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Turning Elemental Mages into Single-Target Specialists with New Staffs

Discussion in 'Suggestions' started by Fraiche, May 2, 2020.

  1. Fraiche
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    Fraiche Pac Pinky Retired Staff

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    *UPDATED*
    I’d like to suggest something that might enable mages to excel at single-target dps (specifically buffs to Paralyze and Chain Lightning) whilst sacrificing mobbing capabilities (ultimate nerfs), without a single skill change made. Note that this is only relevant to elemental mages, not clerics/priests/bishops. Hopefully, this can create more variety in mage roles without messing up the gameplay of existing mages and not making the game feel too custom.

    My primary goal for this suggestion is to get more elemental mages, especially F/Ps into endgame boss runs such as Zakum, Horntail, Neo Tokyo bosses etc.

    Suggestion: Bring in two one custom modified mage weapons with the following stats (Refer to Weapons Info section below):

    How: Change the stats of two one currently unavailable mage weapons in-game, preferably for ease of implementation, ones that already exist in the system. I am using Celestial Staff as example because the look fits thematically and it seems like ITCG won’t ever make it to ML? I think it’ll be cool to make 2 versions of Celestial Staff, a level 130 and 180 one.

    Scroll down further for results, this was tested on a V83 server, CL/Para stats has been adjusted to match ML’s, which I assume should yield similar results on a v62 one like ML.


    Celestial Staff 1 (Lvl 130) (I’m using Umaru staff as example)

    [​IMG]

    Custom changes to weapon stats:

    Req LVL: 70 increased to 130

    Req INT: 213 decreased to 0

    Req LUK: 73 increased to 636

    Weapon Attack: 60 increased to 92

    Magic Attack: 90 increased to 145

    Added elemDefault: 75 – Non-Lightning/Poison elemental attacks will only deal 75% of normal damage.

    Added incRMAL: 375 – Added Lightning elemental damage, increased to 375%

    Added incRMAS: 725 – Added Poison damage, increased to 725%

    Celestial Staff 2 (Lvl 180)

    [​IMG]

    Custom changes to weapon stats:

    Req LVL: 70 increased to 180

    Req INT: 213 decreased to 0

    Req LUK: 73 increased to 900

    Weapon Attack: 60 increased to 111

    Magic Attack: 90 increased to 300

    Added elemDefault: 75 – Non-Lightning/Poison elemental attacks will only deal 75% of normal damage.

    Added incRMAL: 575 – Added Lightning elemental damage, increased to 575%

    Added incRMAS: 1100 – Added Poison damage, increased to 1100%

    [​IMG]
    Stats changed:
    Req LVL: 100
    Req LUK: 700
    Weapon Attack: 72
    Magic Attack: 117
    elemDefault: 75
    Lightning Dmg: 450%
    Poison Dmg: 800%



    *Update note: The numbers in this video no longer accurately reflect the new updated stats, but the general results remain similar, i.e. ult still nerfed, para/cl still buffed.
    Now have options to add int first until a certain level to help levelling but at the cost of wearing the staff at later levels; or max luk first and wear staff earlier.
    Options:
    1) Add all int every lvl until lvl 30 (total 150), then wear staff @ lvl 170, then add remaining 150 int until lvl 200.
    2) Add all int every lvl until lvl 40 (total 200), then wear staff @ lvl 180, then add remaining 100 int until lvl 200.
    3) Add all int every lvl until lvl 60 (total 300), then wear staff @ lvl 200
    4) Add all luk every lvl until lvl 140 (total 700), then wear staff @ lvl 140, then add remaining 300 int until lvl 200.

    Speed things up with SP resets, MW and INT/LUK gears. Also make use of AP resets to get some extra int into early levels to be reset out later.
    With these, ULT dmg is still in the acceptably low range even when equipping ULT-favoured elemental wands.*

    Note that in the video I am not wearing anything other than the unscrolled staffs. The proposed weapons require extremely high amount of luk in exchange for massive increase to lightning/poison elemental attacks at high levels. The high luk requirement nerfs your base magic to the ground while the Celestial Staff elemental buffs brings only the dmg of the desired skills back up. This ensures your late game mobbing skills, which are mostly Ice/Fire based are nerfed in exchange for stronger late game single target attacks which are mostly Lightning/Poison based.

    Celestial Staff-build mages also enjoy these buffs in exchange for nerfs to their mana pools and arguably survivability as a result of a putting 90% 70% of your AP into LUK.

    *Update: no longer accurate due to new stats*

    Lvl 1-179

    Your damage will increase very slowly. You’re putting everything into luk, so the only damage upgrades you have in this level range are equip upgrades and new skills. The alternative is to max out 100 int in early levels but equip the weapons approx. 20 levels later.

