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Pink Bean Animations Guide

Discussion in 'Guides' started by xiaoyaoz, Dec 5, 2020.

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  1. xiaoyaoz
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    xiaoyaoz Balance Team Staff Member Balance Team

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    Jul 17, 2020
    Male
    10:57 PM
    Last update: March 2024

    Hello all, this is a Pink Bean Guide for Maplelegend. While many animations and effects are similar to GMS, the specifics have been tweaked over the years and thus some information may not be helpful if you are not using it for Maplelegend.
    This guide mainly sources the GIF animations from public streams (shoutout to Blu301 and Eiji for always streaming their runs when PB was first released, these players are now retired afaik).
    While I have tried to take as clean of a GIF/picture possible, apologies if it's not the cleanest and best GIFs around. Also, if you're part of the GIFs and don't want to be there, just lmk *

    Disclaimer: These info are based on publically available source and through hardwork from observing multiple pink bean runs video. This is a player written guide for the player. No information written here is a definitive answer or response from my own perspective as a staff.

    Dispel
    [​IMG][​IMG]

    Damage Reflect (DR)
    [​IMG] [​IMG]

    [​IMG]Weapon DR [​IMG] Magic DR [​IMG] Both/Double DR

    Seduce
    [​IMG] [​IMG]

    Basically attack and don't die. Ez
    Buff when get DP, don't attack when DR, Hero's Will when seduce.
    Bring like 500 ACP, 1k power elixir and 10 apples.
    Follow what people says.
    GLHF

    • Completed up till Quest Force Field in the Time of Temple Quest Series.
    • Requires 1 Chaos Marble [​IMG] to enter (can be obtained by talking to Temple Keeper and accepting the Quest Breaking the Barrier again every 24 hours)
    • Maximum 1 entry daily and 1 success run per week (reset on Wednesday)
    • Level 175 or higher (for leeching exp), min level 150 175 (2022 anniversary patch) to sign-up.
    • Min HP requirement (before HB): Melee 15k, Range 11.9k (or 8.1k if strategy allows)

    Pre-gathering
    [​IMG]
    Deep Place of Temple: Broken Corridor

    This is usually where people will gather before the appointed time people can do whatever they want before losing a Chaos Marble.
    The actual sign-up area is 2 maps to the right. The next map is just an empty map that you need to walk over.
    Entering the portal on the right will cause you to lose your Chaos Marble. So, be careful!
    Once people are all gathered, just take the right portal, keep going right, and take the right portal again to reach the signup area.


    Sign-up area

    [​IMG]
    Deep Place of Temple: Forgotten Twilight

    In this map, you CAN relog/dc, just don't leave the area as you will need to consume another Chaos Marble to re-enter this place.
    • Expedition Time: 1 hour 30 minutes
    • Maximum Players: 30 players
    • Entries Allowed: 1x Daily and 1x Successful Run per Character (Reset on Wednesday)
    In this map, there are 2 NPCs that you can interact with
    Left NPC (Della): To buy the wheel of destiny (no longer available since 2021 anniversary patch)
    Right NPC: To sign-up and enter PB area

    [​IMG]

    Don't click on Kirston before everyone has enter
    By 'speaking' to the NPC Kirston in the boss room, the 5 statues will activate in a certain order and attack you.

    [​IMG]
    The official name of the statues are in yellow but the cyan coloured names are what they are usually called in game.

    Here’s where it gets a little complicated. You don’t just defeat each of the 5 Statues once and proceed to challenge Pink Bean. There are a total of 5 Phases before you can challenge Pink Bean. The other 5 Phases comprises of Statues, each having an additional statue as the Phase progresses.

    Phase 1: Solomon the Wise
    Phase 2: Solomon the Wise + Rex the Wise
    Phase 3: Solomon the Wise + Rex the Wise + Hugin
    Phase 4: Solomon the Wise + Rex the Wise + Hugin + Munin
    Phase 5: Solomon the Wise + Rex the Wise + Hugin + Munin + Ariel
    Final Phase: Pink Bean

    The colours on the text correspond to the colour of the HP bar whenever the phase is changed.
    Essentially, you’ll be killing Solomon the Wise 5 times, Rex the Wise 4 times, Hugin 3 times, Munin 2 times and Ariel once, before even getting a chance at Pink Bean.

    Generally, you want to spend about ~40minutes killing all the statues. (output 5.55 bil dmg o.o)

    Note: Riding mount during statue phase will get hit by statue touch damage!

    [​IMG]
    In this phase, only 1 statue is activated, which is Solomon the Wise (1).
    • Difficulty: Super Easy
    • Time: 1-2min
    • Hp: 0.3 bil (~5.5% from all statue phases)
    Generally, you will want to position yourself at the top left platform to avoid Solomon Slams attack.
    As an attacker, you basically just attack and use ACP whenever you are getting de-buff.
    Bishops can try to holy shield whenever the Staff Slams to prevent stuns and just dispel on lightning animation so that attackers don't need to get annoyed by de-buffs.

    [​IMG]
    This stage is when Solomon the Wise (1) and Rex the Wise (5) are activated.
    • Difficulty: Easy (Just care of Dispel)
    • Time: 2-4min
    • Hp: 0.6 bil (~11% from all statue phases)
    [​IMG] Rex's Dispel animation
    Same strategy as Phase 1 except now there is a possibility of getting Dispel from Rex the Wise, just make sure your life-saving buff (HB, MG) is always up!
    Squads typically first kill Solomon the Wise, then proceed to kill Rex the Wise next.

    However, the optimal move is to first move over to the right side to kill Rex, then later move back to the left to kill Solomon. This is because moving between sides in phase 3 can take longer time due to Hugin's skill which can slow players down. So, it's better to move during phase 2 and be positionally ready when phase 3 starts.

    Note: Please ACP to remove darkness (accuracy debuff) whenever you get struck by yellow lighting.

    *Both statues will each occupy 50% of the hp bar, just Holy Symbol whenever the Hp bar is reaching 50% and 0%.
    ** In HD client, the 50% mark is at the 2nd digit right from the timer (i.e xx:Xx)

    [​IMG]
    This stage is when Solomon the Wise (1), Hugin (2), and Rex the Wise (5) are activated.
    • Difficulty: Decent
    • Time: 5-8min
    • Hp: 1.05 bil (~19% from all statue phases)
    • Solomon & Rex each ~28.6%, Hugin ~42.8% of Hp Bar
    Note that >8k HP range attackers can survive this part without HB, thus DK don't necessary have to stay together with the party.

    Killing hugin is the first priority here since having damage reflect (DR) is a 20secs time lost on progress.

    Hugin's Damage Reflect animation
    [​IMG]
    [​IMG] Weapon DR [​IMG] Magic DR [​IMG] Double DR
    Stop attacking when you see the chest glows yellow. Weapon/Magic DR deals ~8.5k-11.5k damage in return while Double DR deals ~13.5k-16.5k damage.

    *Bowman might want to just strafe instead of hurricane to prevent death from DR.

    [​IMG]
    This stage is when Solomon the Wise (1), Hugin (2), Munin (4), and Rex the Wise (5) are activated.
    • Difficulty: Can be Really Hard (if not careful)
    • Time: 8-13min
    • Hp: 1.5 bil (~27% from all statue phases)
    The biggest hazard in this stage is the activation of Munin (right bird) to mass seduce, which can potentially kill many people. There are 3 types of mass seduce but they are only triggered based on the HP left on Munin. The least harmful seduce is the one cast at 100% HP, which is always a left walk for 10 seconds, and has a cooldown of 40 seconds. The other 2 seduces are much more harmful where left jump is cast at 80% HP and right jump is cast at 60% HP, both last 30 seconds long. Jumping seduce is much more dangerous as you might jump into a statue which has very high touch damage, and you lose a lot of time not doing damage.

