Archer Crit Dmg Build Maplestory 2

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Min Crit and Max Crit Merge

- 2) Legend. CS- critical strike (see archer skills) DS- double shot (see archer skills) AB- arrow blow (see archer skills) dmg- damage - - //Archers vs others. All Classes Details And Build For PVE And PVP In MapleStory 2 In the game, you will find many different mechanics which would affect your characters fighting abilities in raid, dungeons and boss fights. Nov 25, 2018  My name is Sabidy Babidy and I am a MapleStory 2 YouTuber / Streamer.In this guide, I will be going over the Berserker skills, and sharing a few different builds that I use with you all. I have a similar build on this blog that was created on KMS 2 and 50 Cap, but this is my current build(s) and stats on Global MapleStory 2 60 cap. Note that this 60 cap, I will update with a new post for any. Nov 23, 2018  dark damage to 3 enemies within the mark by sending a mirror image to attack them. This skill also brands enemies, reducing their accuracy by 20 for 10 sec. All attacks dealt to branded enemies have a 30% chance to summon additional mirror images to attack them for 23% dark damage 4 times. Summoned mirror images can only appear once every 1.5 sec. The accuracy reduction does not stack. Oct 13, 2018  This guide contains up-to-date builds and information about every single class in Maplestory 2! Other MapleStory 2 Guides: Beginner's Full Guide (Mesos Farming, Classes & More). Guide to the Stars (Exploration Guide). Hidden Golden Treasure Chests Locations. Guide to Easy. MAPLESTORY 2 NUMBER ONE RUNE BLADER BUILD! Last year Share. And for the question about crit build stronger then normal build i have no clue yet since i went for crit/crit dmg since day 1 on my RB so never tried norman build at all just a playstyle i like on MMORPGs.

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Archer Crit Dmg Build Maplestory 2 Download

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Archer Crit Dmg Build Maplestory 2 Download

Member, Private Tester

Archer Crit Dmg Build Maplestory 2 Online

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.

Comments

  • Reactions: 2,395
    Member, Private Tester
    Crit Damage used to just be a flat 3x damage increase or something like that, didn't it?
  • Reactions: 2,931
    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: 2,350
    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.