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#21
IllegallySane Wrote:No. It would be an alternative idea on allowing classes to have more HP without having to implement new equipment with ridiculous amounts of HP or having the STR = more HP idea. You just need to add a simple code for %-reduction on existing equipment. It's a way for archers/thieves/pirates who didn't get a chance to HP wash because they can't afford or didn't want to HP wash a chance to have higher survivability. It also would lead to whacky ideas of pure STR Bowman/Thief/Gunslinger builds for the sake of more HP. We already have enough of that from INT = MP, which is already how one gets more HP (HP washing). As for mages and warriors it only further reinforces what they are usually damaged more by: touch damage for warriors, and ranged attacked by mages. MAYBE raise damage of monsters by a little, but overall everybody will be able to take more hits than before.

Example: Current system requires ranged to have 10k HP buffed to live through Pink Bean. This is just ludicrous and screws over veteran players who didn't give a crap about adding AP to HP. With the new system, that 10k becomes ~6k ranged hits to the veteran player. This means that they can actually take a hit since an unwashed ranged at Pink Bean level should have about 7k HP with HB, while the hardcore washers aren't affected as much since they will just take slightly more damage if they are using twink equipment like a sauna robe (taking 7-8k) while still surviving.

I didn't mean buff up the damage on existing mobs, i meant on future ones. (black magician)

Thinking about it now though, i think 50% for warriors is way too much. Passive 50% reduction, and PG, and achilles, and guardian not to mention the highest base HP in the game means that heroes have to worry about next to nothing when fighting a boss. Paladins, not as much, and dark knights a lot more but it's still enough for them to zerk through anything.
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#22
I think a big buff to def would be nice.

It would make class gloves/shoes more useful for one thing. Right now, def is ignored completely because it essentially means nothing. So you take 40 less damage with class gloves on... well, monsters do 5000 damage. Now they do 4960.

What if def was changed to purely percentage based - at 0 def you take 100% damage, at 2000 def (current cap) ~25% or so (and no more of this bs warriors taking more damage than bowmen/thieves - more def should be more damage reduction period). That would make the equipment not need all-new stats, and at the same time, defense becomes much more useful.



The higher the theoretically possible damage reduction (I think max def is around 1100 for a warrior-shield equipped warrior - which would be about 65% damage taken) the higher base damage level 200 bosses can do. Sure, it's doing 50k damage - but cut 35% due to def, 15% due to achilles, (guardian doesn't affect damage taken btw - it's more like Fake) 20% due to PG, and you bring it down to 22000 damage.


Remember, DKs don't have stun, they don't have freeze, they can't snipe, avoid is low - the only way they save pots is by taking less damage in the first place. The higher hp the enemy has, the less likely they are to KO it before it strikes back. So what's so bad about giving them a little extra defensive power.


I do kinda see how Paladins would be near-unkillable but well.. they're always touted as the defensive warrior class. Maybe if defense didn't suck, that could actually mean something.
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#23
Takebacker Wrote:I didn't mean buff up the damage on existing mobs, i meant on future ones. (black magician)

Thinking about it now though, i think 50% for warriors is way too much. Passive 50% reduction, and PG, and achilles, and guardian not to mention the highest base HP in the game means that heroes have to worry about next to nothing when fighting a boss. Paladins, not as much, and dark knights a lot more but it's still enough for them to zerk through anything.

Hmm you got a point, since the 50% means Warriors take 10k Pink Bean touches and at Bigfoot they only take about 4-5k a hit.

On the other hand damage scaling is already out of control that Nexon can only make newer monsters/bosses gain so much power without one shotting ranged classes and make melee go broke training, so the only logical step to make monsters/bosses be able to hit harder when there is already an HP cap of 30k is to have %-reduction to damage. Perhaps also scale back damage reduction, where Warriors would have ~30-35%/~10-15%, Mages with opposite, and the squishy 3 have ~20-25%.

Can you even begin to imagine a level 180-190 monster? Those freaks must be capable of 8-10k hits easy. That's plain murder for normal training. With %-reduction Nexon CAN make stronger monsters.
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#24
IllegallySane Wrote:Can you even begin to imagine a level 180-190 monster? Those freaks must be capable of 8-10k hits easy. That's plain murder for normal training. With %-reduction Nexon CAN make stronger monsters.

Well obviously trainable mobs that high are REALLY far off from nexon korea (we might see them from JMS sooner than we think) but either they'll not attack (which doesn't really make sense from KMS' pov) and do like 5-7k touch, or they'll just be trainable mobs that can only be trained on by buccs shads and warriors. (kinda like how training at O4 is pretty much impossible for ranged under a certain level)

I can imagine nexon making some super godly common overall with no slots or stats that reduces damage by an ungodly amount though.
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#25
[COLOR="Green"]The only thing I dislike about % damage reduction is the fact that it turns some classes to invincibles. Mages already get to take more than max damage thanks to MG, and a lot of other classes have stuff that reduces damage taken or chances to get hit.

Plus, if I'm a warrior, and I get 30% reduction from PB physical attacks, but only 10% from magic attacks, he's going to rape me over, since I'm not going to standing inside him at almost ANY point in the fight. That means that warriors would then have to worry about magic attacks when fighting bosses, meaning we would have to start fighting inside bosses just to escape attacks.

I really think they need to put in more avoidable magic attacks. If a monster shot an attack at you that did 20k damage, but you could jump over it, that would be a decent way to deal with the amount of damage people take.[/COLOR]
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#26
Like a 10k def level 150 overall with no slots or stats called the pink bean survival suit?
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#27
If all stats / skills / buffs in Maplestory would have been percentage based instead of being linear numeric based, this would have solved a LOT of imbalanced gameplay in Maple:

- Wdef skills (Shield Mastery + Shields themselves) would actually DO something
- Onyx Apples (+ 100% watt) would do the same for all classes, instead of +100% for NL's and +60% for Shadowers

Ah well... Nexon will not change anything anymore about Maple... just give up dreaming how Maple -COULD- have been a balanced game... Wink
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