    Currently there are 2 approaches to this phase depending on the squad compositions, the bird (Munin) first strategy or the bird (Munin) last strategy.

    This strategy aims to kill Munin (right bird) first by having larger squad compositions to burst down Munin while still being protected by Holy Shield. This typically means that each party will have its own Bishop that will cast Holy Shield at the start of phase 4. Holy Shield protects from all status except Banish, so attackers can focus down Munin in full power. To keep casting Holy Shield, the Bishops would leave their party and form another party with a Buccaneer to get Time Leap (aka TL), so that their Holy Shield is refreshed and can be used again. After getting Time Leap, the Bishops will rejoin their respective party to Holy Shield again after the previous Holy Shield duration ends. Bishops usually get their Shield TL-ed once or twice depending on the Bucc availability and squad firepower.

    As an attacker, if you somehow didn't manage to get Shield, then use Hero's Will when get seduced.
    As a Bucc, please be aware of the energy charge and TL timing so that things will go smoothly.

    After Munin is down, this phase will proceed similar to phase 3 by prioritising Hugin, then Solomon, then Rex.

    Bird first strategy offers a quicker kill time and a much more pleasureable phase 4 (without the constant confuse from Munin), but requires good coordination between bishops and buccaneers and enough firepower to kill Munin under the planned Shield duration. If Munin takes too long to kill and the squad runs out of Shield, the squad may quickly start falling apart as Mass Seduce will be very dangerous as there are plenty of harmful attacks from other statues to kill the characters.

    This strategy aims to kill Munin (right bird) last by killing all the other statues first so that approaching Munin will be the least harmful. However, the first 10 characters in the map will always suffer from the left walk seduce throughout this phase. Typically, Night Lords and Shadowers will be the first to enter the map so that they will be the ones getting seduce instead of others. Their high avoidability gives them the best chance to survive through the seduce, especially if they have 30k HP. Banished characters will be considered as entering the map last instead of maintaining their initial sequence. The success of this strategy usually depends on a squad composition with high number of NL or Shad, high HP characters, and a good number of Bishops for continual Ressurection throughout the phase. If you're part of the seduce sequence, it can feel suck to keep dying from the Seduce while on Apple, so, you can usually just Stopper here until you are banished.

    This phase proceed similar to phase 3 by prioritising Hugin, then Solomon, then Rex, then finally Munin.

    Munin's mass seduce animation
    [​IMG]
    Hero's Will immediately if seduced.

    Note: If you ever got banish into another map, just take the portal on the far left to re-enter the PB map.

    [​IMG]
    This stage is when all statues are activated. (addition of Ariel [3])
    • Difficulty: Can be Really Hard (if not careful)
    • Time: 12-20min
    • Hp: 2.1 bil (~38% from all statue phases)
    The strategy for this stage is similar to Phase 4 but with the addition of Ariel.
    With the bird first strategy: burst down Munin, then Solomon, then balancing taking down Hugin and Ariel at the same time, then Rex.
    With the bird last strategy: burst down Solomon first, then balancing taking down Hugin and Ariel at the same time, then Rex, then finally Munin.

    Ariel has weapon cancels while Hugin (left bird) has damage reflects, DR. So, balancing the damage between them will allow for maximum uptime so that attackers always have things to attack.

    Note: Barrage can't reach Ariel.

    Ariel's Dispel animation
    [​IMG]
    Be careful of Ariel's Dispel, make sure life-saving buff (MG, HB) is always up. Dispel only occurs when Ariel is below 60% HP threshold. Thus, when no one has attacked Ariel, the animation can only be Zombify.

    Before the last statue is down, depending on the strategy employed, make sure you are at the correct side of the map before pink bean is spawned.

    *Buccs make sure you keep super transform few minutes before phase 5 ends if you're in charge of snatching.

    Despite Pink Bean having only 2.1b HP, it is almost as it has 4.2b HP since it is strong against all physical damage, which reduces such damages by 50%.
    Generally, this phase will take an equivalent amount of time (~40min) as statue phases to kill Pink Bean depending on the squad.
    Pink Bean has a total of 3 different skills and 4 different attacks. Damage Reflect (DR) and Musical Note Seduce are 2 skill/attack that are most prone to kill players.

    [​IMG] [​IMG]
    It is important that you immediately stop hitting when you see DR (left GIF) is casted and immediately Hero's will when you are seduced from getting hit by the musical note (right GIF).

    [​IMG]
    When all statue is killed, a moving Pink Bean will spawned at the middle of the map, where he was sitting earlier. Generally, buccaneers will be in charge of pushing/pulling Pink Bean into specific position before attackers are allowed to attack.

    Pink Bean Positions
    [​IMG]
    Typically, Pink Bean will be positioned between position (1) and (2) and will be kept facing right to prevent the Genesis attack from being casted, avoiding the stun. These positions also will allow range attackers to duck under the middle platform during Musical Note attack while buccaneers can duck under the right platform. Melee attackers won't be able to duck but can take advantage of iframing by touching Pink Bean directly.

    HD1 client (2.5 bar)
    [​IMG]
    HD2 client (3.5 bar)
    [​IMG]
    Pink Bean doesn't DR until it reaches 90% HP, attackers are allowed to freely hit Pink Bean as long it is facing right. Be careful by starting to tap your skills when Pink Bean is below 90% HP to prepare for DR. Bowman may start to strafe to prevent death from DR.

    At 80% HP, Pink Bean will then start summoning Mini Beans. These are usually handled by Mages, by ult-ing them to death, while physical attackers simply focus on the main Pink Bean.

    Safety Net
    Keeping a good aggro on Pink Bean can tremendously improve the gameplay experience. While it is mostly the buccaneers job to hold Pink Bean aggro, the fact that Pink Bean switches aggro every few seconds means that it can face left at any given time. One thing to understand is that Pink Bean aggro works by locking its target on the first person it sees in its line of sight. Thus, whenever Pink Bean decides to face left, it will lock its aggro on the first person it sees on the left side. It is important that this person on the left is a melee attacker so that he/she can quickly just move to the right side as soon as Pink Bean faces left. The idea is to cross right only if Pink Bean start casting skill while facing left. If Pink Bean is just wandering and doing nothing, it doesn't mean it is aggroed to the left. After crossing right, stay there for 3-4 seconds so that Pink Bean can switch aggro again before crossing left. In other words, having melee attackers to act as a safety net on the left side of Pink Bean is important for the success of keeping Pink Bean facing right.

    Note: You might seem like you are the closest to Pink Bean, but lag/delay/ping from the client/server might end up having you not be the closest to Pink Bean for some split seconds, which result in someone else closer to catch aggro.


    Meso Bombing
    Shadower has a trick that can use mesos to deal damage which can help to boost damage output to Pink Bean. Some squads has used this technique to close the gap between finishing the kill or not.

    To put some number in context, lets say 2 shadowers spend 5m meso each of 10k bags, this will provide us with about ~40m (1.9% of PB HP) of damage within 4minutes. Scaling this number up, 2 shadowers can drop ~10% of PB HP in a ~25min window (~50m total), which is something that of significant power with the cost of exorbitant mesos.

