Pick an Outfit – 24hr charity stream incentive

Pick a shirt, hat/wig, and/or accessory for Melyn to wear during his next game! He is guaranteed to wear it for one game, but may wear it for more. Whether you choose to make Melyn look as ridiculous as possible or not is up to you. He can take it. Where applicable, you may choose multiple options for each category (for example a hat and a wig, a tie and a vest, etc…)

P.S. I wish I did this more than a day in advance because I just realized how badly I need to iron my shirts…

Hat/wig

Accessories

Shirts/tops

24 hour stream, viewer rewards raffle

Hey everyone! I’m always thinking of new ways to expand the stream and thank people for their support. We’ve come a long way (and are going to keep making progress!) and a lot of you have been here for a long time. I can’t adequately thank everyone individually, but I am going to do another viewer rewards raffle for my 24 hour stream on Sunday, March 20 from 10 AM – 10 AM PST.

TLDR: A random active viewer will be awarded a raffle ticket after every streamed game. You can have multiple tickets. At the end of my 24hr stream, I will draw a random raffle ticket and the winner will receive a skin of their choice (up to 1380 RP, see details).

To obtain a raffle ticket: at the end of each game, I will award a raffle ticket using Nightbot’s giveaway feature. Note: you must be an active user (defined as having used chat in the last 10 minutes). Easiest way to do this is tell me GG! I will keep track of the winners on stream as well as off. It is possible to have multiple tickets, so this benefits everyone who is hanging out at the stream. You can win with only one ticket, but your chances of winning increase by obtaining multiple.

The winner: at the end of streaming (Monday at 10 AM PST), I will assign each raffle ticket a number and pick the winning number using a random number generator (specifically https://www.random.org/). You do NOT need to be present to win. I will contact you via Twitch message to claim your prize.

Who is eligible? Users in one of the following regions: Brazil, EUW, EUNE, NA, LAS, LAN, Oceania, Russia, and Turkey. The prize will be a requested skin (under 1380 RP). The winner must respond to a message from Melyn on Twitch to provide the server and IGN of the intended recipient. Please allow for 48 hours to receive your prize.

Future content?

Hey everyone!

Over the past few months I have been heavily increasing the amount of content I’ve been creating, focusing on Zyra (League of Legends). My question is this. I’ve created video and text guides for jungle/mid/support (top is the same as mid) and these are all updated for the current patch. I also have videos on Zyra combos, builds, and theorycrafting. I’m currently working on ZMYD (bit.ly/zyramatchups) a Youtube playlist with extensive commentary about every Zyra matchup but this takes a LOT of time. What else would you like to see from me? Give thoughts here, on Twitter, or on my stream.

Thanks!

-Jason/Melyn

Program Notes – “Twilight”

================= The Link (pun intended)===========================

Video

 

================= Background ===================================

This project has been long in coming. My last remix, “Tribute to CWKPQ” was released in late November, and since then, between school, other musical endeavors, my Senior Recital, and SWTOR, I haven’t had time for what I call “intelligent” music. Sure, parodies and silly songs are fun and quick to make, but there is a defined lack of “substance” to them, making them easy to listen to, but also easy to forget. During the one month break between school and getting married, I decided to write a “mega-remix”, utilizing themes from different LoZ games and portraying the story of the game “Twilight Princess” in the process.

The major themes that I originally intended to have for movements were (in this order) “Ilia’s Theme”, “Castle Hyrule Theme (Haunted)”, “Ordon Village”, “Midna’s Lament”, with a finale based on Ilia’s Theme (which is quite triumphant, given the right context). Musically, this piece was to include oboe, clarinet, bassoon, electronics, electric guitar, and possibly voice, with heavy sound-processing (flange, distortion, delay, etc…) added to the acoustic instruments (a la joe’s last (re)mix). However, after adding this in, I decided that it felt too “forced”, and opted to keep the fairly clean sound of the wind trio.

