Re: Make other stats useful?
Make accuracy pineappleing useful or just remove it. It LITERALLY does nothing anymore. Its like the hands that doesnt exist anymore.
Re: Make other stats useful?
Some stats (like accuracy) are currently useless for everyone. But I think the primary+secondary stat system is not bad, and it would get too complicated otherwise, like you've said. And we know what Nexon does when things get too complicated...hides.
Re: Make other stats useful?
What, nobody else is considering making a Phantom with some INT so heal is useful?
That may be the one skill that is stat-dependent rather than damage range dependent (if governed by a stat at all).
Re: Make other stats useful?
Quote:
Originally Posted by
Untradeable
Make accuracy pineappleing useful or just remove it. It LITERALLY does nothing anymore. Its like the hands that doesnt exist anymore.
I always thought Hands give you better crafting items and scrolling (on the old Craft system).
Re: Make other stats useful?
Quote:
Originally Posted by
Chew
I always thought Hands give you better crafting items and scrolling (on the old Craft system).
IT did, But it got replaced in the new system. What I ment was it's nonexistant now.
Re: Make other stats useful?
Quote:
Originally Posted by
Exidous
What, nobody else is considering making a Phantom with some INT so heal is useful?
That may be the one skill that is stat-dependent rather than damage range dependent (if governed by a stat at all).
Isn't Heal based purely on damage range now? I was under the impression it was at least.
When you get into the ridiculously overfunded territory, you get a lot of extra stats essentially for free. You can get both defences, avoidability and lolaccuracy capped without necessarily trying to raise those stats. Hell, I have almost 400 INT on my Shadower thanks to lots of all stat potential, but I would like to see other stats be more useful. It seems like a waste that the only use for anything apart from a main stat is just to equip certain items.
Re: Make other stats useful?
To be fair, DEX and STR do affect your damage to some small extent as a Shadower.
Re: Make other stats useful?
Quote:
Originally Posted by
Mazz
It seems like a waste that the only use for anything apart from a main stat is just to equip certain items.
Secondary stats aren't even a challenge or require crazy funding now =/. I'm wearing 4 piece 140s (no cape or weapon) right now & stat-less base. I don't have anything really "high tier" that contributes to secondary stat, just basic stuff like HTP, 3x Evo Rings, only 7% all stat, just fairly common stuff. No dual pendant, 40/70 stat CHTP, Dom Pend, none of that, not even CS link or buff, and considering I'm a BaM, no +30 luk from High Wisdom.
Have to wonder.. how things would be if they made all 4 stats significantly useful to all jobs, but only 2 of them especially useful to certain jobs, introduced attack and cast speed percents. Make equips require base stat instead of total?.. and the only things that can affect it are passive skills like Physical Training?
Accuracy on stats is next to useless if not useless, accuracy is a dying/dead stat if you ask me, even the natural accuracy based on level. It's possible to train at mobs 30-40 levels higher than your character and still generate great EXP.
I dunno why they added +10% accuracy on Adv Final Atk, unless that adds onto your "Natural Accuracy" (level based accuracy) which doesn't really do much at those levels since for the most part you'll be at LHC or even Stronghold by the time you add/max those skills leveling on 12x/17x mobs.
Re: Make other stats useful?
With legendary potential and all the % all stat, it doesn't even matter.
I have like 500 int and str and 700 dex from 4 base.
Re: Make other stats useful?
Quote:
Originally Posted by Mazz
Isn't Heal based purely on damage range now? I was under the impression it was at least.
Short form, no it isn't, but I don't know what it is based on.
Long form, I suspect heal's formula is similar to a mage's damage range calculation, but not identical. Sort of like they left a static INT term in the calculation instead of making it *mainstat* so it would vary with however range is calculated. The difference is trivial on a mage, but now that we have a nonmage using heal, the discrepancy is obvious.
Re: Make other stats useful?
Is heal based on base int or total int?
Might not be that useless on a phantom after all.
Although, I guess it can be argued that anyone with the funding to get that much int with 4 base would be avoiding most hits anyways, making healing unnecessary.
Re: Make other stats useful?
Back when I was young, Chief Bandit's Chakra formula had LUK, DEX & STR in it. Not sure if it's still the same.
Re: Make other stats useful?
I love your idea,I made a maple addition thread with the uselessness of stats in mind way back too. But i'd make a modest tweak, 3 of the 4 would actually increase damage, so damage isn't hurt too badly by trying to specialize skills while still allowing the freedom to customize.
