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Information November 2023 Balance Changes [Explained]

Discussion in 'Update Notes' started by Nise, Nov 26, 2023.

  1. Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    Reminder: This only contains the balance related changes.

    [​IMG]

    Welcome to our balance changes for the November 2023 Patch! Our main focus for this patch was the formula rework for mages and some PQ reworks.
    Hope you enjoy this patch!

    [​IMG]

    The server overview section is back with insights on the state of our economy, boss entries, and class distribution!

    How were the HP Challenges?
    Just some fun information on Challenges! After the first week of Challenges launch, we've seen 41 characters obtained HP from the Challenges System, and to date, there is a total of 127 characters. In terms of interest, there is also a total of 194 characters that have participated and completed the Tier 1 Challenges.

    We'll keep our eye on how this number changes in the future!

    How is the MapleLegends economy? The Consumer Price Index is BACK!
    Starting with the economy, here's a quick look at the inflation rate over the last year, using a month-to-month comparison (eg. comparing October 2023 prices with November 2023 prices). While not in the graph below, based on a year-to-year comparison for the price of goods (November 2022 vs November 2023) we've observed an inflation rate of 15.25%. Note: This is the number you get from multiplying all the values from the month-to-month comparison. NOT adding them up.

    Now, bear in mind that the way the in-game economy is structured, we will always have more meso generation than meso sinkage. So if you compare it to IRL you might be shocked at 15.25% but for a game, this rate is within the acceptable ranges and decently healthy for the time being!
    [​IMG]

    What are the most popular bosses? And how have they changed over time?
    Be prepared, there's a lot of graphs and tables coming your way. So we wanted to see how the different periods affect the popularity of bosses, so we looked at three periods:
    1. Summer Event (Sep 10 - Oct 1)
    2. No Event Period (Oct 2 - Nov 1)
    3. Halloween Event (Nov 3 - Nov 23)
    Based on this we found found a few interesting things:
    • While people would expect the no event period would have less bosses than when we have active events on-going, we actually saw a noticeable increase during the "No Event Period" compared to the "Summer Event"
    • Ravana, Papulatus, and Zakum remain the most popular bosses (both in number of expeditions and number of players entering)
    [​IMG]

    [​IMG]

    [​IMG]

    For those who want the precise numbers here they are!

    [​IMG]

    [​IMG]

    What classes are the most popular? Am I still mainstream? Or am I a special?
    The popularity of the classes has more or less remained the same.

    [​IMG]

    With that the overview section is done! We've tried to change up our visualization methods a bit this time around and things are still a work in progress. Please let us know if there's any other types of data you'd be interested in seeing as well as any suggestions to improve how we do things! Now onto the balance changes~

    [​IMG]

    [​IMG]「 Mages 」
    • Magic damage formula for non-ult 4th job skills have been reworked. The changes only apply to the following skills:
      • [​IMG] Big Bang
      • [​IMG] Paralyze
      • [​IMG] Chain Lightning
      • [​IMG] Angel Ray
      • [​IMG] Fire Demon
      • [​IMG] Ice Demon
    Note: Ults and Summons' formula have not been altered

    The magic damage formula for the above list of mage skills are now:
    Code:
    Let Z = (Level * 5) + 17
    
    NEW MAX = {(Z²/100000 + 23 * Z/2000 - 8) + [(Magic - Z)²/18750 + (Magic - Z)/5] } * Spell Attack
    
    NEW MIN = {(Z²/100000 + 23 * Z/2000 * (Mastery * 1.7 + 43) * 0.0134 - 8) + [(Magic - Z)²/18750 + (Magic - Z)/5 * (Mastery * 1.7 + 43) * 0.0134] } * Spell Attack
    Here is a graphing calculator showing the comparison between the new and old formula.

    The magic damage formula rework has been in the works for quite a while with us experimenting with countless formulas. The biggest problem with the potential formulas was how they affected the current meta build and the potentially devastating effects it could've had, such as rendering currently extremely valuable items almost worthless as a result of a single change.