Also, near the end of my writing, I fell into a calm, triumphant recap of Ilia’s theme where I had originally intended to transition to Midna’s Lament. This was where the piece was running at about 7ish minutes (the final product was expected to be around 12 minutes), and I decided, again, to let the music happen naturally, which brought the piece to about 8 minutes, still my longest work yet, similar in length to one of my first remixes, “Star Light Zone”.

There were two strong, direct influences on this work: “Ecstatic Waters” by Steven Bryant and “joe’s last (re)mix” by Robert McCarthy. Ecstatic Waters awakened my love for soft, bell sounds that so excellently portray naïveté, forming an excellent foundation for the story behind this work, and joe’s last (re)mix reminded me of my love for the integration between electronics and acoustic instruments. This second influence, however, was not totally fulfilled in the final product, and I look forward to experimenting with it in the future.

 

====================== Story ==========================

The story behind this piece is vaguely the story of Twilight Princess, in four movements, with numerous literary parallels, most obviously being the story of the game with the daily cycle (an easy parallel due to the fact that every Zelda game more or less has the same story, repeated at different times or in different worlds, with a few exceptions, similar to the cycle of the day.)

I. Morning is the simple, happy feel that the citizens of the world have. There is no knowledge of the world of the Twili or the strife that exists, and the people go about their day to day lives without expecting that it is all going to change. Included here are Ilia’s Theme (innocence) and Zelda’s Lullaby (peace), in C major and F major, respectively (though Zelda’s Lullaby functions in C major).

II. Next comes the gradual transition to movement II, Twilight. The activities of Morning still continue, but the oboe takes the Hyrule Castle theme, eventually transforming the accompaniment into C minor. This is where evil’s plans are hatched and executed. The music begins ominous and proceeds to continually intensify, until Twilight fades away, when Link finally rescues Ilia. Themes included here are Hyrule Castle (growing evil) in C minor and Zelda’s Lullaby (lost peace) in A♭ Major.

III. The next movement, Dreams, is the one that I had the most fun with. It represents first the joy in Link’s mind as he finds Ilia again, bringing back a somewhat blissful memory of home, if a little disjointed. However, this soon falls flat, as Ilia has lost her memory. Scattered themes from various games are included here, in an odd, wandering way to create the feelings of forgetfulness and instability, as well as the final confrontation between Link and Zant, which I think most of us will remember with a mixture of mirth and incredulity (at the fact that this was actually included in the game), as Zant imitated the forest mini-boss, hooting and hopping with that ridiculous music (one of my favorite moments, actually. If you don’t remember it, it’s at 3:47 at this video: ). Zant is quite insane, and this is also reflected in this movement. Themes include Ordon Village (blissful recollection) in C major, Saria’s Song (scattered dreams) in G major, and Minuet of Forest (scattered dreams / insanity) in C major.

IV. Finally comes the Dawn, with a short recapitulation of many of the themes and motives from earlier in the work. This moment should provide a nice relief from the … oddity of Dreams, ending in a triumphant, yet calming C major.

 

==================== The Video =============================

I feel like many times my remixes are a bit misunderstood when I insert hidden themes or variations that, due to unfamiliar context, go unnoticed as familiar themes and are disregarded as “weird” or “out of place” ideas, detracting from the overall feel. This time, I tried something different, substituting a fun background for a more intelligent “Listening Guide”. I hope it works.

 

==================== Final Words ============================

This song is going live internationally on iTunes on July 1. That being said, if you like the music but do not want to purchase it, there are a few ways to help out.

1) Tell your friends, share a link on facebook, twitter, or forums, or use word of mouth. The more people who hear my music and respond, the better future music will be.

2) “Like” or “Subscribe” on Youtube. It’s amazing how much these little things contribute.

3) Check out my other remixes on Youtube. Most popular seem to be “Star Light Zone” from Sonic 1 and “Saria’s Song” from Ocarina of Time.

