Oct 23, 2018 Berserkers are great to have in Dungeons and World Boss raids because they do high damage to bosses. This Maplestory 2 Berserker Build Guide will teach you all about Berserker Skills, Builds, Gearing and Attribute Points. Check the video below for a brief intro into the Berserker character.
How To Stack Boss Dmg Maplestory Free
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Attack range required for bosses
edited June 2018 in General Chat
Well, I want to go and try a few bosses but I'm not sure if my attack range is good enough. I'm kinda new to bossing, and haven't really tried much before.
Can someone please tell me the estimate attack range required for these bosses :
Chaos Pink Bean
Normal pink bean
Chaos Horntail
Normal horntail
Arkarium
Von leon
Magnus
Can someone please tell me the estimate attack range required for these bosses :
Chaos Pink Bean
Normal pink bean
Chaos Horntail
Normal horntail
Arkarium
Von leon
Magnus
Comments
- 1m-2m for Chais Pink bean. Magnes Normal can be done with like 700k+. Chaos Horntail can be done with 500k range, but it takes some time. Arkarium normal is about 500k+.
- https://www.reddit.com/r/Maplestory/comments/5hknqw/required_range_for_reboot_bosses/db0wgnp/
Understand that with reboot you need double the range than regular so this list is accurate to an extent. - Well, I want to go and try a few bosses but I'm not sure if my attack range is good enough. I'm kinda new to bossing, and haven't really tried much before.
Can someone please tell me the estimate attack range required for these bosses :
Chaos Pink Bean
Normal pink bean
Chaos Horntail
Normal horntail
Arkarium
Von leon
Magnus
Chaos Pink Bean - normal servers : about 2mil+ solo, maybe 1.5 party. Itll take about 2mil+party in reboot and +++ solo
Normal pink bean - normal: 250k solo comfortably, reboot maybe 500k comfortably.
Chaos Horntail - normal: 150k comfortably, reboot about 350k comfortably
Normal horntail - 50k, reboot about 150k
Arkarium - never did the quest
Von leon - pretty simple boss, easy mode less than 150k, normal less than 300k, chaos min of 1mil comfortably.
magnus - easy I'd say comfortably about 70k, normal spikes to what the comment above says, then hard 2mil+
but some classes have higher base damage to the attack skills, so they may need less range.
Thanks sir, that is very helpful.Well, I want to go and try a few bosses but I'm not sure if my attack range is good enough. I'm kinda new to bossing, and haven't really tried much before.
Can someone please tell me the estimate attack range required for these bosses :
Chaos Pink Bean
Normal pink bean
Chaos Horntail
Normal horntail
Arkarium
Von leon
Magnus
Chaos Pink Bean - normal servers : about 2mil+ solo, maybe 1.5 party. Itll take about 2mil+party in reboot and +++ solo
Normal pink bean - normal: 250k solo comfortably, reboot maybe 500k comfortably.
Chaos Horntail - normal: 150k comfortably, reboot about 350k comfortably
Normal horntail - 50k, reboot about 150k
Arkarium - never did the quest
Von leon - pretty simple boss, easy mode less than 150k, normal less than 300k, chaos min of 1mil comfortably.
magnus - easy I'd say comfortably about 70k, normal spikes to what the comment above says, then hard 2mil+
but some classes have higher base damage to the attack skills, so they may need less range.
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How much does “Final Damage” matter?
How To Stack Boss Dmg Maplestory Pc
edited May 2019 in General Chat
So while this post comes off of a recent set of patch notes for KMS, this has raised a question about Maplestory as a whole that I wanted to ask about.
In the update, the % Damage on Dawn Warrior’s “Rising Sun” skill, and the boost it gets from the “Master of the Sword” passive is being changed to % Final Damage on the basis of “it helps Dawn Warrior scale better, consistently.”
My question comes in two parts, and I hope I can articulate it correctly.
1) How big of a different is changing 55% damage to 55% Final Damage?
2) If I’m losing 55% of my current damage, but 55% of my final damage is being boosted, do I come out doing more damage, or less damage?
Basically this boils down to how does % Damage scale vs. % Final Damage, which skill is better, and why does this change make Dawn Warrior better at higher levels?
Here’s Dawn Warrior’s current skills in question:
Here’s the changes to the skills:
I think the overall damage buff is still the same, going from 55% damage on Rising Sun to 55% Final Damage, but I could be wrong. I don’t think that changes the question.
In the update, the % Damage on Dawn Warrior’s “Rising Sun” skill, and the boost it gets from the “Master of the Sword” passive is being changed to % Final Damage on the basis of “it helps Dawn Warrior scale better, consistently.”
My question comes in two parts, and I hope I can articulate it correctly.
1) How big of a different is changing 55% damage to 55% Final Damage?
2) If I’m losing 55% of my current damage, but 55% of my final damage is being boosted, do I come out doing more damage, or less damage?
Basically this boils down to how does % Damage scale vs. % Final Damage, which skill is better, and why does this change make Dawn Warrior better at higher levels?
Here’s Dawn Warrior’s current skills in question:
Here’s the changes to the skills:
I think the overall damage buff is still the same, going from 55% damage on Rising Sun to 55% Final Damage, but I could be wrong. I don’t think that changes the question.
Comments
- Final Damage is calculated after all other calculations if I recall correctly, but overall it buffs you pretty well. I play a class with NO Final damage currently, although we will finally get a buff soon.
- Final Damage is calculated after all other calculations if I recall correctly, but overall it buffs you pretty well. I play a class with NO Final damage currently, although we will finally get a buff soon.
So then if my pure damage is being removed and then final damage is being added in its place (going from 55% DMG to 55% Final DMG), is it a net positive, net negative, or stays the same? - It's a net positive, I believe. Final damage is, quite literally, a final boost to your damage after everything else; crit damage, boss damage, damage % itself, ignored defense, all of it.
I don't think I explained it right, but final damage is a very nice thing to have. - %Final damage stack multiplicatively with other source of final damage.
%Damage/%damage vs boss stack additively with other sources of %Damage/%damage vs boss.
Portion of the damage formula
... * (1 + %damage + % damage vs boss) * (1 + %final damage source 1) * (1 + %final damage source 2) *
(1 + %final damage source 3) * (1 + %final damage source 4) * ...
Basically they are slowing down the diminishing returns of getting more %damage/%damage vs bosses from equipment/skills/legion/link skills - Short Answer: Dmg <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Final Dmg. This is a HUGE buff to DW, a class that had 0% final dmg.
Overall dmg of DW will increase significantly from this buff - Short Answer: Dmg <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Final Dmg. This is a HUGE buff to DW, a class that had 0% final dmg.
Overall dmg of DW will increase significantly from this buff
I was thinking that would be a huge buff, but it’s nice to hear it put like this. Hopefully we don’t end up having to wait too long for this to be implemented. Really looking forward to it!