

Sometimes, two modifiers will not stack with each other: in that case, priority rules appear, which depend on the type of modifiers. Within a boost category, the modifiers always stack additively. The different boost categories that appear in these formulas are detailed below. Omega ATK boost × Omega Enmity boost × Omega Stamina boost × Normal ATK boost × Normal Enmity boost × Normal Stamina boost × NormalOmegaEx boosts is a composite value: 1.13 Crew Ship boost / Crew Skills boostīase damage is a virtual damage value that is used as a basis in the computation of the actual damage values for in-game attack types (normal, counters, charge attacks, etc.).Ĭhar Enmity boost × Char Stamina boost × Perpetuity boost × Unique Stackable boost × Assassin boost × Total Char Unique ATK boosts.1.6 Normal/Omega/EX Enmity and Stamina boosts.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. Level 1/2/3 were 1.25x/1.5x/1.75x, respectively.įor 28% Critical Damage to be better than 2x max critical damage, you must have had less than 56% max crit. Yes, the text said +100% max crit, but it was actually a 2x multiplier.įor the classes/players that had over 100% max critical, the ring would give them more than 100% max crit for those 15 seconds. They massively nerfed the Oz Max Critical ring.Īt level 4 it gives 28% Critical Damage now, so I can probably assume level 1/2/3 is 7/14/21%.Ģ8% Critical Damage is equivalent to 56% min critical damage or 56% max critical damage.īefore at level 4 it doubled your max critical damage. This was primarily done for balance.Īlso 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. 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%. 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, 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%. Marksman = +55, +75 with Bullseye Shot activeīy making your Crit Damage always have a 30% difference, this means all Mages are gonna get nerfed, while all Bowmen are gonna get buffed.Īlso, I found out that KMS halved (rounding up) almost all of the existing crit damage values. Wild Hunter = +15, 0 while you are off your Jaguar

Shadower = 0, +10 with Prime Critical's upcoming effect Paladin = -11 with a Mace, -6 with a Sword Combat Orders makes High Paladin give 16% Min CritĬannoneer = -10, -5 with Ice Barrel buff, 0 with Monkey Wave buff, +5 with Ice Barrel buff and Monkey Wave buff Mihile = -15, -30 with Roiling Soul active Ice Lightning = -25, 0 vs enemies with 5 Freeze stacksīattle Mage = -20, -35 with Battle Rage active I ordered them from the biggest negative number to the biggest positive number.ĭark Knight = -30, -45 while you have 20% HP or higher Negative numbers mean how much more Min Crit than Max Crit they have and positive numbers are vice versa. Here are the Crit Damage difference changes for each class (Excluding classes that aren't in KMS) with just their skills.

Maplestory Attack Vs Crit Dmg 3 Comments Maplestory M Boss Atk Or Crit Dmg 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.īut 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.Īlso, 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. 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. The reason why it happened is because if your Min Crit exceeded your Max Crit, they would be swapped, which KMS called it stupid.
#Riven dmg vs crit dmg update#
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.
