Why Crit Dmg Over Stat On Gloves Maplestory

At level 4 it gives 28% Critical Damage now, so I can probably assume level 1/2/3 is 7/14/21%. 28% Critical Damage is equivalent to 56% min critical damage or 56% max critical damage. Before at level 4 it doubled your max critical damage. Yes, the text said +100% max crit, but it was actually a 2x multiplier. Re: Mercedes: Critical% vs. Dmg mori ctx 310 ecoline technische daten. Originally Posted by ShinkuDragon go to dojo or some boss that won't be a trouble and to which i know the PDR with your +%damage buffs, shoot regular shots at him (not skills prferably) and take some SS's of the damage (preferably non-crit.).

Double Miracle Time is when you can really increase your range and improve your gear. Double Miracle Time allows you to use your cubes to tier up your gear, the best time for getting them to legendary.

The best way to cube is use an Epic Potential Scroll to get your item to Epic, then use Black cubes until the item reaches legendary. The most important items to cube are your Weapon, Sub Weapon, and Emblem.

Best Gears to Cube From Best to Worst

Below is a list from best to worst the items that will give you the most gains and stats.

Why crit dmg over stat on gloves maplestory mod
  • Emblem
  • Sub Weapon
  • Weapon
  • Badge
  • Heart
  • Gloves
  • Accessories (Ring, Pendant, Face, Eye)
  • Shoulder
  • Belt
  • Cape
  • Hat
  • Top
  • Bottom

If you’re cubing during DMT, you want to start at the top of the list and get as much gear as you can to legendary.

DMT Cubing 2020

When it comes to DMT you’ll have a much higher chance at tiering up your gear, and you usually will have a Cube sale that comes along with it. The best way to tier up is to use Black Cubes from an Epic Potential. Use occult cubes or an Epic Potential scroll on your item to get to Epic and then use Black cubes for tiering up and Red cubes for rerolling to prime lines.

If you’re in Reboot this event means a lot more since you have to work harder for all your gear. Make sure to save up 2.5 to 3 Bil Mesos in order to afford all the cubes on sale and be able to cube.

Lately there have been some issues with DMT and if that is the case you don’t want to spend all your cubes after the event out of frustration because there will usually be a make up for the failed DMT. Something that might work if you’re having trouble cubing is to keep trying to Change Channels and you can probably get in 1 cube every time you CC.

It is always better to farm when no events are announced since that is when people care less and maps will be open. Maps are super packed whenever DMT is around since everyone is farming for more Mesos to Cube.

Why crit dmg over stat on gloves maplestory mod

Full Gear Tier Guide Explained

Cubing is not as simple as it seems since there is a lot that goes into trying to get the maximum value out of each item and Meso. Items that you will not replace and have no useless potential lines are far more cost efficient than items that you will replace. This section will explain to you which items to cube and what to do.

Emblem – When you get your lvl.100 Emblem there is nothing better, so once you get it perfect you never have to touch it again. Get as close to 3 line Attack/Magic Attack as you can.

Sub Weapon – The lvl.100 Sub Weapon is easy to obtain but the Princess No. Sub Weapon is the best in slot (BIS). It is a good idea to get your lvl.100 Sub Weapon to legendary and work on getting your Princess No. Sub since it takes some time. Depending on your class you’ll want a mix of IED, Boss Damage, and Attack/Magic Attack. The lvl.100 Sub Weapon is not useless after you get the Princess No. Sub. Change it to a training Sub Weapon where you have only a mix of IED and Attack/Magic Attack.

Weapon – The reason Weapon is not as important as the Sub and Emblem is because you change it more often. It goes from Fafnir > Absolab > Arcane Umbra. I would get the Fafnir to Epic and keep it there till you can get Absolab and Transfer it. This only really works if you can join a good guild or have friends that can carry you in Lotus and Damien. If you don’t have that, you want to get as strong as possible so you can get your Fafnir to Legendary.

Crit

Badge – If you have a Potable Badge, like Ghost Ship Exorcist or Sengoku, consider yourself lucky and go ahead and cube it. If you’re newer you are out of luck since they removed the ways to get the Ghost Ship Badge and have not had an event for the Sengoku Badge in a while. The Magnus Crystal Ventus Badge is not Potable so if that’s all you can get, you’re stuck there.

Heart – Android Hearts are another elusive thing where the best one comes with an Event. (Wondroid) If you have a Glimmering Wondroid Heart, you should cube it and get it to Legendary since it is a lvl.120 item. If you don’t it might be best to not potential/cube it at all since only certain Hearts are Permanent. Even if you have a different Perm Heart, it will usually be of low level so still not worth to invest in.

Gloves – Gloves are interesting because they can get a line of Crit Damage which is very good. It kind of depends on your class but Crit Damage is almost always good. Critical Damage lines can only be seen when your Glove is at Legendary. Start cubing once you have the Absolab Gloves, leave your Pensalir at Epic.

If you roll 2 or 3 line main stat, it is better to stick to that for now and wait till your other equips are decently Potentialed before trying for Crit Damage.

