Maplestory 15 Crit Dmg Ring
2021. 4. 26. 10:26ㆍ카테고리 없음
Dec 21, 2019 Lv5 Attack Speed Weakness (Gives 0.1% bonus damage per 1% attack speed) Lv5 Critical Damage Resistance (Reduces critical damage past 100% by 50%, e.g. Base critical damage is 112.5%) Pink Bean 105 Accuracy Cap 101 Accuracy Recommended 15% Physical/Magic Piercing Cap 125 Evasion 90 Critical Evasion Lv5 Accuracy Weakness (Increases effectiveness. Crit DMG - Increases DMG by a certain percentage when it is a critical hit. Crit ATK - Critical Attack - Increases the amount of ATK when it is a critical hit. Speed Increase. This stat determines how quickly a character can move abount the maps of MapleStory M. JMP Increase - Jump Increase. This stat determines the height of a character's.

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Maplestory 15 Crit Dmg Ring 2
Leave Explorer's Cruel Ring alone
Reactions: 965
Member, Private Testeredited November 2017 in Suggestions, Feedback, and Requests
In the bug fixes section of the Nova: Liberation of Cadena patch notes, it tells us the Explorer's Cruel Ring, obtained from an event ~9 years ago, before the Big Bang Update, is being 'adjusted' to be similar to more recently released event rings. As a veteran mapler, this is ABSOLUTE GARBAGE.
I, and many other players, worked our asses of to get that ring, back when getting from Lv. 49 - 50 took longer than getting 199 - 200 does now. This is not what we veteran mapler's deserve. The ring was hard earned, especially compared to today's event rings, and because of that, it has good stats. There is NO need to re-balance it, it is not at all overpowered as it cannot be scrolled or receive potential.
It is unlikely this will be seen before the update goes live, but in the interest of not alienating your more loyal players, I suggest the changes to Explorer's Cruel Ring are reverted, as soon as possible.
Maplestory 15 Crit Dmg Ring Set
and 4 others.Comments
Maplestory 15 Crit Dmg Rings
- Reactions: 38,140Volunteer Forum Moderator, Private TesterJust because someone complained that the new (I assume 'Pivotal') rings are garbage compared to the old, doesn't mean the old ones need to become garbage as well.
That said, according to VFM Slatymate, the stat change might only be adjusting the rings for the new way critical damage is calculated, since the ring originally only gave a boost to max crit damage, not both min and max. That would be justified, strictly speaking, justified. But still, I feel, unnecessary. The ring is not tradeable, so it's probably only being used by a handful of players who haven't switched mains in 8 years. There's really no harm to the game in letting these players keep their rings, that they worked hard to earn, as a reward for loyalty. - Reactions: 935Member, Private TesterAs a user of the ring it saddens me that it has come down to this. The ring is exceptionally rare in this current game with very few veteran players in possession of it and all you (Nexon) are doing is making your most loyal players question whether or not it is still worth being so loyal. Up until this point I tried to play the fair game and considered the pros and cons of changes, trying to see both sides and assessing those changes in a level headed manner. But this change does rub me the wrong way.
The best rings in the game nowadays are able to be potentialed, scrolled and enhanced. In no way is the Explorers cruel ring an overpowered ring. At best, it is able to contend with the current best rings. The ring itself was a legacy item from an era where level 50 was a big achievement and as such was the reward for reaching that level in a short time period. The current event rings which offer similar bonuses (in terms of offering critical rate and critical damage) are far easier to acquire compared to this old ring. Rather than making a positive action in defence of your more loyal players, you decide to alienate them and render their efforts mute. If you (Nexon) ever wonder why players have such disdain for you (Nexon) as a company, these little (yet significant) decisions are the cause.
I will reserve my suspicions as to the motives of this change until a time I can confirm the change in game.
I hope that whoever decided to push the change reads this, and understand that actions like this will drive more players from the game. Drive more potential revenue from the game, and make more players less inclined to complete content in fear of being shafted like this.
