ShiraokaJinja #General Talk

General

Bossing vs Merching for Mesos I'm sitting at 1m range right now but I'm missing a heart, pendants, 4 rings, shoulder, eye accessory, badge and emblem. Will buying ~15% intermediate items to boss with be faster than merching to accumulate another 100b (I'm merching with 70b (pure+partial value of merchandise) right now) to deck out in endgame 27%+ equips? If I do boss, what type of bosses are profitable now and how much could I profit per week? EDIT: I guess I'll just stick to 'keep calm and carry on'

General

I lost 50b in 1 Month on 2 Consecutive Bad Cubing Runs I bought a mix of 200 something red and black cubes for the February hot time, no tier ups :~( Two weeks later, I used [b]15000+[/b] RED coins for (~300) RED shop cubes on another cubing streak when RED coins were 2m:1 and [b]NO TIER UPS AGAIN[/b] >.< EDIT: I had a typo. I used over 500 cubes total actually. I actually calculated the odds of 'failing' the first run to be about 13% assuming a 1% tier-up rate, and about 8% failure rate for the 2nd run, so the chances of this unlucky streak is approximately 1%-- the 1% you don't want to occur I heard that Nexon increased the chances of tier ups a few weeks ago, is that true?

General

Never Procrastinate in Maple This anniversary, I blew up about 20b worth of gear after I ran out of leaves :3 Not to mention, all 95 of my 50% unique pot scrolls expired during finals, and I had 45 SW tattoo and glasses waiting for those too Oh well, it's just a total of several dozen bil at most, I've lost more a few times and got over it before :3 EDIT: Unlucky this year, so far, I lost a little over 100b, which was all my profit since the start of 2014 :~( :~( :~( :~( :~(

General

Mapler Damage follows a Power Law Mapler DPS follows a power law: [b]DPS(n) = current DPS x 5^n[/b], where n is number of years from current. In 2011, my bishop did 2m dps In 2012, my Phantom did 11m dps In 2013, my AB did 50m dps In 2014, my Merc does 250m dps I see a pattern in here o.o The 50m damage cap will become obsolete in log(50)/log(5) ~ 2 and a half years since we raised the damage cap last summer (2013) --Winter 2015-2016, or the winter after this winter's update. Even if Nexon raises the damage cap to int_max, we'll hit the ceiling 2 and a half years after that again o.o Does your DPS follow the pattern too [increase by power of around 5 per year] ?

General

How Can Nexon Combat Inflation? After raising the discussion in [url=http://www.basilmarket.com/forum/2862977/4#comments_list]this thread[/url], we came up with a few ideas to combat inflation: 1) [b]Reduce the number of mesos[/b] each mob drops to a fraction (ie 1/4 for higher level mobs, scaling to 2/3 for early mobs) -The scaling is so new players aren't unable to purchase potions, travel, etc. -Make mobs drop [b]untradeable [/b]potions often so legit poor players don't have to spend too much to repot -Make chairs heal hp/mp by %age and at a faster rate (maybe like 2% every second for the cheapest types, 10% for the best) to make them actually useful, or even provide a damage taken reduction/avoidability buff for a few minutes after sitt

General

Buy or not to buy? Should I buy a 27% dex superior gollux earring for mesos (undisclosed amount) right now, or continue merching with my mesos? [b]How rare is this opportunity to buy such endgame equip using pure mesos[/b] (i.e. once every 6 months)? I have about 25b pure and 110b in stuff I'm merching with right now, and ideally, I would like to invest at least 200b into additional gear before I start bossing. [url=http://www.basilmarket.com/forum/2862928]based off this thread[/url] EDIT I plan to only purchase gear with mesos and ingame items too.

General

Should Nexon Increase Meso Cap? It has been a year and a half since Nexon increased the meso cap from 2,147,483,647 to 10b. Since then, the meso has lost 3 quarters of its value (as in the nx/$ rate went up by 4 times against the meso), meaning 10b today is only worth 2.5b back then in 2013 adjusted for inflation. Should Nexon increase the meso cap? (What I meant in option 3 is something along the lines of: [i]Make each mob drop a fraction of the mesos of what they normally drop, (ie 1/10 would make a mob dropping 1k drop 100 instead) Differs for mobs, so beginning mobs still drop enough for new players.[/i]

Show me more!