Accessories (Ring, Pendant, Face, Eye) – The Accessories are up next and these are a little special because if you are making a Meso Farmer, these should actually be cubed first over anything else. If you’re not making a Meso Farmer then you want to get the Sweetwater Accessories and Gollux Ring and Pendant before making any items to Legendary. Again, if you need the boost and have no carries, it is okay to invest in your lower tier gear.

These items have less useless lines so it will be cheaper to invest in them over something like Hat, Top, Bottom.

Shoulder – The Shoulders are a bit tough but the easy ones to obtain are the Magnus one and the Hayato’s Treasure. It’s best to keep these at Epic until you get your Absolab from Damien. The best thing to get is main stat.

Belt – The best Belt to get is the Superior Gollux Belt, but this is hard to obtain since you need to be able to do Hellux and have a good drop rate. Another great alternative is the Alien Fragment Belt. If you go for the Alien Set make sure to get at least a 3 set of Belt, Earrings, Ring, or 2 Pendants. If you’re not getting carried, it is worth it to get these to Legendary and get main stat.

Cape – For Capes, it goes Pensalir > Tyrant/CZAK cape > Absolab. If you can do CZAK/Hard Magnus or get carried you should get those capes to Epic and then Transfer it over to your eventual Absolab cape.

Hat – Hat will come from CRA (Chaos Root Abyss) and will be your Hat for a long long time, if not forever. Best thing to get is Main Stat but for certain classes, it might be worth it to get Skill Cooldown. Be careful with cubing these since they have a ton of useless lines and can cost you a lot of Mesos.

Top – Another part of the CRA set and will also be with you forever. If you want to save Potential scrolls, find an Epic Pensalir Overall and transfer it over. Also, it has a lot of useless lines so be careful.

Bottom – Same thing applies from Hat and Top.

Cubing Rates


It is important to know how to effectively cube and when to use what cube. This spreadsheet will show you a chart or cubing rates for non-miracle time cubing.

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Min Crit and Max Crit Merge

Reactions: 2,450
Member, Private TesterOver
edited October 2016 in Non-GMS Content Discussion
Source: https://orangemushroom.net/2016/07/14/kms-ver-1-2-259-maplestory-v-5th-job/
If you've been following on KMS news, you would know that the 5th Job Update merged Min Crit and Max Crit into the single Crit Damage. The reason why it happened is because if your Min Crit exceeded your Max Crit, they would be swapped, which KMS called it stupid.
I was really hyped for this change! But here's the thing, by merging the two Crit Damage stats into a single stat, they also merged the two bases into the same stat and the new Crit Damage stat has a min base of 20% and a max base of 50%, and having Crit Damage increases both. So what you ask?
On one hand, this is a huge nerf to classes that were able to have their Min Crit stat get close to or exceed their Max Crit stat, because now they will always have a 30% Crit Damage difference.
But on the other hand, classes that had their total Max Crit increase higher than their total Min Crit increase (I'm looking at you Marksman!) will absolutely love the Min Crit and Max Crit Merge, because this will eliminate the problem of having very unstable Crit Damage.
Also, by merging the two Crit Damages into one, their Hyper Stats got merged as well, saving you Hyper Stat Points, therefore allowing you to distribute the saved points elsewhere.

