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Damage Reflect in Pink Bean

Discussion in 'Suggestions' started by Hiyo, Jan 18, 2021.

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  1. Hiyo
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    Hiyo Headless Horseman Retired Staff

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    Pink Bean has been out since 3-4 months and it has been defeated about 45+ times. Thankfully, majority of the runs are recorded so I was able to take closer look into Pink Bean’s behavior, specifically the skill Damage Reflect. I referred to videos from the original MapleStory from different regions (KMS/GMS/JMS) and was able to compare how Damage Reflect specifically worked back then and how it works in ML. I will explore 3 different points that I believe should be considered heavily to make the Bean as challenging and nostalgic as possible.


    Damage Reflect’s consistency

    Firstly, I want to talk about the consistency bosses casting Damage Reflect back in the day. A lot of the time the skill is casted almost immediately after its off cooldown. However, in MapleLegends that’s not the case, especially for Pink Bean where it can cast Damage Reflect right when its off cooldown or 1-3 minutes later. This creates unpredictable and inconsistent DRs and it allows for a greater damage uptime, where originally DR is a way to cut down damage uptime and poses a threat to ranged attackers where paying attention is important. If we take Beater’s run on the 15th Jan, it took them 40minutes and 2seconds to kill the PB with it casting 21 DRs, whereas the Broa PB fight started took 22minutes and 56seconds to kill the PB with it casting 21 DRs. If DR was consistent (casted on an average of 62seconds), Beaters would have to go through atleast 16 more DRs which is around 5minutes and 20seconds (320seconds) of downtime which is extremely significant. This is true to all ML runs (you can see the timestamps of DR being casted in the spoilers below).

    15th Jan Pink Bean DRs (Timer based):
    Bean fight began: 49:36
    46:04
    44:31
    42:52
    41:29
    39:47
    38:13
    36:37
    35:27
    33:27
    32:05
    27:13
    25:08
    23:29
    22:15
    21:08
    20:08
    18:32
    16:51
    15:31
    14:30
    12:55
    9:34 (No DR) END

    Jan 7th Pink Bean DRs (Timer Based):
    Bean Fight started: 55:08
    52:12
    50:30
    49:10
    47:43
    45:38
    44:28
    41:29
    40:00
    38:21
    36:26
    35:24
    34:18
    33:14
    31:30
    29:40
    27:58
    24:29
    23:11
    22:00
    19:35
    17:26
    16:01
    13:41
    12:54 (No DR) END

    Jan 16th Pink Bean DRs (Timer Based):
    Bean Fight Started: 59:13
    56:43
    54:04
    52:21
    50:30
    49:23
    48:07
    46:30
    45:02
    43:20
    38:45
    37:30
    36:19
    34:14
    30:12
    27:36
    25:37
    25:04 (no DR) END

    Jan 14th Pink Bean DRs (Timer Based):
    Bean Fight Start: 58:44
    55:27
    52:57
    50:17
    48:07
    46:47
    45:07
    43:21
    41:07
    36:48
    35:11
    31:06
    28:34
    28:07 (No DR) END

    Bean Fight Start: 51:06
    Jan 15th Pink Bean DRs (Timer Based):
    47:47
    45:32
    43:33
    42:24
    41:02
    39:43
    38:31
    37:24
    34:45
    33:28
    32:18
    30:12
    28:05
    25:30
    24:20
    22:08
    20:18
    19:15
    17:13
    15:27
    13:29
    11:48
    10:38
    8:40 (No DR) END

    Damage Reflect Mechanic

    While comparing the videos from KMS/GMS/JMS to ML, the way DR works is that you’re supposed to deal 1damage during the animation of the skill being casted and you will trigger DR’s damage. However, in Maplelegends that is not the case, you deal normal damage during the animation of it being casted, and 1 damage 2 seconds into the buff showing. If we change MLs DR to match how DR worked originally or change it so that once the DR "buff" icon appears it triggers DR, this makes DR more of a threat to players who aren’t paying attention. Although, if this change does happen I believe changing the limit on wheels from 1 per run to 2-3 allowing for some mistakes to happen.

    I personally believe that in order for DR to be a lethal mechanic, you need DR to be a predictable skill, hence the suggestion asking for a consistent DR timer. I also believe that this change is better for the long run, considering Pink Bean is the hardest boss in Pre-BB maple, it should feel very challenging to clear this content.

    Thank you for reading my thoughts on Damage Reflect and I'd like to read your opinions, please keep insults and personal differences aside so we can have a constructive thread going.