    One example of a formula we had briefly considered was separating INT and Magic Attack (MA) similar to physical damage attackers. By giving more power to MA, it would make the elemental staff increase in value, with a +1 perfect element staff surpassing a +7 perfect elemental wand. This was simply a no-go.

    After further thought, we realized that the damage contribution of mages increases quite significantly from levelling alone. So, we started to explore the idea of "what if we can reduce the damage from leveling?" That's where
    Code:
    Let Z = (Level * 5) + 17
    comes into play. Based on this Z value, the damage formula is effectively split into two parts:
    1) "Damage from levelling" term:
    Code:
    (Z²/100000 + 23 * Z/2000 - 8)
    2) "Damage from everything else" term:
    Code:
    [(Magic - Z)²/18750 + (Magic - Z)/5]

    For those who feel overwhelmed with the numbers, this new formula allows us to shift the power of mages.
    • Previously, a large portion of a mage's damage came from purely their level. The strength of your gear or the potion you used felt like they had diminishing returns.
    • Now, how strong your gear is and the type of potion you use will matter far more than before.
    The main objective of this change is to give mage players a more meaningful gear upgrade progression. The damage formula for Meteor, Blizzard, and Genesis have not been changed in order to maintain the current, well-established meta. Some noteworthy effects you'll notice:

    1. Geared mages will output better damage than before, but ungeared mages (naked mages) will output lower damage than before.

    [​IMG]

    To give some explanation in words for the table above:
    • A level 200 mage with end-game gear (1.7k TMA) will see +10% increase in damage compared to before. Whereas a level 200 mage that is undergeared (1.45k TMA) will see their damage reduced by -11% .
    • Meanwhile a level 140 mage with incredible gear (1.3k TMA) will see a +34.5% increase in damage. A level 140 mage that is undergeared (1k TMA) will see their damage reduced by -5%.

    2. Damage per TMA increased from gears and potions ranges from 1.4x - 3.7x more than before


    [​IMG]

    The table above provides examples of mages at various levels and TMA values, and the damage increase they would expect to see if their TMA increased by one. Damage increase you would've expected to see under the old formula and new formula are listed, and the final column on the right shows the change between the two formulas.

    For an incredibly geared level 200 mage, every TMA increase signifies an damage increase by +0.09% under the old formula, while +0.14% for the new formula. Basically, the change gives you 52% more damage than the previous formula.

    As a point of reference, for physical damage attackers, every Weapon Attack (WA) increment at level 200 typically gives somewhere between 0.45% - 0.85% damage increase depending on the class and the equipped gear.

    While the damage per TMA increment is still not as great as physical attackers, mages and physical attackers are quite different. Differences in how their damage is calculated, the utility they bring, the gear they have access to, the elemental weaknesses, etc. Bearing all this in mind, we believe these changes will help help bridge the gap but without it being too drastic of a change.

    3. Levelling without adding AP into INT will decrease skill damage

    • Every +1 level will require at least +5 INT to have an increase in damage
    • Having less than 5 INT added will result in a lower damage than the previous level
    • The 5th INT added will have a slight increase in damage
    • More than 5 INT added will result in a large increase in damage

    「 Shadower 」
    • [​IMG] Smokescreen - The visuals for smokescreen will now fade out 1.5 seconds before the invulnerability effect ends. The original suggestion can be found here! Thank you for the suggestion!

    [​IMG]

    The PQ reworks will be starting from this patch onwards, first on the list are Amoria Party Quest (APQ) and the Crimsonwood Keep Party Quest (CWKPQ).