I am against this change and suggest you reciprocate some of the loyalty offered by the players and revert this change. And one day, when a shiny, new, better ring is released players will remain inclined to pursue them of their own volition rather than feel forced to obtain them due to their equipment being rendered obsolete overnight.
Thanks,
DeathOFKing - Reactions: 38,140Volunteer Forum Moderator, Private TesterWell, it's worse than we thought.
They completely removed the Critical Damage from the ring, leaving it like this:
That's not 'stats similar to that of other similar event rings.' It's complete and utter trash.
As I wrote above, it would have made some sense to halve the critical damage, from 20% to 10%. But removing it entirely is not justified in any way, shape, or form.
This ring, as well as the Explorer's Critical Ring, which suffered the same fate in this patch, should have its critical damage restored. - I just got home and heard this news. I had to look before I leaped...
Between this and the the bosses changes (among other things), I'm wondering if I should do the update installation and even give this game the undeserved login statistic. - 20% Crit damage is a lot from one item like a ring
- It's true, Explorer's Cruel Ring was not the only one affected.
Explorer's Critical Ring took a hit too at the same time.
Nexon may have been right that it needed in the change, but this proves how badly they blindly change things. - Just wanted to let you guys know that we hear you all on the nerf to these rings. We've forwarded the contents of this discussion to our teams and we will see where the discussions lead.
- Just wanted to let you guys know that we hear you all on the nerf to these rings. We've forwarded the contents of this discussion to our teams and we will see where the discussions lead.
Good to see at least one of the poorly thought out changes in this update being flagged for reconsideration. I suppose this is easier to tackle since it is relatively minor compared to some of the other problems. - Reactions: 935Member, Private TesterIt saddens me to see the current state of the ring. Its a disappointment to veteran players. Hope something good comes out of the discussions. Keep us updated.
Thanks,
DeathOFKing - @Arwoo, I just want you to know that I appreciate you, kid. You take a lot of crap on behalf of a company with a severely damaged reputation. I know you aren't the real shotcaller here, more of a mouth for Nexon...but I think you might actually be able to make a difference with enough use of that voice. That is all we really hope for here.
Now, if the company you work for will actually do more than just 'listen' and actually RESPOND ACCORDINGLY with reasonable actions to stop blatantly screwing players over, effectively biting the hands that feed them, they might just stand a fighting chance of not just surviving but actually thriving once again. - WTF Nexon KR. Nexon NA, we're counting on you to revert this.... unless it's NA who did this?
Already been nerfed once with that 1% instant death chance gone. Critical damage is literally the only reason I've kept the ring for all these years. - As a veteran player of 12 years and an owner of an Explorer’s Critical Ring, I am done with this game unless these rings are restored to their previous states.
- Reactions: 590Member, Private Testeras a veteran player owning and using these rings, i am also very disappointed in how they have changed these rings
- While we're at it, what about the Growing Sylph Ring? The critical damage version. I think it got reduced to 5%.
- Reactions: 38,140Volunteer Forum Moderator, Private TesterWhile we're at it, what about the Growing Sylph Ring? The critical damage version. I think it got reduced to 5%.
It got reduced back when Nexon changed the way critical damage is calculated.
Before that change, there were separate 'Minimum Critical Damage' and 'Maximum Critical Damage' and the crit damage added to any hit was a random number between the two. Different skills and items (like the Sylph Ring) would raise either the min or the max, with the effect that the actual average damage only went up by half that much.
After the change, we only have a single 'Critical Damage' number, so all items and skills that used to give min or max crit were changed to give half as much plain crit damage. So the average does not change.
The Explorer's Critical and Cruel rings were overlooked back then, which is why it makes some sense that their critical damage would be halved now.
However, I'd like to point out that these rings were actually a lot more overpowered back when they were released, and yet Nexon saw fit to give them.