    Lvl 1-70ish

    Your damage will be absolute trash, so trash you might end up healing the mob instead. Ok, maybe not but it will be trash. No one will want you in PQs. F/Ps have it easier because Poison Brace for levelling.

    Lvl 70-120ish

    Nothing’s changed. Again, F/Ps have it easier because poison mist. Levelling at hard hitting mobs will be punishing because of a lower mana pool. But hey, at least you have a shit load of luck.

    Lvl 120-179

    At this point you can decide to either max ults first and use ele wands or max Chain Lightning/Paralyze first and reap the elemental buffs at Lvl 130 from Celestial Staff 1.

    With such low int, you can expect your ults to hit only a fraction of the original dmg. Basically spamming ult is going to be hella expensive now especially with the low mana pool. Equipping Celestial Staffs to use ults together with CL/Para is inefficient due to the elemental penalty, this is to “nerf” the benefits from using a 15 mob hit skill and a buffed single target skill at the same time.

    Equipping the Celestial Staff 1 will bring your CL/Para dmg to near what it is originally, however this dmg boost plateaus and this is only to help you endure the torture until you get to level 180 for the Celestial Staff 2 upgrade.

    F/Ps will still mostly rely on misting to level, while I/L can finally level decently with CL.

    Lvl 180-200

    Finally you can reap the main reward and start adding int. Depending on your Maple Warrior skill level you might be able to save some AP to add to int earlier. Equipping Celestial Staff 2, you will see a sudden spike in your CL/Paralyze dmg. Paralyze dmg on ele neutral mobs might be even higher than your NL buddy’s Triple Throw dmg initially on ele neutral mobs. Your dpm now is likely in the top tier range. Paralyze dmg on poison weak mobs can also be quite “op” at this point, but rest assure that this benefit is offset by the absolute garbage that is the poison weakness mob table.

    As you start adding back int, your dmg will increase but your top tier attackers will still be ahead of you. I’m not sure if this is an actual effect but with this, CL/Para dmg now scales very nicely with additional ints. You might also notice that your CL/Paralyze dmg range can vary greatly, you may have 20k+ dmg difference between your highest lowest and highest hit.

    At high levels you’ll have so much luk that mobs can’t touch you more than half the time.

    Lilynouch, Lyka, Castellan Toad, NLC/Ellinia Gacha


    This may or may not also trigger damage hack report.[/SPOILER]
     
    • Creative Creative x 2
    • Agree Agree x 1
  2. SwordnBoard
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    SwordnBoard Selkie Jr.

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    Neat, can paladins get custom tailored weapons too? we use elements.
     
  3. Motto
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    Motto Skelegon

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  4. Ainz
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    Ainz Zakum

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    I think the concept in itself is fine, aside from the full-luk requirement.
    Given the sheer laziness of half the server's population, this would mean 100% of the people playing these 'new' mages would leech them to 130 instead of actually playing them.

    If the class was also viable early-game, it might be sensible.
     
    • Agree Agree x 1
  5. Motto
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    Motto Skelegon

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    I'd add something for mid-ground, around lvl 50 - 70 - 90 as well, so people aren't absolute lazy washing machines and leech up to 130.

    Else this suggestion seems very nice.
     
  6. OP
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    Fraiche
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    Fraiche Pac Pinky Retired Staff

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    Seems like your thread is on a different point. The difference is that this won't piss off existing ele mages by forcing a skill change while also bringing in new variety for mage roles and finally making mage endgame bossing a thing (single target bosses).

    The full luk requirement is needed to nerf lategame ultimates enough to justify the buffs to the single target dmg. Basically Ult dmg will be swapped with the single target dmgs.

    In regards to people leeching on those low level ranges, I didn't think it was that big of a deal since people mostly PQ anyway
     
  7. Daydreamer
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    Daydreamer Headless Horseman

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    Not to derail but making mage ults have a cooldown is retarded and reeks of the kind of BS that occurred post-bigbang. A better change would be to nerf the cast rate of genesis to bring it in line with AM ults before spell booster.
     
  8. Ainz
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    Ainz Zakum

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    That doesn't require making a class completely and utterly useless until 130 though.

    The problem isn't with making mages more balanced among themselves. The problem is making mages more balanced when compared to other classes lmao
     
    • Great Work Great Work x 1
  9. Motto
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    Motto Skelegon

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    I can't quote this enough +∞
     
  10. OP
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    Fraiche
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    Fraiche Pac Pinky Retired Staff

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    Ok, I’ve simplified this, this seems to be better. Now only need 1 staff. Now have options to add int first until a certain level to help levelling but at the cost of wearing the staff at later levels; or max luk first and wear staff earlier.