    Generally speaking, if a shads plan to just meso bomb, assuming the shad can drop 3 bags per sec, a minimum of 5k meso bags should be used in order to gain >4m dpm. Also, 10-15k meso bags are considered to be optimal in terms of cost to damage ratio that is worth meso bombing.


    Assuming u spend 40 secs charging nate + dropping meso with 4 bags drop per sec
    Total drop: 160 bags
    Total booms: 20 times (0.75sec per boom) = 15secs used for booming
    Nate multiplier: x14 (assuming multiplier +1 every 3 sec), which means 4.6k min range will give 402.5k charged damage, which will be cap dmg on pb

    If 1.3k bags were used: ~110k per bomb which total to ~2.2m dmg from ME (208k per min, about same as apple cost), total 3.2m from ME+nate
    If 10k bags were used: ~350k per bomb which totals to ~7m dmg from ME (1.6m per min), total 8m from ME+nate

    Seems like purely charging nate and dropping meso will not be better than just appling and hit unless you wanna spend a tons of meso.

    Note: Remember to drop meso to the right side of Pink Bean so that if you got randomly chosen for aggro, Pink Bean will still face right.


    The role of a buccs between phases is nicely described from iPippy post:
    https://forum.maplelegends.com/inde...eers-field-guide-2021-update-pink-bean.34735/

    Below is a analysis of the dpm penalties of being a bucc.
    Being a buccaneer that is on aggro duty is tremendously impacting towards the potential dpm that is possible.
    In any Pink Bean run, there usually be 2 buccaneers in rotation of transform state and not, that is when bucc A is on transform, bucc B will not, and when bucc A transform is down, then bucc B will transform.
    Just from the fact bucc A have to wait for for bucc B before able to transform, that is already at least 10.5% dpm lost due to the longer untransform time.

    Next, due to how barrage can knockbacks Pink Bean and pushes it out of optimal position, buccs will not be able to just spam barrage, which will leave the best skill for untransform state to be flash fist to quickly gain charge and use orb for the best dpm. Note that matching dragonstrike/uppercut with any other skill is subpar to flashfist +drain/orb combo due to how slow the animation and how slow they gain charge. This is a >30% dpm lost from buccs full potential.

    Barrage penalty (>30% dpm lost)
    % DPM per min
    1. Flash fist itself: 35,910%
    2. Energy Drain itself: 47,880%
    3. Energy Orb itself: 57,600%
    4. Fist during uncharged then orb during charged: 52,830%
    5. Fist during uncharged then drain during charged: 45,270%
    6. Barrel barrage + dragonstrike: 83,030%
    7. Barrage + dragonstrike: 75,810%
    Thus, comparing the best possible [6] with what best practically [4], the dpm lost is ~36.37%. (or 30.31% without barrel tech [7])

    Aggro penalty (longer untransform time, >10.5% dpm lost)
    Buccs without aggro: (52,830% + 220,800%)/3 = 91,210% (untransform + transform dpm)
    Buccs on aggro: (52,830%*2 + 220,800%)/4 = 81,615% (untransform + transform dpm)
    % difference = 1 - (91,210%/81,615%) = 10.5%

    Solomon the Wise
    HP: 300,000,000
    EXP: 3,000,000
    Max Touch Damage: Phase 1-4 - 17.6k HP; Phase 5 - 19.1k HP

    Description of attack Blue Lightning Blue Slam Blue Shout
    Animation[​IMG][​IMG][​IMG]
    Max Damage Magic - Lightning element
    Phase 1-4: 4.8k HP
    Phase 5: 5.5k HP
    HP/MP to 1/1 Physical 6.9k HP
    Effect [​IMG] Seal [​IMG] Stun + Super KB [​IMG] Slow
    Duration 30 secs 5 secs 15 secs
    Area of effect Left half of map Left half of map except top platform Left half of map but not behind Solomon
    KB direction Left Left Left

    Rex the Wise
    HP: 300,000,000
    EXP: 3,000,000
    Max Touch Damage: Phase 1-4 - 18.6k HP; Phase 5 - 19.6k HP

    Description of attack Yellow Lightning Yellow Slam Yellow Shout Blue Glow
    Animation[​IMG][​IMG][​IMG] [​IMG]
    Max Damage Magic - Lightning element
    Phase 1-4: 4.5k HP
    Phase 5: 5.3k HP
    HP/MP to 1/1 Physical
    Phase 1-4: 8.5k HP
    Phase 5: 9.6k
    Skill - No damage
    Effect [​IMG] Darkness [​IMG] Zombify + Super KB [​IMG] Poison 20 DPS Dispel or [​IMG] Confuse
    Duration 30 secs 20 secs 20 secs Dispel - 90% chance
    Confuse - 15 secs
    Area of effect Right half of map Right half of map except top platform Right half of map but not behind Rex Dispel mapwide, but confuse only middle part of the map
    KB direction Left Right Left None

    Hugin
    HP: 450,000,000
    EXP: 3,500,000
    Max Touch Damage: Phase 1-4 - 21.3k HP; Phase 5 - 22.9k HP
    Weak: Ice
    Strong: Fire

    Description of attack Yellow Beak Feather Rocks Yellow Chest Glow Blue Summon Circle
    Animation[​IMG][​IMG][​IMG] [​IMG]
    Max Damage Magic - Fire element
    Phase 1-4: 6.5k HP
    Phase 5: 7.4k HP
    Physical 8.5k HP
    Skill - Returns damage per hit
    Skill - No damage
    Effect [​IMG] Slow [​IMG] Zombify [​IMG][​IMG] Weapon/Magic DR: Return 8k-12k HP per hit
    [​IMG] Double DR: Return 13k-17k HP per hit
    [​IMG] Seal or [​IMG] Weakness
    Duration 15 secs 20 secs 20 secs Seal - 30 secs
    Weakness - 30 secs
    Area of effect Mapwide Around Hugin When getting hit Almost mapwide
    KB direction Left Left None None

    Munin
    HP: 450,000,000
    EXP: 3,500,000
    Max Touch Damage: Phase 1-4 - 21.8k HP; Phase 5 - 23.5k HP
    Weak: Fire
    Strong: Ice

    Description of attack Blue Beak Feather Rocks Green Chest Glow Yellow Summon Circle
    Animation[​IMG] [​IMG] [​IMG] [​IMG]
    Max Damage Magic - Ice element
    Phase 1-4: 7.3k HP
    Phase 5: 8.2k HP
    Physical 8.5k HP
    Skill - No damage
    Skill - No damage
    Effect [​IMG] Confuse [​IMG] Stun Randomly Banish 1 to 5 players [​IMG] Mass Seduce or [​IMG] Weakness
    Duration 15 secs 10 secs 80% Chance Left walk - 10 secs (Triggered at 100% HP; CD: 40 secs; first 10 characters)
    Left jump - 30 secs (Triggered at 80% HP; CD: 40 secs; first 15 characters)
    Right jump - 30 secs (Triggered at 60% HP; CD: 40 secs; first 15 characters)
    Weakness - 30 secs
    Area of effect Mapwide Around Munin Mapwide Mapwide
    KB direction Left Left None None
    Note: People that got banished will be considered as entering the map last instead of maintaining their initial sequence.
    Once banish, you will be spawn on the right end of a different map where you have 90 secs (before getting eliminated from the expedition) to take the portal on the far left to re-enter pb fighting area.