4) Like my page on Facebook for previews, sneak-peaks, and easier feedback. (MelliMelon Productions, https://www.facebook.com/pages/MelliMelon-Productions/372957293685)

5) Send me constructive feedback. Tell me what you liked and didn’t like, and why. I may not agree with your comments, but I can always improve. I have a few more months this summer that I want to spend pounding out some more music (the content of this piece was written in about 4 days, 2 minutes each, spread over a month, with the rest of the days spent refining).

Post Chaos Marksman Guide

Note, this guide is still in baby-chaos mode. Please PM me with corrections.

Note: if you are an EMS or other pre-chaos player, view my archived, pre-chaos guide here

Welcome to my post-chaos Marksman guide, full of math, and odd discussions. See the table of contents on the left to better navigate this monstrosity. Also, as of July 2010, I am quite active, so PM me with any questions.

Some Links

A discussion on how to best utilize Pierce and DB (at ToT)
Skill Builds for Archer/xbowman/snipers
While a little outdated for 120+, this guide has some good training spots for 1-120
Post Chaos DPM Calculator

Maple/Marksman Lingo

Here are some common abbreviations for things you’ll see as a 120+ Marksman. In alphabetical order for your convenience.

BGA: Bodyguard A (level 152 Showa Boss)
BGB: Obvious much?
BM: Bowmaster (not Battle Mage, which is BaM or BtlM)
Czak: Chaos Zakum (level 140 boss)
DB: Dragon’s Breath (skill)
EB: Evasion Boost (skill)
FP: Frostprey (skill)
Grandpa: 3rd gunboss, after BGA and BGB
HT: Horntail (level 160 boss)
HW: Hero’s Will (skill)
LKC: Lion King’s Castle (aka LHC)
MM: Marksman. It’s what you are. Warning: people may call you a MushMom.
MMB: Marksman Boost (skill)
MMS: Marksmanship
MW: Maple Warrior (skill)
PA or Pierce: Piercing Arrow (skill)
PDR: Physical Damage Reduction (i.e. 25 PDR means you’ll only do 75% of your original damage)
PKB: Power Knock-back (skill)
SE: Sharp Eyes (skill)
ToT: Temple of Time (NOT a Zelda Location)
US: Ultimate strafe (skill)
WH: Wild Hunters, our crossbow counterparts.

If I’ve missed something, pm me and let me know.

Marksmen for Dummies

New to the marksman class? Here’s a complete MM skill analysis, created just for YOU! Note that all skills are max level of 30 unless stated otherwise. (in alphabetical order for your convenience). Also note that as of 7-7-11, Basilmarket has not updated the skills. The only changes are that US goes from 189% to 225%, changing 4% each level (still 6 arrows) and Snipe goes from 610% to 900% on boss monsters (with 4 arrows, all critical, and the same cooldown as before).