The rings were given in June of 2010, before potential. Items giving % buffs were uncommon. An item like Lilin's Ring, giving 3 allstat and 3 att/m.att, was considered sufficient motivation to level an Aran to 70. And yet, this Explorer Ring event gave 3 variations of the crit ring (Cruel, Critical, and Magical), with 10-20% max crit damage each. These rings were meant to be a very powerful reward for a very difficult challenge.
Today, crit damage is a lot easier to come by, and the rings competing for a spot on our fingers can all have high %stat potential, as well as plenty of stats/attack if scrolled and enhanced. The old Cruel ring, while still respectable, is not nearly so OP as to need nerfing. And as I wrote before, so few people still have theirs on their main character, that it would not harm the game in any way to let us keep them with the 20% crit damage.
----
On Friday's stream, Arwoo said that, in response to our feedback, a change is being made to the rings. He did not say what change or when we will see it, but it's still good to hear that the rings won't be left in their current scrap metal state. - Well they updated the stats. Thoughts? Still worth using now?
I don't think critical ring is worth it for me at least since I don't need anymore crit chance.
Maplestory 15 Crit Dmg Ring Free
I'm only gonna write what most people can get right now.
If I have time, I'll write other ones too.
Note 1: All of the active skill rings have cooldown of 180 seconds
Note 2: Cooldown Reduction IS applied, such as Mercedes Card
Note 3: Buff Duration is NOT applied, such as from Inner Ability
Note 4: Cooldown Ignoring IS applied, such as from Inner Ability
Max Critical Ring:
Level 1: Multiply 1.25 to your Max Critical Damage (Duration 9 seconds)
Level 2: Multiply 1.50 to your Max Critical Damage (Duration 11 seconds)
Level 3: Multiply 1.75 to your Max Critical Damage (Duration 13 seconds) (I am using this one)
Level 4: Multiply 2.00 to your Max Critical Damage (Duration 15 seconds)
Critical Defense Ring:
Level 1: Increase your PDR by 25% of your Critical Rate (Duration 9 seconds)
Level 2: Increase your PDR by 50% of your Critical Rate (Duration 11 seconds)
Level 3: Increase your PDR by 75% of your Critical Rate (Duration 13 seconds)
Level 4: Increase your PDR by 100% of your Critical Rate (Duration 15 seconds)
Level Jump (S/D/I/L):
Level 1: Increase your <STR/DEX/INT/LUK> by 90% of your level (Duration 9 seconds)
Level 2: Increase your <STR/DEX/INT/LUK> by 160% of your level (Duration 11 seconds)
Level 3: Increase your <STR/DEX/INT/LUK> by 230% of your level (Duration 13 seconds)
Level 4: Increase your <STR/DEX/INT/LUK> by 300% of your level (Duration 15 seconds)
Weapon Jump (S/D/I/L):
Level 1: Increase your <STR/DEX/INT/LUK> by 100% of your main weapon's base M/ATT (Duration 9 seconds)
Level 2: Increase your <STR/DEX/INT/LUK> by 200% of your main weapon's base M/ATT (Duration 11 seconds)
Level 3: Increase your <STR/DEX/INT/LUK> by 300% of your main weapon's base M/ATT (Duration 13 seconds)
Level 4: Increase your <STR/DEX/INT/LUK> by 400% of your main weapon's base M/ATT (Duration 15 seconds)
Details for Jump rings:
Say you are lv 200 (with sum of stat% 100), and using level 4 Level Jump. Then this ring gives you the same effect as if the ring had +600 stat to begin with. So your potential is applied as well, so the ring does not simply give you flat 600. I am not familiar with how the potential exactly works, but assuming the sum of the stat% is simply multiplied to the stat, then you would get +1200 stat.
Ultimatum Ring:
Level 1: Fix your maximum Stat Attack to 2,000,000 (Duration 9 seconds)
Level 2: Fix your maximum Stat Attack to 2,000,000 (Duration 11 seconds)
Level 3: Fix your maximum Stat Attack to 2,000,000 (Duration 13 seconds)
Level 4: Fix your maximum Stat Attack to 2,000,000 (Duration 15 seconds)
Details for Ultimatum Ring:
(Yes other than the fact this ring is so special so that it does not come out from Hidden Ring Boxes)
It FIXES your Maximum Stat ATT to 2,000,000. So your final Stat ATT range will be 2,000,000 x (Mastery) - 2,000,000
Your Total Dmg% is still applied, so that's why most of you will see 2,000,000 - 2,000,000.