    Ariel
    HP: 600,000,000
    EXP: 20,000,000
    Max Touch Damage: 23.2k HP
    Strong: Fire, Lightning, Ice
    Immune: Holy

    Description of attack Genesis Falling Rocks Green Glow Blue Circle
    Animation[​IMG][​IMG][​IMG] [​IMG]
    Max Damage Magic 13.6k HP HP/MP to 1/1
    Skill - No damage
    Skill - No damage
    Effect [​IMG] Darkness [​IMG] Stun + Super KB Heal 200k HP
    or [​IMG] Weapon Cancel
    or [​IMG] Magic Cancel
    or Poison Cloud 2k DPS
    [​IMG] Zombify or Dispel
    Duration 10 secs 10 secs Cancel - 40 secs
    Poison Cloud - 20 secs
    Zombify - 60 secs (CD: 2 mins)
    Dispel - 90% chance; 60% HP threshold
    Area of effect Mapwide Mapwide Heal - Mapwide
    Poison Cloud - Around Munin
    Mapwide
    KB direction Left Away from Ariel None None

    [​IMG]

    Pink Bean
    HP: 2,100,000,000
    EXP: 120,000,000 (2021 anniversary update)
    Knockback: 140,000 200,000 (2021 anniversary update)
    Strong: Neutral, Holy (2021 xmas update), Fire, Ice

    Max Touch Damage: 24.6k HP
    For Bishops ~17k (due to Invincible)
    For Warriors ~20k (due to Achilles) or ~16k (due to Achilles + Power Guard)
    For Others ~23k

    Description of attack Tail Slam Big Bang Musical Note Genesis Damage Reflect Whistle Blow Green Skull
    Animation[​IMG] [​IMG] [​IMG] [​IMG] [​IMG][​IMG][​IMG]
    Max Damage HP/MP to 1/1 Physical 19.2k HP Unavoidable Magic 11.6k HP Magic 11.6k HP Skill - Return Damage per hit Skill - No Damage Skill - No Damage
    Effect [​IMG] Seal [​IMG] Confuse + Super KB [​IMG] Seduce Left Jump [​IMG] Stun [​IMG] Double DR: Return 13k-17k HP per hit Summon 12 Minis [​IMG] Zombify
    Duration 15 secs 15 secs 10 secs 5 secs 20 secs (CD: 1 min; 90% HP threshold) (CD: 1 min; 80% HP threshold) 60 secs (CD: 2mins)
    KB direction Toward PB Away from PB Left Left None None None
    More info None The hitbox always starts from where the animation starts Dodgable by ducking under platform or walking away Only can cast when facing left Has a DR sound cue Has a whistle sound cue Effect applies 5 secs after animation
    Resting Bean (Phase 1 to 5 only)
    [​IMG]
    Cheer cheer for some mini-beans!
    Basically summons 6 mini-beans after cheering twice

    Note: There are also other animations which generally should boost MDEF/WDEF/WATK, but this is not properly shown and thus not sure if it's working for Legends.

    Mini-Bean
    HP: 303,000 606,000 (2021 xmas update)
    EXP: 11,000
    Damage: 3k-5k
    Max Touch Damage: 4.2k HP
    Weak: Ice, Fire (2021 xmas update)
    Strong: Poison
    Immune: Holy (2021 xmas update) (2022 Anni update)

    Description of attack Red Circle Blue Sneeze Glowing Wing
    Animation[​IMG][​IMG][​IMG]
    Max Damage Magic 5.2k HP Physical 4k HP Skill - No Damage
    Effect None None [​IMG] Weapon Cancel
    Duration None None 10 secs

    • Use commands such as @time @online @uptime @mapowner to find yourself without interrupting others (credit to boofoo for this idea)


    DescriptionPost link
    Welcome Pink Bean - Introduction of PB and timeless equips Halloween 2020
    RoT cap 5; DR dmg 15k; Wheel cap 1 Post-intro changes 1, 2
    Statue aggro changes - Ariel mapwide aggro; Hugin/Munin aggro shifted Christmas 2020
    DR delay reduced 50%; Timeless craft/stats changes Valentine 2021; Craft
    Weekly cap 1; Wheel purchase disabled Anniversary 2021
    Hugin aggro change; Ariel hitbox change Summer 2021
    Munin aggro change; Mini-bean HP; Holy element changes Christmas 2021
    Munin seduce and banish changes; Level requirement changes; Unavoidable Musical Notes; Zombify changes; Banish map timer addition Anniversary 2022


    Hello all, as we all know pink bean has just been added to MapleLegend and there hasn't been much information on how to tackle it.
    I have been searching online for some pink bean guide but unfortunately to no avail since there are many different version of it and somehow modern GMS seems to just 1-shot them f7.
    I have been watching the streams from Tim's and Bryan's runs, observing what each animations does.
    So, instead of just knowing things myself, I decided to create this guide so that others can learn them as well. Besides, this will act as a point of reference whenever I forget what certain animation does.

    Here is a link to the post when PB was first added.
    Here is a link to Tim's twitch and Bryan's twitch where I taken most of the footage from. (RIP copyright issues)

    * I tried to take as clean of a picture possible, but in some cases, it's just too hard with all the people around. If you're in the picture and don't want to be there, just lmk *
    # also.. J>pb run as bishop/bucc :p




    [​IMG]

    Don't click on Kirston before everyone has enter
    By 'speaking' to the NPC Kirston in the boss room, the 5 statues will activate in a certain order and attack you.

    [​IMG]
    The official name of the statues are in yellow but the cyan coloured names are what they are usually called in game.

    Here’s where it gets a little complicated. You don’t just defeat each of the 5 Statues once and proceed to challenge Pink Bean. There are a total of 5 Phases before you can challenge Pink Bean. The other 5 Phases comprises of Statues, each having an additional statue as the Phase progresses.

    Phase 1: Solomon the Wise
    Phase 2: Solomon the Wise + Rex the Wise
    Phase 3: Solomon the Wise + Rex the Wise + Hugin
    Phase 4: Solomon the Wise + Rex the Wise + Hugin + Munin
    Phase 5: Solomon the Wise + Rex the Wise + Hugin + Munin + Ariel
    Final Phase: Pink Bean

    The colours on the text correspond to the colour of the HP bar whenever the phase is changed.
    Essentially, you’ll be killing Solomon the Wise 5 times, Rex the Wise 4 times, Hugin 3 times, Munin 2 times and Ariel once, before even getting a chance at Pink Bean.

    Generally, you want to spend about ~40minutes killing all the statues. (output 5.55 bil dmg o.o)

    Note: Riding mount during statue phase will get hit by statue touch damage!

    [​IMG]
    In this phase, only 1 statue is activated, which is Solomon the Wise (1).
    • Difficulty: Super Easy
    • Time: 1-2min
    • Hp: 0.3 bil (~5.5% from all statue phases)
    As an attacker, you basically just attack and use ACP whenever you are getting de-buff.
    Bishops can try to holy shield whenever the Staff Slams to prevent stuns and just spam dispel so that attackers don't need to get annoyed by de-buffs.

    [​IMG]
    This stage is when Solomon the Wise (1) and Rex the Wise (5) are activated.
    • Difficulty: Easy (Just care of Dispel)
    • Time: 2-4min
    • Hp: 0.6 bil (~11% from all statue phases)
    [​IMG] Rex's Dispel animation
    Same strategy as Phase 1 except now there is a possibility of getting Dispel from Rex the Wise, just make sure your life-saving buff (HB, MG) is always up!
    Squads can first kill Solomon the Wise, then proceed to kill Rex the Wise next.