Warriors: STR/DEX/LUK
Archers: STR/DEX/INT (INT because knowledge of living organisms can help when knowing where to shoot, no?)
Magician: INT/LUK/DEX (Dex would qualify because you have to be good at handling your staff no?)
BattleMage: INT/DEX/STR (STR because hello... BATTLEMAGE?)
I like the idea of certain skills being buffed by certain stats... so i would implement stuff like this for example for a INT Bowmaster
Phoenix's Spirit Link: Phoenix: HP +1% for every 150 INT, Elemental Resist + 1% for every 300 INT.
Sharp Eyes: Max Critical Damage +1% for every 150 INT.
Roasting Shot: DoT +1% for every 75 INT.
But if you were STR....
Drain Arrow: Damage + 1% for every 30 STR
Puppet: HP +3 for every 1 STR
Defense Ignore: +1% for every 450 STR.
Lastly is DEX Bowmaster:
Hurricane: Minimum Crit Damage +1% for every 200 DEX
Arrow Rain: Stun Chance + 1% for every 300 DEX
Evasion Boost: Max Critical Damage + 1% for every 150 Dex DURING the 100% Critical chance effect.
So you end up seeing Bowmasters differently depending on the build: Attacker with good support effects If you go INT. Raw Damage Attacker if you're STR, and Improved Crit and Chance abilities if you go DEX.
Re: Make other stats useful?
Quote:
Originally Posted by
Seanny
Warriors: STR/DEX/LUK
Ha! That's a STR Bandit!
Re: Make other stats useful?
Quote:
Originally Posted by
Loose
Ha! That's a STR Bandit!
It saddens me to know in this day and age, if I wanted to return to my old shadower, I'd need to full-AP reset her due to how much base STR and DEX she has. >_>
Re: Make other stats useful?
Quote:
Originally Posted by
Untradeable
Make accuracy pineappleing useful or just remove it. It LITERALLY does nothing anymore. Its like the hands that doesnt exist anymore.
this ;-;
bowmaster/wind archer card bonus is f'ucking ACCURACY % and this is terrible, even more so than defense boosts
Re: Make other stats useful?
Quote:
Originally Posted by
Loose
Ha! That's a STR Bandit!
No. That's a Strength Dagger warrior.
Re: Make other stats useful?
It could be like RO's system...
STR: Increases Physical Melee Damage, inventory/carry capacity
AGI: Increases Flee/Avoid rate, Attack speed, and decreases skill delay
DEX: Increases Missle attack damage (bows, guns), Accuracy, and decreases Spell Casting speed.
VIT: Increases HP, Defense, increases the effects of HP potions, status immunity.
INT: Increases Magic Damage, SP, Magic Defense, increases the effects of SP potions.
LUK: Increases Critical Hit rate, Perfect Dodge chance.
Though this kind of customization exists because there was a lot of strategy involved with PvP, WoE, and bossing.
In Maple though... the simplest system suits it since... all you really need is damage damage damage. :f3:
Re: Make other stats useful?
the character's primary/secondary stat should've been like this
dark knight/hero/aran: str and dex
paladin/dawn warrior/mikhail: str and int
mages: int and luk
adventure archers/wild hunter: dex and int (i mean u've got to have int to calculate arrow paths with factoring in other things)
shadower: luk and str (no need to explain here)
night lord/night walker: luk and dex
corsair: dex and luk (pirates are sea thieves so they need some luck too!)
buccaneer/ thunder breaker: str and luk (same reason above)
evan: int and str ( i mean evan needs to TRAIN the dragon, and the guy needs to have some str to do so)
mercedes: dex and str (the only use of str that fit for archers is for mercedes, with her multiple melee skills)
phantom: int and luck (i mean phantom is a mix of a mage and a thief, and the phantom that maplestory based after is extremely smart so int should be his primary stat with some luck and secondary stat)
battle mage/demon slayer: str and int (even though battle mage is suppose to be a mage, most of its skills use melee hits, so it makes much more sense to have str as its primary stat, and demon slayer is pretty much a battle mage with wings....)
mechanic: int and dex (seriously the mechanic guy builds a whole awesome machine, and it takes quite some int to do that [i mean look at tony stark] so have int and his main stat is extremely reasonable....then dex or luk or str just for the lolz since i mean a machine is pretty much always accurate on its target)