If you already have 2m+ range, it's going to decrease your range.
Edit (25 NOV 2014) : Fixed weapom jump, crit def rings description
If I have time, I'll write other ones too.
Note 1: All of the active skill rings have cooldown of 180 seconds
Note 2: Cooldown Reduction IS applied, such as Mercedes Card
Note 3: Buff Duration is NOT applied, such as from Inner Ability
Note 4: Cooldown Ignoring IS applied, such as from Inner Ability
Max Critical Ring:
Level 1: Multiply 1.25 to your Max Critical Damage (Duration 9 seconds)
Level 2: Multiply 1.50 to your Max Critical Damage (Duration 11 seconds)
Level 3: Multiply 1.75 to your Max Critical Damage (Duration 13 seconds) (I am using this one)
Level 4: Multiply 2.00 to your Max Critical Damage (Duration 15 seconds)
Critical Defense Ring:
Level 1: Increase your PDR by 25% of your Critical Rate (Duration 9 seconds)
Level 2: Increase your PDR by 50% of your Critical Rate (Duration 11 seconds)
Level 3: Increase your PDR by 75% of your Critical Rate (Duration 13 seconds)
Level 4: Increase your PDR by 100% of your Critical Rate (Duration 15 seconds)
Level Jump (S/D/I/L):
Level 1: Increase your <STR/DEX/INT/LUK> by 90% of your level (Duration 9 seconds)
Level 2: Increase your <STR/DEX/INT/LUK> by 160% of your level (Duration 11 seconds)
Level 3: Increase your <STR/DEX/INT/LUK> by 230% of your level (Duration 13 seconds)
Level 4: Increase your <STR/DEX/INT/LUK> by 300% of your level (Duration 15 seconds)
Weapon Jump (S/D/I/L):
Level 1: Increase your <STR/DEX/INT/LUK> by 100% of your main weapon's base M/ATT (Duration 9 seconds)
Level 2: Increase your <STR/DEX/INT/LUK> by 200% of your main weapon's base M/ATT (Duration 11 seconds)
Level 3: Increase your <STR/DEX/INT/LUK> by 300% of your main weapon's base M/ATT (Duration 13 seconds)
Level 4: Increase your <STR/DEX/INT/LUK> by 400% of your main weapon's base M/ATT (Duration 15 seconds)
Details for Jump rings:
Say you are lv 200 (with sum of stat% 100), and using level 4 Level Jump. Then this ring gives you the same effect as if the ring had +600 stat to begin with. So your potential is applied as well, so the ring does not simply give you flat 600. I am not familiar with how the potential exactly works, but assuming the sum of the stat% is simply multiplied to the stat, then you would get +1200 stat.
Ultimatum Ring:
Level 1: Fix your maximum Stat Attack to 2,000,000 (Duration 9 seconds)
Level 2: Fix your maximum Stat Attack to 2,000,000 (Duration 11 seconds)
Level 3: Fix your maximum Stat Attack to 2,000,000 (Duration 13 seconds)
Level 4: Fix your maximum Stat Attack to 2,000,000 (Duration 15 seconds)
Details for Ultimatum Ring:
(Yes other than the fact this ring is so special so that it does not come out from Hidden Ring Boxes)
It FIXES your Maximum Stat ATT to 2,000,000. So your final Stat ATT range will be 2,000,000 x (Mastery) - 2,000,000
Your Total Dmg% is still applied, so that's why most of you will see 2,000,000 - 2,000,000.
If you already have 2m+ range, it's going to decrease your range.
Edit (25 NOV 2014) : Fixed weapom jump, crit def rings description