Thus, adjusting damage cap damage to reduce cover for certain quick hitters who aren't necessarely bossing is required. There are variables like% abilities, number of strikes, role-play and buffing advantages which could be either attack, defense, avert, etc.,
Maplestory M Meso to take into consideration to correct damage cap. Of course, Nexon will do that task together with test server using same financing of all characters. Taking funds of a character who can cope cap the earliest (excluding Zero), test damage and then fixing damage cap. Then, balancing done!
Now about RPG aspect, the thought that I only mentionned above is not enough to bring it back. So I thought we could nerf Dorothy ******** and produce a tower of Oz revamp. A revamp which will be to alter Floor 50 and place Dorothy outside of the dungeon and should be in another room. A room which we can defeat her in celebration!! Or trip. So that they could match with my suggestion in previous paragraph. We can even reducing other end-game boss HP and/or reducing the timer and/or make them more challenging to defeat.
And get rid of% HP damage. About% HP damage system... that needs a rework. We must create defense, accuracy and avoidability much more usefull. I am aware there's a system similar for challenging magnus. I notice by funding my Hero further along with the number of times I try him, I realize that the%HP harm he copes on me with spin or rush seems LOWER!! Probably because we've got a very high total principal stat or perhaps defense. We should utilize a system which will work for ALL kinds of % HP damage except the 1hit KO and meteors of bosses.
HP harm which should get lower by obtaining a great deal of protection stat. Tanky courses will have ability to get even less damage, with a cap of course XD And really an opportunity for% HP dmg to perform a MISS by obtaining a great deal of avoidability stat, but naturally I'm thinking
buy Maplestory mobile mesos there ought to have a limit of opportunity to miss, so we won't make thieves overly OP. While%chance miss to percent HP harm on other classes must be halved and for certain classes, cap may be between thief and other classes generally, those who have particular avoidability abilities.