    --

    Original Video Footage (Links in spoilers)

    KMS - El Nido (Timer Based):

    DR Begin - DR End
    6:30-6:10
    5:25-5:05
    4:22-4:02
    3:21-2:57
    2:18-1:58

    GMS - Mardia (Timer Based):

    (DR timers are approximations (could be 2seconds off the actual timer), looking at the video chat box someone spamming STOP ATKS since the recorder is usually not nearby to see when it actually pops/ends)

    DR Begin - DR End
    8:49-8:23
    7:40-7:12
    6:40-6:10
    5:40-5:07
    4:33-4:00
    3:26-3:00

    JMS - 6/26/2010 ピンクビーン楓 (Timer Based):

    DR Begin - DR End
    7:52-7:32
    6:50-6:30
    5:40-5:20
    4:38-4:18
    3:33-3:13
    2:28-2:08
    1:26-1:06
    0:25-0:05

    MSea - Aquila 1st Pink Bean Speed Run (Timer Based):

    Dr Begin - DR End
    48:17-47:57
    47:07-46:47
    46:05-45:45
    45:01-44:41
    43:56-43:36
    42:52-42:32
    41:50-41:30
    40:47-40:27
    39:45-39:25
    38:41-38:21

    [Broa 12/06/10] Pink Bean Speed Run (Timer Based):

    Bean Fight began 44:07

    DR Begin - DR End
    42:50-42:27
    41:49-41:26
    40:47-40:25
    39:44-39:24
    38:40-38:18
    37:36-38:08
    36:31-36:11
    35:28-35:05
    34:24-34:02
    33:22-33:02
    32:20-32:00
    31:15-30:55
    30:14-29:54
    29:10-28:50
    28:08-27:48
    27:05-26:45
    26:02-25:42
    24:56-24:32
    23:53-23:33
    22:50-22:30
    21:49-21:29
    21:11 END
     
    • Great Work Great Work x 9
    • Informative Informative x 4
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  2. Selquin
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    Selquin Headless Horseman

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    On my first couple of PB runs I felt like it was impossible to react to DR in time while using hurricane, it felt as if the moment I started to see the 1's I was already dead. At some point I am pretty confident that the DR got tweaked to have a greater delay between the 1's and reflecting damage. At the moment it is currently possible for bowmasters using hurricane to react to the 1's to stop hurricane in time, which I think is a good mechanic which rewards good control. Reacting to the animation is inconsistent because PB is often blocked by people/animations, so being able to react to the 1's is very important. Although if DR occurred on a consistent timer it would be more reasonable to make it harder to react to.

    Also any class other than bowmasters dying to DR is complete tomfoolery and can always be blamed on pepega control.
     
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  3. Eighty
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    Eighty Windraider

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    I feel the way it is right now in ML is rather fair. That NL in the MSEA video had 44k range and people are doing 90k crits on the bean. There is no way that's happening in ML. They are also able to consistently rush and control the bean whereas in ML, it walks around a little bit more killing people. Our damage uptime is higher but without it, I am not sure if 1hr 30min is enough. Also, the unpredictability to the skill keeps everyone on their toes more. More predictability may end up resulting in fewer deaths?
     
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  4. Slime
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    Slime Pixel Artist Retired Staff

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    Great read.
     
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  5. Hyoon
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    Hyoon Zakum Retired Staff

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    The main issue of difficulty of PB isn't the DRs anymore (Most of main body DR is delayed DR and not instant, like how birb can be).
    I believe it's the fact that many of the players are over washed, that nothing that PB throws at them are simply just shrugged off.

    The challenge that I only experience is just watching for seduces that happen, and paying attention to the odd DR.

    Whereas the GMS servers would have had to watch out for bigbangs and such that would instantly kill ranged attackers (That were doing the most of the DPS).
     
  6. akashsky
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    akashsky Horntail

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    I would be okay with pink bean using damage reflect off cooldown. However, if the damage reflect timing is changed I would also like to see the damage go back to ~10k and have pink bean's body / animations take priority over damage lines / people standing on top of it.
     
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  7. OP
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    Hiyo
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    Hiyo Headless Horseman Retired Staff

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    What you're saying is probably true if DR triggered almost immediately, however that is not the case, you can attack ~2 seconds into DR without it triggering. 90 minutes should be enough to kill it even with consistent DRs, it just adds more downtime so depending on the squad it might make the fight really close.


    While that is true currently, DR as of right now is a non-threat most of the time because of how it works currently, you're able to stop before it doing damage to you, from what I observed DR doesn't trigger the normal invincibility touch/spell damage does, so if DR triggers like how it should, it would be a threat that people should be careful. In the video from Broa (linked now since I forgot originally) you can see DR damaging players more closely around the video timestamp 20:30-20:45.
     
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  8. Eighty
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    Eighty Windraider

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    The uptime I was responding to is the part you wrote about it going 1-3 minutes after cd was up .
     

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