
The problem with kannas is that a lot of kanna's dps is dependent upon a single buff that is dependent upon a piece of equipment (a second fan, and dps charts avoid equips) because of this, dps charts would need to have their %'s account for this to be fair.[/quote]

Couldn't we just calculate %'s with the best possible stats on a secondary fan (ie. Prime scrolled Fan with 1 star transposed onto SW, then 15 star enhanced)? I mean, DPS/DPM charts already make the assumption that the target is stationary (so that the best theoretically possible DPS output is being achieved), so shouldn't the same apply for a Kanna DPS calculation? Then again, I'm not too clear on the details for how DPS calculations work with the whole %'s multipliers.

Reply March 12, 2015 - edited
loxiona

ive heavily criticized 'dps charts' in the past, mostly because they use incorrect mechanics for kannas. You will often find kannas at the bottom of older dps charts because of this.
The problem with kannas is that a lot of kanna's dps is dependent upon a single buff that is dependent upon a piece of equipment (a second fan, and dps charts avoid equips) because of this, dps charts would need to have their %'s account for this to be fair.

Reply March 12, 2015 - edited
Conceit

When I was 2-2.5 m range it took me 2 bind rotations to kill normal mag. This assumes that during the entirety of the stun you are attacking under bellflower. At 4m range now it takes me 0.7 bund rotations (entire duration of first 20s and about 5-7 seconds into second)

Reply March 12, 2015 - edited
SayNo2Physics

You can probably do it at that range if you just wait for bind then attack, but it's going to be close with the time limit,
but 600-700k should definitely be enough

Reply March 12, 2015 - edited