    However, the optimal move is to first move over to the right side to kill Rex, then later move back to the left to kill Solomon. This is because moving between sides in phase 3 can take longer time due to Hugin's skill which can slow players down. So, it's better to move during phase 2 and be positionally ready when phase 3 starts.

    Note: Please ACP to remove darkness (accuracy debuff) whenever you get struck by yellow lighting.

    *Both statues will each occupy 50% of the hp bar, just Holy Symbol whenever the Hp bar is reaching 50% and 0%.
    ** In HD client, the 50% mark is at the 2nd digit right from the timer (i.e xx:Xx)


    [​IMG]
    This stage is when Solomon the Wise (1), Hugin (2), and Rex the Wise (5) are activated.
    • Difficulty: Decent
    • Time: 5-8min
    • Hp: 1.05 bil (~19% from all statue phases)
    • Solomon & Rex each ~28.6%, Hugin ~42.8% of Hp Bar
    Note that >8k HP range attackers can survive this part without HB, thus DK don't necessary have to stay together with the party.



    [​IMG]

    Killing hugin is the first priority here since having damage reflect (DR) is a 20secs time lost on progress.

    Hugin's Damage Reflect animation
    [​IMG] [​IMG] Weapon DR [​IMG] Magic DR [​IMG] Double DR
    Stop attacking when you see the chest glows yellow. Weapon/Magic DR deals ~8.5k-11.5k damage in return while Double DR deals ~13.5k-16.5k damage.

    *Bowman might want to just strafe instead of hurricane to prevent death from DR.
    ** Buccs be careful of DR when Barrage + Dragonstrike combo since Dragonstrike can reach Hugin (left bird).

    [​IMG]
    This stage is when Solomon the Wise (1), Hugin (2), Munin (4), and Rex the Wise (5) are activated.
    • Difficulty: Can be Really Hard (if not careful)
    • Time: 8-13min
    • Hp: 1.5 bil (~27% from all statue phases)
    The biggest hazard in this stage is the activation of Munin (right bird) to mass seduce, which can potentially kill many people. Generally, we will want to kill Munin (right bird) as fast as possible but this is only possible after Rex (right man) is dead. However, Solomon/Rex attacks is capable of pushing people to the left, which may cause people to unintentionally enters Munin's activation zone. Thus, there are variation in strategies on which side and how it should be focused on depending on the squad compositions.

    Here are some example strategy:
    When there are 5 bishops in the squad, this means all the party can simultaneously have holy shield up to prevent mass seduce status. This allows the squad to move freely around the map for 40 seconds.

    A general plan to maximise the squad damage is to have everyone kill Rex (right man) first. Once Rex is down, holy shield is used simultaneously on all parties, and melee attackers will cross to the left side to kill Solomon (left man) while range attackers stay at the right to kill Munin (right bird). Once Munin is killed, range attackers will come to the left side to help melee attackers finish off the remaining statues.

    Another alternative method which is safer is to have everyone kill Solomon (left man) first. This prevents any unintentional left push attacks which may trigger Munin's (right bird) mass seduce when people are at the right side of the map. Once Solomon is down, holy shield is used simultaneously on all parties and either everyone or just range attackers will move to the right side to kill Rex (right man). If only range attackers move over, melee attackers will now attack Hugin (left bird) but be careful not to cross into Munin's activation area. Once Munin is killed, range attackers will come to the left side to help melee attackers finish off the remaining statues.

    Since not all parties have a bishop, mass seduce can't be prevented for everyone at the same time. Thus, the initial positions of the attackers are crucial in determining the damage output since this position will remained the same until Munin (right bird) is down.

    A general plan is to have melee attackers start with Solomon (left man) while range attackers start with Rex (right man). Both attackers will proceed to their respective bird statue once the man statue is killed. Be careful not to cross into the Munin (right bird) activation area. They will remain their positions until Munin (right bird) is down. Once Munin is killed, range attackers will come to the left side to help melee attackers finish off the remaining statues.

    [​IMG]

    [​IMG]
    Munin's activation area is bounded by the left platform and Rex (right man) sword.

    Note: Rapid Fire/Bullseye/Demolition/B.step can't reach Munin (right bird) without crossing the sword.

    Never ever try to cross those line without holy shield, the mass seduce is notoriously long and can very likely kill someone.

    Munin's mass seduce animation
    [​IMG]
    In case someone crossed, Hero's Will immediately if seduced and move towards the nearest corner.


    Note: If you ever got banish into another map, just take the portal on the far left to re-enter the PB map.

    [​IMG]
    This stage is when all statues are activated. (addition of Ariel [3])
    • Difficulty: Can be Really Hard (if not careful)
    • Time: 12-20min
    • Hp: 2.1 bil (~38% from all statue phases)
    The strategy for this stage is similar to Phase 4 but with the addition of Ariel.
    The difference is now range/most attackers will focus down Ariel at the top left platform after taking down Munin (right bird) and Rex (right man). This is because Ariel HP is much higher and some melee attackers are not fully effective in attacking Ariel since some skills can't reach (i.e. Assasinate/Barrage). It also balances the damage so that there are things to attack if Ariel weapon cancels or Hugin (left bird) damage reflects, DR.

    Note: Barrage can't reach Ariel.

    [​IMG]
    As a point of reference when the statue disappear, the broken pillar at the back is the same line with the sword. Right side attacker can refer to that broken pillar to know where not to cross when Munin (right bird) is still up.

    Ariel's Dispel animation
    [​IMG]
    Be careful of Ariel's Dispel, make sure life-saving buff (MG, HB) is always up. Dispel only occurs when Ariel is below 90% HP threshold. Thus, when no one has attacked Ariel, the animation can either be a fake (do nothing) animation or Zombify. Players should pay attention on Rex's (right man) dispel first before focusing on Ariel's dispel.

    Before the last statue is down, depending on the strategy employed, make sure you are at the correct side of the map before pink bean is spawned.

    *Buccs make sure you keep super transform few minutes before phase 5 ends if you're in charge of snatching.




    [​IMG]
    Solomon the Wise
    HP: 300,000,000
    EXP: 3,000,000
    Magic Damage: 2k-7k and has 1-1
    Touch Damage: ~18k (not sure)


    [​IMG]
    Blue lighting
    Damage: 2.2k-4.5k Hp
    Damage Type: Magical (Some class can element resist, i.e. 50%)
    Knockback direction: Left
    Effect: Seals (spell lock)


    [​IMG]
    Staff Slam
    Damage: Hp/Mp to 1
    Knockback direction: Left
    Effect: Stuns
    Duration: 5secs
    Stuns are preventable with Holy Shield.

    [​IMG]

    Blue Shout
    Damage: 5k-7k
    Effect: ??
    Only uses this attack when there is people on the right side of the statue.
    Seems to only attack people that are right side of the statue

    [​IMG]
    Rex the Wise
    HP: 300,000,000
    EXP: 3,000,000
    Magic Damage: 2k-5k and has 1-1
    Touch Damage: ~18k (not sure)

    [​IMG]
    Yellow lighting
    Damage: 2.2k-4.5k Hp
    Damage Type: Magical (Some class can element resist, i.e. 50%)
    Knockback direction: Left
    Effect: Darkness (Lower accuracy)


    [​IMG]
    Staff Slam
    Damage: Hp/Mp to 1
    Knockback direction: Right
    Effect: Zombify (No heal and pot effect 50%)
    Duration: 20secs

    [​IMG]
    Blue Orb/Aura
    Damage: No Damage
    Effect: Dispel or Confuse (reverse key for 15secs)
    Dispel seems to be by chance while Confuse only affects people that are around where the resting Pink Bean is and doesn't affect people very close or very far away to the man statue.
    For a clearer animation, you can refer to the first picture for Rex only itself.