    [​IMG]「 Amorian Party Quest (APQ) 」
    • [​IMG] Lip Lock Keys drop rate has been increased.
    • Amos' PQ entrance dialog will now include a visual indicator for how many couples are part of your current party.
      [​IMG]
    • General bug fixes and changes:
      • [​IMG] Entrance Ticket now only gets removed after starting the PQ, instead of being spent while entering the Entrance map.
      • The Party Quest no longer ends once the Party leader disconnects.
        Instead, a new Party Quest Captain is selected among the members of the PQ still available: this change is then communicated via blue notice in chat.
        • This method is similar to the Expedition leader switching for CWKPQ.
        • The new PQ Captain will then be able to navigate through the APQ as usual.
    Changes to How the PQ Plays
    • Stage 1: The portals on the bottom left and bottom right are no longer gender-locked.
      • Instead, each player will be able to pick their preferred side. After the player enters one of the two sides, they will no longer be able to enter the other one.
      • In order to ensure that players cannot lock themselves out of one of the two sides, if every player has chosen the same side, the last remaining PQ member will be forced to pick the other one.
      • If a party member leaves the PQ, and every other member was bound to the same side, the binds will reset and everyone will be able to choose a side again.
    • Stage 2: The algorithm that randomizes the ropes combination has been rewritten.
      • Previously-unavailable combinations (due to a glitch) are now possible: 500, 410, 320, 230, 140, 050.
    • Stage 3: The footholds between the springs have been redesigned. Moving between springs should now feel better.
    • Stage 6 (Boss): Geist Balrog 3rd body's disappearing attack now includes a short delay at the end, to prevent endless chaining.
    • Bonus map - Couples:
      • Adjusted one of the portals to allow the rightmost path to be completable.
      • The reward for bringing Cupid Code Pieces have been revamped:
        • 1 - 11 Cupid Code Pieces: 800 Exp (same as live).
        • 12 - 21 Cupid Code Pieces: Amos' Spirit Cape.
        • 22 - 31 Cupid Code Pieces: Red Hearted Earrings.
        • 32 - 34 Cupid Code Pieces: Metal Heart Earrings.
        • 35 Cupid Code Pieces: Unripe Onyx Apple.
    • Bonus map - Regular:
      • Parts of the Bonus map have been redesigned and every inaccessible and tough-to-reach area has been corrected.
        [​IMG]
        *Red dots are player spawn points
      • Box count has been increased; every player should now have a fair amount of boxes to break.
      • Down jump has been enabled.
      • Bonus map no longer allows movement skill usage.
        • This will default the players to 100% speed/jump.
        • Players will no longer be able to use mobility skills such as teleport, flash jump, and recoil shot.
    In addition to these changes, we also plan to add some extra unique collectibles to the Couples bonus (especially for the winning couple) later down the line, so stay tuned for that!


    [​IMG]「 Crimsonwood Keep Party Quest (CWKPQ) 」
    • The PQ and all its scripts have been fully recoded.
    • Sign-up requirements have been reduced to one of each class.
    • Jack's Expedition sign-up dialog will now include a visual indicator for how many signs are already present in your squad lineup.
      [​IMG]
    • General bug fixes and changes:
      • The script will no longer fail to recognize the expedition leader, even if they change channels, enter cash shop, or relog before starting the PQ.
      • Leaving / disbanding a party no longer has any effect on the expedition.
      • The expedition leader will be changed only if the current leader leaves (disconnects, exits, revive).
        • There is no longer a requirement for the new leader to be in a party.
    Changes to How the PQ Plays
    • Stage 2: The map design has been corrected so that all the objects scattered across the map should no longer incorrectly appear in front or behind the player in various cases.
    • Stage 3:
      • The footholds have been improved.
        • This will prevent players from falling through the sides of the map.
        • This also prevents players from using shortcuts via mobility skills.
      • A new fall-down path has been added in the top left area (after the Pirate sigil), in case players want to return to the start before activating all sigils.
    • Stage 5:
      • The footholds in the Warrior room have been improved.
        • This will prevent players from falling through the sides of the map.
      • [Bug fix] Fixed a synchronization issue that caused the Antellion to not recognize that all 5 weapons were restored in the Altar of Mastery, if two or more were dropped at the same time.
      • [Bug fix] Fixed a glitch that caused the Pirate room to have a low chance to not contain a Forbidden Gun.
    • Stage 6 (Boss): The room design now also includes a custom Pirate boss throne, along with the other 4 boss thrones!
    • Bonus:
      • The footholds in the pre-Bonus lobby room have been improved.
        • This will prevent players from falling through the sides of the map.
      • Drops from the boxes in the Bonus map will now fall closer to each other, to prevent them from falling off the platform.
      • Bonus map no longer allows movement skill usage.
        • This will default the players to 100% speed/jump.
        • Players will no longer be able to use mobility skills such as teleport, flash jump, and recoil shot.
    [​IMG]