    [​IMG]
    Stats changed:
    Req LVL: 100
    Req LUK: 700
    Weapon Attack: 72
    Magic Attack: 117
    elemDefault: 75
    Lightning Dmg: 450%
    Poison Dmg: 800%

    Options:
    1) Add all int every lvl until lvl 30 (total 150), then wear staff @ lvl 170, then add remaining 150 int until lvl 200.
    2) Add all int every lvl until lvl 40 (total 200), then wear staff @ lvl 180, then add remaining 100 int until lvl 200.
    3) Add all int every lvl until lvl 60 (total 300), then wear staff @ lvl 200
    4) Add all luk every lvl until lvl 140 (total 700), then wear staff @ lvl 140, then add remaining 300 int until lvl 200.

    Speed things up with SP resets, MW and INT/LUK gears. Also make use of AP resets to get some extra int into early levels to be reset out later.
    With these, ULT dmg is still in the acceptably low range even when equipping ULT-favoured elemental wands.

    Please also let this not be thrown into the pits of ignored suggestions
     
  11. cakesogood
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    cakesogood Windraider

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    the owner is probably never gonna add this as she hates really custom stuff. Trust me bro i tried...
     
    • Agree Agree x 1
  12. Ainz
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    Ainz Zakum

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    Wouldn't necessarily call it a hate towards 'really custom stuff', it's just that 'really custom stuff' doesn't have a place in a classical/nostalgic v62 server.

    That being said, sure there are some arguable problems with the current meta. These can *theoretically* be resolved through adjusting numbers of existing skills instead of adding gamebreaking changes.
     
    • Agree Agree x 1
  13. OP
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    Fraiche Pac Pinky Retired Staff

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    Keeping a low population of these LUK mages might help prevent the server from appearing too custom. This was never meant to be mainstream, it's supposed to come off as just a silly, but immensely useful add-on like Maroon Mop. Staff can do a sneaky add into Gacha drop and only mention the change once in small, 5% opacity text in patch notes, under the guise as a random addition in spirits of anniversary fun and never state its purpose or the hidden stats (for us to find out for ourselves) and I'm totally fine with it. Maybe if I had made the weapon picture as a Pink Flower Tube that would've conveyed the message better. Or alternatively, duplicate an elemental wand/staff and call it elemental staff 9 to be discreet.

    The idea is that the item is rare enough and the build is hard enough that most people are put off from trying it. The ONLY reason you would play this is because you actually love the elemental mage classes (not for their grinding abilities) but were turned off or aren't enjoying it because of the current no/shit-endgame bossing gameplay. Yes this only helps a small percentage of the population, so why bother? But it takes such miniscule amount of work that the benefit greatly outweighs the 5-10min investment into making the changes. A lower population of these luk mages also means that eventually, talk of this topic will die down amongst the general population, which means this will probably go unnoticed by the majority and unlikely to affect ML's classic appeal (you know, the classic Maple where people make HH mules?).

    Make this happen or I'll leak Kimmy's dick pics.
     
  14. Alyosha
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    Alyosha Skelegon Retired Staff

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    I like the idea at its core, but it might be a bit too extreme and jarring compared to what the game is currently like.

    Perhaps the multiplier for Elemental Staves 2, 4, 6, and 8 could be changed instead.(Just the staff versions, not the wands) It would still require luk, only with a tradeoff of being less efficient ultimate damage overall while buffing single target for mages that spec into luk. The multipliers for 5 and 7 would be the same(So you'd have luk mage ultimate damage) but you could offer some decent single target damage for most bosses in the game.

    It also revives a bit of dead content in the staves, even the 5 and 7 would be more valuable as they'd beat out the wand 5/7 since you already have the luk.
     
    • Like Like x 1
  15. Lulinya
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    Lulinya Selkie Jr.

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    How tho, those elewand add 100+ hidden magic attack?
     
  16. OP
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    Fraiche Pac Pinky Retired Staff

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    Disregard this, I've scrapped the idea. But there's an updated version of this suggestion if you want to have a read. To answer your question, the proposed elemental wands have increased elemental damage (which is a hidden stat), which is responsible for the higher magic damage you see on the demonstrations.
     
  17. yurain
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    yurain Windraider

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    I dont really understand this idea.

    You require a mage to add all LUK untill lv100 before they can use the staff? Where is the damage going to come from before you reach lv100? Like how to even reach lv100 in the first place?
     
  18. OP
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    Fraiche Pac Pinky Retired Staff

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    It's all explained on the original post, read the whole thing to get the idea. Pointless thread at this point so I wouldn't bother.
     

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