    [​IMG]
    Yellow Shout
    Damage: ~7-8k
    Knockback direction: Left
    Effect: Poison 20HP damage per sec (some class 12HP per sec)
    Only uses this attack when there is people on the left side of the statue.
    Seems to only attack people that are left side of the statue

    [​IMG]
    Hugin
    HP: 450,000,000
    EXP: 3,500,000
    Magic Damage: 3k-9.2k and has DR (15k when attack)
    Touch Damage: ~22k (not sure)
    Weak: Ice
    Strong: Fire


    [​IMG]
    [​IMG]
    Damage Reflect (DR)
    Effect: Receives 15k damage when attacked
    Duration: 20 seconds
    [​IMG] Weapon Damage Reflect

    [​IMG] Magic Damage Reflect

    [​IMG] Both Weapon & Magic Damage Reflect (aka Double DR)
    Weapon/Magic DR deals ~9.5k-11.5k damage in return while Double DR deals ~13.5k-16.5k damage.
    The damage reflects are independent from each other, that means after one type of DR, the other types of DR can be casted immediately with no down time.




    [​IMG]
    Yellow Mouth/Beak Attack
    Damage: 3k-7k Hp
    Damage Type: Magical (Some class can element resist, i.e. 50%)
    Knockback direction: Left
    Effect: Exp Curse (Halves your Exp gain) or Slow

    [​IMG]
    Blue Chest Summon
    Damage: No Damage
    Effect: Seal (Spell Lock) or Weaken (Can't jump)
    Applied only one of the effect, not sure if it will ever applies both the same time.

    [​IMG]
    Wings Attack
    Damage: 6k-9.2k Hp
    Damage Type: Physical
    Knockback direction: Left
    Effect: Zombify (No heal and pot effect 50%)
    Look at the ground as it shows where the wings are about to fall.

    [​IMG]
    Munin
    HP: 450,000,000
    EXP: 3,500,000
    Magic Damage: 3k-9.2k
    Touch Damage: ~22k (not sure)
    Weak: Fire
    Strong: Ice


    [​IMG]
    Yellow Chest Summon
    Damage: No Damage
    Effect: Mass seduce or Weaken (Can't Jump for 30 secs)
    Duration: 30 seconds
    Cooldown: 50 seconds (or maybe 45 secs not sure)

    There are a few independent mass seduce skills which can be left jump, right jump, left walk, right walk and they affect different amount of people.
    Left/Right walking seduce affects the first 10-12 people entered the map.
    Left/Right jumping seduce affects the first 14-16 people entered the map.

    Note: People that got banished will be considered as entering the map last instead of maintaining their initial sequence.


    [​IMG]
    Blue Mouth/Beak Attack
    Damage: 3k-6.2k Hp
    Effect: Confuse (Reverse Keys)
    Duration: 15 seconds

    [​IMG]
    Banish
    Damage: -
    Effect: Randomly teleports (1-2)?? nearby characters to another map or Confuse (not sure)
    Once banish, you will be spawn on the right end of a different map where you should take the portal on the far left to re-enter pb fighting area.

    Note: People that got banished will be considered as entering the map last instead of maintaining their initial sequence.

    [​IMG]
    Wings Attack
    Damage: 6k-9.2k Hp
    Effect: Stun (10 secs)
    Look at the ground as it shows where the wings are about to fall.
    If you're seduced and get stun after, you'll be stop at the current position.

    [​IMG]
    Ariel
    HP: 600,000,000
    EXP: 20,000,000
    Magic Damage: 10k-13k and has 1-1
    Touch Damage: ~24k (not sure)
    Strong: Fire, Lightning, Ice
    Immune: Holy


    [​IMG]
    Blue Circle
    Damage: No Damage
    Effect: Dispel or Zombify
    Dispel Activation HP Threshold: 90% (doesn't actually dispel if above this HP, i.e. just a fake animation)
    Zombify can happen from 100% HP.
    Applied only one of the effect, not sure if it will ever applies both the same time.

    [​IMG]
    Genesis
    Damage: 10k-13k Hp
    Damage Type: Magical (doesn't get elemental resist)
    Knockback direction: Left
    Effect: Darkness (Lower accuracy)


    [​IMG]
    Rock Slam
    Damage: Reduce Hp/Mp to 1
    Effect: Stuns and Knockback
    Knockback direction: Away from Ariel
    Duration: 10secs
    Stuns are preventable with Holy Shield while Knockback is preventable with Stance.

    [​IMG]
    Green Aura
    Damage: No Damage
    Effect: Either cancels (weapon/magic), Heals 200k Hp, or Poison Mist (2k Damage)
    Duration: 40secs (cancels), 20secs (poison)

    [​IMG]
    Cheer cheer for some mini-beans!
    Basically summons 6 mini-beans after cheering twice

    Note: There are also other animations which generally should boost MDEF/WDEF/WATK, but this is not properly shown and thus not sure if it's working for Legends.

    Mini-Bean
    HP: 303,000 606,000 (2021 xmas update)
    EXP: 11,000
    Damage: 3k-5k
    Touch Damage: ~5k (not sure)
    Weak: Ice, Fire (2021 xmas update)
    Strong: Poison
    Immune: Holy (2021 xmas update)

    [​IMG]
    Red Attack
    Damage: 3.5k-5k Hp
    Damage Type: Magic
    Knockback direction: Away from the mini-bean
    Effect: None

    [​IMG]
    Wings buff
    Damage: No Damage
    Effect: Weapon Cancels
    Duration: 10 secs
    Will cast cancels whenever it received its first damage.


    [​IMG]
    Blue breath?
    Damage: Seems to only hit 1 target for ~3k? and only activated when more than 1 person around?
    Effect: ???




    [​IMG]

    Pink Bean
    HP: 2,100,000,000
    EXP: 120,000,000 (2021 anniversary update)
    Knockback: 140,000 200,000 (2021 anniversary update)
    Strong: Neutral, Holy (2021 xmas update), Fire, Ice

    Touch Damage: 17k-23.9k
    For Bishops ~17k (due to Invincible)
    For Warriors ~20k (due to Achilles)
    For Others ~23k

    Despite Pink Bean having only 2.1b HP, it is almost as it has 4.2b HP since it is strong against all physical damage, which reduces such damages by 50%.
    Generally, this phase will take an equivalent amount of time (~40min) as statue phases to kill Pink Bean depending on the squad.
    Pink Bean has a total of 3 different skills and 4 different attacks. Damage Reflect (DR) and Musical Note Seduce are 2 skill/attack that are most prone to kill players.

    [​IMG] [​IMG]
    It is important that you immediately stop hitting when you see DR (left GIF) is casted and immediately Hero's will when you are seduced from getting hit by the musical note (right GIF).

    When all statue is killed, a moving Pink Bean will spawned at the middle of the map, where he was sitting earlier. Generally, buccaneers will be in charge of pushing/pulling Pink Bean into specific position before attackers are allowed to attack.