    We hope this round of changes will offer some interesting refinement. While there are many more changes we would like to do, we'll need to save them for another patch. As always, your sincere feedback is much appreciated!

    Special thanks as usual to all our current staff members who were involved with the changes!
     
    Last edited by a moderator: Dec 21, 2023
    • Great Work Great Work x 19
    • Disagree Disagree x 4
    • Like Like x 2
    • Creative Creative x 1
  2. Subterlabor
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    Subterlabor Nightshadow

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    1:16 AM
    SweatLord
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    first
     
  3. Imberos
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    Imberos Horny Mushroom

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    Marskman least favourite class and yet its weapons are so pricy
     
  4. Ainz
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    Ainz Zakum

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    So many I keep forgetting
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    Interesting! CWK fix sounds amazing, curious if that'll cause a large increase in runs.

    Seeing the impact of the mage formula changes is going to be interesting, particularly in the context of luk-mages and mp washers who leave mp in AP for a while. Should result in an overall boost to endgame mages, I suppose? NightzNightz 13m pb/auf when?

    Ty staff, you're amazing
     
    • Like Like x 1
  5. BorutozDAD
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    BorutozDAD Red Snail

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    These seem like great changes! Only requiring one class per sign in CWK is so dope. Thanks staff for all of your hard work!
     
    • Agree Agree x 1
  6. BorutozDAD
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    BorutozDAD Red Snail

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    Less people making mm equips
     
  7. Vowels
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    Vowels Mr. Anchor

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    this is amazing, very excited to test the mage changes!
     
    • Like Like x 1
  8. Milotic
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    Milotic Red Snail

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    1:16 AM
    The APQ quality of life changes are HHHHHHHHHHUUUUUUUUUUUUUUUUUUGGGGGGGGGGGGGGGGGGEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!

    Thank you team for making these tweaks!!! I'm excited for the new bonus stage rotations on the sides!!!


    :heartbeat::heartbeat::heartbeat:
     
    • Agree Agree x 2
  9. eldar202
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    eldar202 Mano

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    Sadly no changes for KPQ/LPQ/OPQ/LMPQ/EPQ/MPQ/PPQ (yet?) :cry::cry::cry::cry:
    But the changes to mage DMG Formula sounds interesting
     
    • Like Like x 1
  10. Jean
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    Jean Wolfspider

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    i don't like levelling without adding AP into INT will decrease skill damage the part need 5+ INT for those who add some luck (i very sure are few who add luck mostly for use weapon or equipment) need to be like 3.
     
    • Like Like x 1
  11. Mirrors
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    Mirrors Zakum Retired Staff

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    MAGE VIABLE BOSSERS NOW
    APQ BONUS NO LONGER SCUFFED
    CWKPQ BONUS NO LONGER SCUFFED

    I LOVE IT HERE
     
    • Friendly Friendly x 3
  12. Pasta
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    Pasta Game Developer Staff Member Game Developer

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    Moderator Post
    An extra change to APQ has been added, as it was accidentally left out of the thread:
    Correct! They will be updated, but we started with the toughest ones (code-wise and detail-wise) in a patch that, after all, will be between major events, and thus less heavy overall.
    A number of the updates done to these two PQs, like the leader switching for APQ, are also gonna have their first test run, before potentially becoming part of more party quests.
     