Why Crit Dmg Over Stat On Gloves Maplestory 5

Comments

Why Crit Dmg Over Stat On Gloves Maplestory 2

  • Reactions: 2,495
    Member, Private Tester
    Crit Damage used to just be a flat 3x damage increase or something like that, didn't it?
  • Reactions: 2,941
    Member, Private Tester
    Crit Damage used to just be a flat 3x damage increase or something like that, didn't it?
    Not sure 'bout that, but I think there was also a time that only Archers and Sins could crit (without SE) lol. It was like, 2x damage at max skill level with like 50% proc, then at 4th job, archers got SE, which increased it to like. 3.3x damage at max level or something. Then they gave everyone a really small crit chance for some reason. And now everyone has an at least okay-ish crit rate and damage.
    Also, hot damn Sharp Eyes and Star Gazer are gonna stack now. Guess those DSE gloves that've been collecting dust in my bank will get some use.
    (Also, truncated link's not working for me? showing up with the ellipses lol)
  • I just hope the Sylph rings with min/max crit will properly function after the crit merge. Got 3 sylph rings (each being on a diff character) where all were either min or max crit.
    I'd be sad if it became useless or bugged for a long time. And knowing Nexon's streak..
  • I just hope the Sylph rings with min/max crit will properly function after the crit merge. Got 3 sylph rings (each being on a diff character) where all were either min or max crit.
    I'd be sad if it became useless or bugged for a long time. And knowing Nexon's streak..
    It's not like you can't get more sources of critical damage. Losing the Slyph Ring frees up another slot for a ring with actual potential.
  • They're changing how the stat works as a whole so to not adjust equipment would be like putting a new product on mass production and distribution without testing or prototypes or even a second thought to 'Do really really need to make a grill that cooks meat with your car's exhaust pipe?'
  • oh nice cool since my zero has a high crit rate anyway.
  • I just wonder if all min and max go to critical damage or they get reduced and you basically hit the same(besides marksman becoming a precised class), also rings like the oz one that increase max critical, will it increase your critical damage?
    And what about buccaneers that have critical damage? will it stay te same or be higher to compensate the min and max merge?
  • also rings like the oz one that increase max critical,
    Since they only just recently rectified the accuracy stat situation with character cards and some equipment i wouldnt hold my breath.
  • Reactions: 2,450
    Member, Private Tester
    Here are the Crit Damage difference changes for each class (Excluding classes that aren't in KMS) with just their skills. Negative numbers mean how much more Min Crit than Max Crit they have and positive numbers are vice versa. I ordered them from the biggest negative number to the biggest positive number.
    Dark Knight = -30, -45 while you have 20% HP or higher
    Evan = -30
    Bishop = -25
    Blaze Wizard = -25
    Dual Blade = -25
    Fire Poison = -25
    Ice Lightning = -25, 0 vs enemies with 5 Freeze stacks
    Battle Mage = -20, -35 with Battle Rage active
    Mihile = -15, -30 with Roiling Soul active
    Dawn Warrior = -15
    Demon Avenger = -15
    Demon Slayer = -15
    Kaiser = -15
    Luminous = -15
    Phantom = -15
    Xenon = -15
    Paladin = -11 with a Mace, -6 with a Sword; Combat Orders makes High Paladin give 16% Min Crit
    Buccaneer = -10
    Corsair = -10
    Mechanic = -10
    Cannoneer = -10, -5 with Ice Barrel buff, 0 with Monkey Wave buff, +5 with Ice Barrel buff and Monkey Wave buff
    Kinesis = -8; Comes from Link Skill
    Hero = 0, -15 with Enrage active
    Blaster = 0
    Night Lord = 0
    Night Walker = 0
    Shade = 0
    Zero = 0
    Shadower = 0, +10 with Prime Critical's upcoming effect
    Aran = +5
    Wild Hunter = +15, 0 while you are off your Jaguar
    Angelic Buster = +15
    Bowmaster = +15
    Mercedes = +15
    Thunder Breaker = +15
    Wind Archer = +15
    Marksman = +55, +75 with Bullseye Shot active
    By making your Crit Damage always have a 30% difference, this means all Mages are gonna get nerfed, while all Bowmen are gonna get buffed.
    Also, I found out that KMS halved (rounding up) almost all of the existing crit damage values. For example, Sharp Eyes' 30% Max Crit gets halved to 15%, while the Decent version which had 15%, gets halved to 7.5%, which then gets rounded up to 8%. For skills that gave both Min Crit and Max Crit at differing values (If the two numbers are the same, then the Crit Damage will just be that number), the two values get added to a single number, and then it gets halved. For example, Angelic Buster's Star Gazer which had 30% Min Crit and 60% Max Crit, first gets added together to 90%, and then gets halved to 45%. This was primarily done for balance.

  • Also, I found out that KMS halved (rounding up) almost all of the existing crit damage values. For example, Sharp Eyes' 30% Max Crit gets halved to 15%, while the Decent version which had 15%, gets halved to 7.5%, which then gets rounded up to 8%. For skills that gave both Min Crit and Max Crit at differing values (If the two numbers are the same, then the Crit Damage will just be that number), the two values get added to a single number, and then it gets halved. For example, Angelic Buster's Star Gazer which had 30% Min Crit and 60% Max Crit, first gets added together to 90%, and then gets halved to 45%. This was primarily done for balance.
    Do note for anyone reading this, that this means no change. Right now, if your max crit is increased by 30% then your average damage will increase by 15% assuming 100% crit change. So when they combine min/max crit into just crit damage,that 15% is the same buff as you currently get
  • also rings like the oz one that increase max critical,
    Since they only just recently rectified the accuracy stat situation with character cards and some equipment i wouldnt hold my breath.
    They massively nerfed the Oz Max Critical ring.
    At level 4 it gives 28% Critical Damage now, so I can probably assume level 1/2/3 is 7/14/21%.
    28% Critical Damage is equivalent to 56% min critical damage or 56% max critical damage.
    Before at level 4 it doubled your max critical damage. Yes, the text said +100% max crit, but it was actually a 2x multiplier.
    For the classes/players that had over 100% max critical, the ring would give them more than 100% max crit for those 15 seconds.
    Level 1/2/3 were 1.25x/1.5x/1.75x, respectively.
    For 28% Critical Damage to be better than 2x max critical damage, you must have had less than 56% max crit.
    That's very difficult when critical damage is 1.2x to 1.5x at base, which means you already had 20% min crit / 50% max crit by just existing as a character.
    6% max critical is very easy to get.
  • @RisingRain
    But then it turn to be a 28%flat boost? man they nerfed it hard...
  • What about the critical damage hyper stats? I know they are combining the minimum and maximum critical damage together into one stat; but currently for us, it is minimum crit +10% and max crit +15% capped. So what will happen when it gets combined?
    +5% min/max? +10%? +15%? or some other value. I'm hoping it will be at least +10% min/max. Even though max crit loses 5%, we save ~150 hyper stat points.