    HD1 client (2.5 bar)
    [​IMG]
    HD2 client (3.5 bar)
    [​IMG]
    Pink Bean doesn't DR until it reaches 90% HP, attackers are allowed to freely hit Pink Bean as long it is facing right. Be careful by starting to tap your skills when Pink Bean is below 90% HP to prepare for DR. Bowman may start to strafe to prevent death from DR.

    Pink Bean Positions
    [​IMG]

    (some credits to Nise for starting this strategy)

    Pros
    -Right side range attackers need not repositions
    Cons
    -Can't dodge musical note seduce


    Pros
    -Can dodge musical note seduce by ducking underneath the platform
    -Attackers can climb the platform to dodge high damage skills if HB runs out
    Cons
    -Right side range attackers need to repositions whenever get knockback

    Note: For left side low HP attackers, you need to stand at maximum attack distance so that you may dodge Big Bang if Pink Bean faces left.
    If you're an MM, don't snipe on the left side to prevent aggro reset due to knockback.




    Squad Positions

    [​IMG]

    The most successful squad in the server (as of June 2021) has been predominantly use this strategy. This strategy requires everyone or most attackers in the squad to have >18.7k HP so that they can stay on the right side of Pink Bean and survive its Big Bang damage. With most people on the right side of Pink Bean, this will consistently keep Pink Bean to face right and thus prevent Pink Bean from casting seduce.

    For melee attackers, try to keep Pink Bean between the 1st right pillar and the 2nd right pillar as this will make sure range attackers will not need to move as much to maximise damage output. Make sure to not pull/push Pink Bean over the broken pillar on the right. If Pink Bean ever drifted too close to the broken pillar, make sure to just rush Pink Bean to the left to keep range attackers safe from touch damage.

    For range attackers, just try stay at the right side and attack. In case Pink Bean drifted to the left, try not to cross the broken pillar as you can see that your attack range can reach up to the 2nd right pillar.

    Note: If there is attackers on the left side of Pink Bean, should always keep one melee attacker to the left of Pink Bean to act as a 'safety net'. Whenever Pink Bean faces left, the closest person will supposedly gain aggro and this 'safety net' can just walk over to the right side to change where Pink Bean faces. This is especially needed whenever DR is happening to ensure Pink Bean doesn't faces left for an unnecessarily long amount of time.

    [​IMG]
    (some credits to Nise for starting this strategy)

    This is the theoretical strategy that suppose to maximise damage and allows lower HP attackers to join the fight. The advantage of this strategy is that range attackers will only get 1-1 attacks. This avoids major repositioning annoyance from Big Bang's knockback and confuse status. Dark Knight and Corsair may also 'zerk' to increase their damage output. However, major responsibility will be placed on both the buccaneers and melee attackers to keep Pink Bean from facing left.

    Range attackers suppose to always reposition to be at the left end of the platform while melee attackers reposition to be at the right end of the platform. Remember that 1-1 always knockbacks you towards Pink Bean.

    The key to succeeding this strategy is being able to keep Pink Bean aggro to face right side.
    In a perfect situation, buccaneers will always have the aggro by using Barrage to knockback Pink Bean to face right side or uses Snatch to pull Pink Bean into facing right. However, this may not always be the case as Pink Bean can randomly switch target aggro. Thus, whenever Pink Bean starts to face left, melee attackers will most likely obtain aggro since they are closest to Pink Bean. When this happened, the melee attackers have to move to the right side so that Pink Bean will face right again.

    Some backup plan from this strategy if Pink Bean faces left is that attackers should try to duck underneath the platform since skills like Genesis and Musical Note Seduce can sometimes be block by the platforms.

    Safety Net
    Despite buccaneers best effort to hold Pink Bean aggro, the fact that Pink Bean switches aggro every few seconds means that it can face left at any given time. One thing to understand is that Pink Bean aggro works by locking its target on the first person it sees in its line of sight. Thus, whenever Pink Bean decides to face left, it will lock its aggro on the first person it sees on the left side. It is important that this person on the left is a melee attacker so that he/she can quickly just move to the right side as soon as Pink Bean faces left. The idea is to cross right only if Pink Bean start casting skill while facing left. If Pink Bean is just wandering and doing nothing, it doesn't mean it is aggroed to the left. After crossing right, stay there for 3-4 seconds so that Pink Bean can switch aggro again before crossing left. In other words, having melee attackers to act as a safety net on the left side of Pink Bean is important for the success of keeping Pink Bean facing right.

    Note: You might seem like you are the closest to Pink Bean, but lag/delay/ping from the client/server might end up having you not be the closest to Pink Bean for some split seconds, which result in someone else closer to catch aggro.


    Meso Bombing
    Shadower has a trick that can use mesos to deal damage which can help to boost damage output to Pink Bean. Some squads has used this technique to close the gap between finishing the kill or not.

    To put some number in context, lets say 2 shadowers spend 5m meso each of 10k bags, this will provide us with about ~40m (1.9% of PB HP) of damage within 4minutes. Scaling this number up, 2 shadowers can drop ~10% of PB HP in a ~25min window (~50m total), which is something that of significant power with the cost of exorbitant mesos.

    Generally speaking, if a shads plan to just meso bomb, assuming the shad can drop 3 bags per sec, a minimum of 5k meso bags should be used in order to gain >4m dpm. Also, 10-15k meso bags are considered to be optimal in terms of cost to damage ratio that is worth meso bombing.


    Assuming u spend 40 secs charging nate + dropping meso with 4 bags drop per sec
    Total drop: 160 bags
    Total booms: 20 times (0.75sec per boom) = 15secs used for booming
    Nate multiplier: x14 (assuming multiplier +1 every 3 sec), which means 4.6k min range will give 402.5k charged damage, which will be cap dmg on pb

    If 1.3k bags were used: ~110k per bomb which total to ~2.2m dmg from ME (208k per min, about same as apple cost), total 3.2m from ME+nate
    If 10k bags were used: ~350k per bomb which totals to ~7m dmg from ME (1.6m per min), total 8m from ME+nate

    Seems like purely charging nate and dropping meso will not be better than just appling and hit unless you wanna spend a tons of meso.

    Note: Remember to drop meso to the right side of Pink Bean so that if you got randomly chosen for aggro, Pink Bean will still face right.
    To nate, remember your damage might be >140k which will cause knockback. So, either hit from the right side and don't proc the last hit, or start from the left side so that the last hit will dash to the right side of PB.



    The role of a buccs between phases is nicely described from iPippy post:
    https://forum.maplelegends.com/inde...eers-field-guide-2021-update-pink-bean.34735/

    Below is a analysis of the dpm penalties of being a bucc.
    Being a buccaneer that is on aggro duty is tremendously impacting towards the potential dpm that is possible.
    In any Pink Bean run, there usually be 2 buccaneers in rotation of transform state and not, that is when bucc A is on transform, bucc B will not, and when bucc A transform is down, then bucc B will transform.
    Just from the fact bucc A have to wait for for bucc B before able to transform, that is already at least 10.5% dpm lost due to the longer untransform time.

    Next, due to how barrage can knockbacks Pink Bean and pushes it out of optimal position, buccs will not be able to just spam barrage, which will leave the best skill for untransform state to be flash fist to quickly gain charge and use orb for the best dpm. Note that matching dragonstrike/uppercut with any other skill is subpar to flashfist +drain/orb combo due to how slow the animation and how slow they gain charge. This is a >30% dpm lost from buccs full potential.