    • Great Work Great Work x 4
    • Agree Agree x 2
  13. YellowSnail
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    YellowSnail Red Snail

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    10:16 AM
    Hero, Paladin, F/P Arch Mage, Bishop, Bowmaster, Night Lord, Shadower, Buccaneer, Corsair
    out of ideas for Nerfing NLs so you just removed FJ from CWK bonus? lol
    how did you even came up with that? it is only been like that for what? 18 years ?

    also, that mages skill change only hurts the new players who has no money to get a decent gear while old players with good gear gets stronger
    GJ maintaining and increasing the gap between old and new players

    1 sign per class on CWK and not platforms fixes are blessed
     
    Last edited: Nov 26, 2023
    • Disagree x 12
    • Creative x 6
    • Informative x 1
    • Friendly x 1
    • Useful x 1
  14. TobiTheGreat
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    TobiTheGreat Slime

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    Brother use some commas, I've no idea what you said.
    Some good changes, and some I'm not sure about.
    Is there gonna be more time for the CWPQ bonus stage? No skills or speed boost means it takes longer for people to get to the right side. Either better spawns are needed or more time to compensate for that.
     
    Last edited: Nov 26, 2023
    • Disagree Disagree x 4
    • Agree Agree x 1
  15. Edann
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    Edann Slimy Retired Staff

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    oh my god
     
    • Agree Agree x 1
    • Friendly Friendly x 1
  16. Tarnished
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    Tarnished Pac Pinky

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    Interesting update, I'm excited to see how mage changes affect the meta

    Love most of the changes to CWK, it's the QoL love this PQ needed

    On the other hand:
    Absolutely devastating nerf to cleave ngl. IME 2/3 man CWK is the only content that adequately rewards players for gearing a DK/Hero, every other boss is either mule-able or you'd be better off building basically any other class. Mobility skills were the most reliable way to loot 3 man boxes, let alone 2 man. I don't think it's possible without multiple PCs now, but I'd love to be proven wrong.
     
    Last edited: Nov 26, 2023
    • Agree Agree x 2
  17. PreistestSky
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    PreistestSky Orange Mushroom

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    so i am not all that good with math but i am good a messing with sliders. and from what i can see this new formula punishes you for leveling up by lowering your max damage. Capture.PNG Capture1.PNG Capture2.PNG
    please correct me if im wrong but that is what i am currently taking away from this update.
     
    • Like Like x 1
  18. Imberos
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    Imberos Horny Mushroom

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    Scrolls are pricy as well
     
    • Disagree Disagree x 1
  19. Subterlabor
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    Subterlabor Nightshadow

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    Will the timer remain the same or increased? As it is doing 4-5man runs unless the runner is experienced they already lose boxes (first timers can struggle) with haste and SI

    Although personally I don't have any issues as I host cwkpq 2-3 times/week with a small group of friends as we have the combined signs required, I realized it was gate locking some people from Cwkpq.

    I appreciate the signs reduction although it guarenteed will in the least reduce the money from Cwkpq which pushes me farther towards leeching yet again which I rarely have time for (very busy lifestyle) In testing for bonus stage was there a loss of boxes when doing 4 man bonus with the new speed/skill changes, due to players not being able to be fast enough?


    Followup is the potential complication of newer players getting 5 Att capes as they follow the upgrade path, I'm excited to see if this will help (through accessibility) or hurt (through more difficult bonus stage) these newer runners acquire stronger capes.


    Overall I really like the changes and I'm happy to see a little time spent on Cwkpq/Apq to resolve some of these bugs. Hopefully with some more cwkpq being done we'll see more stable dark scroll prices so these merchlords aren't buying out the entire FM and driving inflation up for no reason.
     
    Last edited: Nov 26, 2023

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