https://royals.ms/forum/threads/how-to-maximize-shadowers-single-target-dps.236808/ Specifically: It's assassinate only, bstep works as expected.
I don't have a shad but from this thread: https://royals.ms/forum/threads/how-to-maximize-shadowers-single-target-dps.236808/ looks like assassinate is negatively impacted by SE and does not have the expected additive affect like other skills. The skill database for Assassinate 30: Critical Damage 250%, for success rate 90% Maybe this is remanence from not requiring the DS charge?
I did read that thread, but that basically describes that there may be an issue of SE negatively impacting assassinate with test results of it being a certain amount slower to kill a boss, confirming that their theory is right. However what I'm wondering is if anyone looked at it in greater detail on where it might be going wrong is it the first few hits of assassinate having lower damage? is something up with the final crit hit being a lower chance all of the sudden? does a difference in damage shown first person and third person as mentioned by Nut only happen when SE is active?
Hi Tim, I was one of the person tested the Assasinate combos with @Donn1e. It was quite hard to grasp a hint or theory craft about what went wrong without knowing how exactly Assassinate's lines work, specifically how SE applies to each line in Assassinate. The idea that the number was being displayed incorrectly also made it hard to inspect every individual line to see what went wrong. The tests also took us a very long to do since the setup wasn't quite easy. We had to separate a single golem/samurai to a safe spot that couldn't be interfered with by other mobs and also brought smoke mules to minimize kb for better accuracy. We originally threw out our observation hoping staff with the source code and test servers could do the tests and find out what was wrong. If staff would like to gather ideas from the community on this issue, here's my suggestion: 1) Confirm if the lines are correctly displayed for these conditions: first-person perspective/third-person perspective/without se/ with se. 2) Provide the formula and examples of how each Assassinate lines are generated, and how crit works on the dash hit the line, and how SE applies on top of those. 3) Provide dummy tester tools for us to test dps without too much work on setups.
I pmed you a video I took of me testing this almost exactly 3 years ago. Anyone with a shad and SE (say, a game balancer) can test this with 2 clients very easily. According to the video, the damage lines display differently (and even more wonky when the mob has weapon cancel active and the shad has crash buff.) This video, what I learned from talking to Matt and Karven about it, and subsequent other tests is why I posted this: I'm not sure what additional information can be gathered by the players. If you are a motivated player with a shad, SE mule, and crash mule, feel free to test this out on Krex I guess. Just make sure you record the shad client and another client that can see the shad's damage. Another possibly valuable calculation to do is to not only keep track of the three lines of damage, but also the difference between the total sum of the three lines between each view.
Adding new suggestion that I forgot to put a long time ago: [-] Dragon Roar - Changed to 2 second cooldown and no longer stuns you Why?: Allows Dark Knights to be able to do actions quicker and aren't locked in place.
I like the warrior idea of Rage +ATK scaling up to +25. I think it should also be additive to attack potions and not override them, but I assume this has been suggested many times. The Combo attack QoL is also very interesting imo! I know the thread has been running for quite some time, were any changes actually implemented in game?
Thank you. Inspired by some of the other posters here and talking with other casual Hero mains ingame. I don't think they'll implement addictive to attack potions since the game isn't balanced around stacking buffs/potions. If they did, then they'd have to reduce it to a very small scaling. No. Zancks did tease that they have some changes ready but they still haven't done (or still figuring out, to be more accurate) the client change to increase the file size to accommodate the skill changes along with future bosses.
Perhaps having rage scale to +25 like an energizer and enrage scaling to +40/60 like a stopper (and reducing buff time? Not sure of the duration at lvl 30) but making them self-buffs only? Maybe it’s redundant, honestly there is no use for either of these skills currently.
I actually had suggested enrage to be 100att 2min duration and 10min CD. It’s be similar to NL having extra 2 min of apple, if hero used it after apple.
Hey! I have been playing MapleRoyals on and off for years now. The main reason I keep 'quitting' is because my main account, my I/L mage, is useless in end game content. He's just a farmer. Farm mobs, make mesos, and then be useless at end game content. Not to be rude, but it doesn't make any sense at all. I want to play the character I want to play, and be able to participate in the content of the game. In some way or another all classes should be able to be played, and enjoy all the content of the game. Mages are completely useless at end-game bossing. So why not change that? Instead of HS being the only useful thing coming out of mages, perhaps we could buff single target damage? I like the idea of allowing meditate to be stacked with pots. As well as increasing chain lightning damage. I think these buffs are CRUCIAL. What about hard buffing Thunder Spear? Make it put out insane slow, but powerful damage. Same with Fire mages. Buffing single target damage, just to make us even the slightest bit viable for bossing and end game content. No one will even consider me for bossing right now. So I farm and then quit. I like the idea of buffing ice and fire demon to work against bosses as well. One new idea, what if Seal worked against bosses, but also reduced weapon and magic def by say 10%? This way bringing I/L and Fire mages into your party would increase your parties damage by 10%? Or 5%? Not sure if this is possible but I really would love to see something introduced to make us viable. Please and thank you <3
YEEEEESSSSSSS THIS IS AMAZING!! PLEASE PLEASE PLEASE DO THIS ROYALS!! I want to keep playing my I/L mage. That is my favourite character.
My 144 I/L Mage can't even kill Chao. Make it make sense. What's the point of having a class that can't do end game content? Every class has pros and cons. That is necessary. But why in the world would any class be useless at end game content? If mages are good at farming, what am I farming for? Every game like Maple is similar in the sense that you grind/farm/level up so that you can unlock new content and play the full game, especially end-game content. So mages get to those levels, just to keep leveling? Make it make sense.
This might be an unpopular opinion but is it possible to make Hero's ACA skill animation a toggle? I know its a trademark for the class since the good old days having the orbs circle around the character - but some of us just want to admire the items we bought with NX/Donor points without the red orbs covering everything
So I'm new to the Bishop class. I'm at the priest part now so I got my hands on Shining Ray and the range, mostly vertical, is absurdly short. I could be standing right on a mob and it won't get hit. Also sometimes when getting hit by a mob while using it, it doesn't register for some reason in that little second your character is up in the air. Is there a possibility for extending it and maybe shortening the cast time?