    Barrage penalty (>30% dpm lost)
    % DPM per min
    1. Flash fist itself: 35,910%
    2. Energy Drain itself: 47,880%
    3. Energy Orb itself: 57,600%
    4. Fist during uncharged then orb during charged: 52,830%
    5. Fist during uncharged then drain during charged: 45,270%
    6. Barrel barrage + dragonstrike: 83,030%
    7. Barrage + dragonstrike: 75,810%
    Thus, comparing the best possible [6] with what best practically [4], the dpm lost is ~36.37%. (or 30.31% without barrel tech [7])

    Aggro penalty (longer untransform time, >10.5% dpm lost)
    Buccs without aggro: (52,830% + 220,800%)/3 = 91,210% (untransform + transform dpm)
    Buccs on aggro: (52,830%*2 + 220,800%)/4 = 81,615% (untransform + transform dpm)
    % difference = 1 - (91,210%/81,615%) = 10.5%

    [​IMG]
    Tail Slam (aka 1-1)
    Damage: Reduce Hp/Mp to 1
    Effect: Seal (Spell Lock)
    Knockback direction: Towards PB
    Every hit knockbacks you closer to Pink Bean.
    Can notice the blue glow on the body for this attack.

    [​IMG]
    Genesis (only when facing left)
    Damage: 9k-12k hp
    Damage Type: Physical
    Effect: Stuns
    Knockback direction: Left
    Duration: 5secs
    Stuns are preventable with Holy Shield
    Can notice the growing pointy ears on the body for this attack.

    [​IMG]
    Big Bang
    Damage: 12.5k-18.7k (bs~13k, warriors ~15k, others ~18k)
    Damage Type: Physical
    Effect: Confuse (reverse key)
    Knockback direction: Away from PB
    Only damage on the direction it's facing.
    Can notice the yellow glow on the body for this attack.

    [​IMG]
    Green Skull
    Damage: No damage
    Effect: Zombify (No heal and pot effect 50%)
    Duration: 20secs
    Zombify applies 5secs after the animation begins.
    Can notice the green glow on the body for this skill.

    [​IMG]
    Damage Reflect (DR)
    Effect: Receives 13.5k-16.5k damage when attacked (no iframes from DR damage)
    Duration: 20secs
    Cooldown: 1min
    Activation HP threshold: 90%
    The whole animation takes ~1.5-2sec before the DR damage comes in, the beginning of the animation is when you'll hit 1's, so it's a total of 22seconds you won't be able to damage.

    Actual ruler analysis for threshold %
    HD1 client (2.5 bar)
    [​IMG]
    HD2 client (3.5 bar)
    [​IMG]
    Basically stop hitting when you see 'ones', always both weapon and magic DR.
    Some find hearing the DR casting sound to be helpful.

    [​IMG]
    Musical Note (only when facing left)
    Damage: 9k-12k Hp
    Damage Type: Physical
    Effect: Left Jump Seduce
    Duration: 10secs
    Just look at the floor for where the musical note will fall onto, since the musical notes appear before the megaphone does.
    *Possible to duck underneath a platform since the note will hit the platform instead of the floor.

    [​IMG]
    Whistle Blow
    Damage: No damage
    Effect: Summons mini-beans (6-12 of them every time?)
    You can actually hear the whistle if you pay attention o.o

    Phase 1

    • All party in?
    • Apple Check
    • Everyone attack from this left corner.
    • Bishop just holy shield whenever the statue raise staff/sword to prevent stuns

    Phase 2

    • Everyone stay here and do the same thing
    • Care on Dispel from right statue (blue aura with slight raise on staff/sword)

    Phase 3

    • We will start on the right side and cross over after statue down
    • Care for DP again from right statue.
    • Melee attacker please don't cross the orb from the man statue
    • Range attacker care for DR from bird statue (yellow effect on chest)
    • Wait for Range to cross over before killing the last statue
    Phase 4

    • 10min Apple Check
    • This stage may seduce, hero's will if it happens
    • Care for DP again from right statue.
    • Both side please don't cross the orb from the man statue
    • Care for DR again
    • Wait for Range to cross over before killing the last statue

    Phase 5

    • 20min Apple Check
    • Care for DP from right statue.
    • Ariel can DP now (blue circle animation)
    • Care for DR again
    • Wait for Range to cross over before killing the last statue
    Pink Bean
    • 30min Apple Check
    • DR check
    • Pet loot off

    Old-introduction
    Hello all, as we all know pink bean has just been added to MapleLegend and there hasn't been much information on how to tackle it.
    I have been searching online for some pink bean guide but unfortunately to no avail since there are many different version of it and somehow modern GMS seems to just 1-shot them f7.
    I have been watching the streams from Tim's and Bryan's runs, observing what each animations does.
    So, instead of just knowing things myself, I decided to create this guide so that others can learn them as well. Besides, this will act as a point of reference whenever I forget what certain animation does.

    Here is a link to the post when PB was first added.
    Here is a link to Tim's twitch and Bryan's twitch where I taken most of the footage from. (RIP copyright issues)

    * I tried to take as clean of a picture possible, but in some cases, it's just too hard with all the people around. If you're in the picture and don't want to be there, just lmk *
    # also.. J>pb run as bishop/bucc :p

    Super Min requirement: Mage 2.4k Hp+ 9.6k Mp, Bishop 1.7k Hp+ 7k Mp (need HB) *just surviving w/o using skill

    Pre-gathering

    [​IMG]
    Time Lane: Resting Spot of Oblivion 4

    This is usually where people will gather before the appointed time since bishop can door people here and whoever wants to relog/change channel/go to fm or just do whatever stuff they want, they can do so here before losing a Chaos Marble.
    Once people are all gathered, just keep taking the right portal until you reach the sign-up area.

    The actual sign-up area is 3 map to the right. The next map is just normal ToT mobs while the next next map is the part where you will lose your Chaos Marble, then you gotta walk to the next next next map to get to the signup area.

    [​IMG]Wheel of Destiny
    This item revives characters in the same map where they have died. However, it can only be used in Pink Bean battle!
    You can purchase it from Della (left NPC) for 5 million mesos + 3 Piece of Time [​IMG] and use it when you have died during Pink Bean. You can only stack up to 1 Wheels of Destiny in your inventory.
    Whenever it is used, you will be spawned at the left side of the map with only 50hp (similar to a town resurrection). So, spam your pot after wheeling!

    Phase 3
    The efficient strategy to perform here is to move everyone over to the left side to kill Solomon (left man) first if the squad is not already at the left side. This is because once Solomon is down, melee attackers will move to the right side to kill Rex (right man) while range attackers will kill Hugin (left bird). The reason why only range attackers are allowed to attack Hugin is so that none of its animations will get triggered if you attack from a distance away. Whenever there is no one within that area, Hugin pretty much just afk and becomes a sandbag waiting to be destroyed. This will save a lot of time since we won't need to deal with damage reflect from Hugin.

    Hugin's activation area is bounded by the Solomon (left man) sword and the rope on the middle right platform. So, attackers should try to avoid crossing these lines if they do not want to activate Hugin (left bird).

    Note: Rapid Fire/Bullseye/Demolition/B.step/Paralyse/Chain Lighting/Angel Ray can't reach Hugin (left bird) without crossing the sword.


    *Will continue to update this whenever I got the time to edit it.
    Hope you guys are now clearer on what each animation does.
    Thanks for reading this guide and good luck in your Pink Bean runs!
     
    Last edited: Apr 29, 2024
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