And get rid of% HP harm. About% HP harm system... that needs a rework. We have to create defense, precision and avoidability more usefull. I am aware there's a system like challenging magnus. I notice by funding my Hero further along with the amount of times I attempt
Maple Mobile Mesos, I realize that the%HP harm he deals on me with spin or rush seems LOWER!!
Probably because we've got a very high total principal stat or perhaps defense. We should use a system which will work for all sorts of % HP harm except the 1hit KO and meteors of bosses. % HP harm that ought to get lower by obtaining a lot of protection stat.
Tanky classes will be capable of get even less damage, with a cap of course XD And really an opportunity for% HP dmg to do a MISS by obtaining a great deal of avoidability stat, but naturally I'm thinking there should have a limit of opportunity to overlook, so we won't make thieves too OP. While%chance overlook to % HP damage on other classes must be halved and for certain classes, cap may be between burglar and other courses generally, those that have certain avoidability skills.
And finally, I presumed accuracy should give us a chance of dealing on 1 line of damage on creatures with counter tops weapon atk and cancel magical attack. With limit precision there ought to have a 10 percent chance to deal with damage, then for archers it should be a little higher because they
buy MaplestoryM Mesos have a great deal of precision.
Ok now I am done with my ideas about this present cap damage system and problems it could bring. Also done to suggest some stuffs to balance courses and to bring RPG facet. I also want decent skills from possible system being deleted!! Because it actually doesnt help. We have classes with these fans x.x