Blind A pretty worthless skill. Blind is an active buff (like SE) that will put the enemy in a state of darkness for a certain amount of time. The effects of this skill are minimal (see my calculations here). Blind is getting removed in the Jump patch in a few months.
Dragon’s Breath: An enhanced version of PKB. DB is an arrow that will push up to 6 guys (at max level) far back. After Chaos, this will work on LKC monsters, and after Jump it will become a 3rd job skill. DB is a one-point-wonder skill (most of its use is gained by just putting one point into it)
Frostprey: Another 1 pt. wonder. FP is a bird summon that will attack up to 4 monsters and freeze them. This is especially nice for normal mobs, but also adds a nice bonus attack at bosses or LKC, though it is considered annoying due to its short timer (104 seconds at level 1).
Hero’s Will: A common 4th job skill (max level 5) that cures all status effects and even seduce. HW has a fairly long cooldown (6 minutes at max), but it’s a 1 pt. wonder and a must for czak and HT.
Marksman Boost: A core MM skill that raises minimum critical damage, attack, and mastery. While one point in this skill is a tremendous increase, maxing it is even better.
Marksmanship: MMS raises your hp and ignores a certain % of a monster’s PDR. This skill is pretty nice for bosses and LKC, and is a must for higher-end bossing. (max level 10)
Maple Warrior: Another 4th job common skill. MW is a fantastic skill, but is often neglected in the MM world due to high skillbook prices (around 30M for 20 and 500M for 30 in Bellocan as of 5-30-11) and other classes getting it before we do. This skill raises all of your stats by up to 15%.
Pierce: A core MM skill, and what we are known for. Pierce is a charging skill, so instead of the 83.333 US’s/min we can fire, we can only fire about 34 Pierces in a minute, but pierce becomes stronger the more monsters it goes through. At max level, pierce does 1150% on the first monster, and 1.2x that on the next, and 1.44 that on the next, etc… Pierce is one of the few skills in the game that can exceed the damage cap of 1M.
Sharp Eyes: A traditional bowman buff, SE raises the critical chance and maximum critical damage of the entire party. Also sometimes neglected as BMs and WHs tend to get it before we do.
Snipe: While not as “broken” as pre-chaos snipe, level 1 post-chaos is still a one point wonder. Level 1 snipe (with a 20 second cooldown) is still more than twice as powerful as level 10 US, so it’s fun to have. If you’re unfunded and want to QQ about post-chaos snipe, see my comparison of pre and post-chaos snipe here.
Ultimate Strafe: A core MM skill. This boring skill is just a replacement for strafe (literally. It isn’t even a new skill button, so if you try to assign US over strafe you will be wasting your time.) A 1 pt wonder that only gets better (buffed from 200% to 225% post-chaos) (max level 10).

Skill Books

Post-chaos, skill books only drop as secret skill books, and you “use” them and they turn into a random skill book for ANY class. This makes hunting skillbooks even more unrealistic, and you will almost positively have to buy them. Happy Hunting!

1v1 Build

120… 1 US, 1 Snipe, 1 MMB
Reasons. You are almost ALWAYS going to be papping, LKC, or maybe bossing. That being said, 1 point into ultimate strafe is a huge damage increase (180% * 4 to 189% * 6). Same reason for snipe (which at level 1 is more than twice as powerful as a US). Finally, 1 MMB will give a free 6% mastery, which is always good.

For level 121, I put out a few % increases depending on what you get at LKC (with monsters having 20% PDR). Note that if you are not fighting zakum or monsters at LKC, Marksmanship will do almost nothing for you, besides a lovely % extra hp. Here are the calculations for % damage increase, based on how much attack you have.. Notice that I calculate using 2 point increase, because most skills are “every-other” increases.
[tdSame[/td]

2 points into With 150 attack 230 attack Notes
MMB 2.13 1.67 Decreases as your attack increases
MMS 1.00 1.00
US 3.92 3.92 Same

My choice: Ultimate strafe (best increase for pap, zak, and LKC).

At 121, 3 US each level max ultimate strafe for the huge damage increase
(Optional: 9 SE to make people happy)

Side note: (Optional: Get 7 pierce if you find yourself mobbing a lot (where it becomes stronger than other mobbing moves, from a dpm standpoint). I highly recommend getting level 7 pierce. With LKC monsters being resistent to ice, and AE getting nerfed, pierce beats AE and bliz much sooner than level 7 (I don’t know the firing rate for AE post-chaos, but the DPM from pierce just beats it, not to mention it’ll keep you from getting pounded)
Extra Side paragraph…:At level 124, here are the % dmg increases for getting the following skills. The first number is for getting level 3, the second %increase is after getting 9 more points (this way snipe actually changes lol.) The bolded ones are the “best choice” numbers-wise

Skill % increase DPM with 3 points % increase DPM with 9 points Notes
MMB 2.47 8.33
MMS 2.00 6.00 At LKC monsters with 25% PDR
SE 2.64 5.00 Even more with LKC party
Snipe 0 1.9 …lol…

For a post-chaos dpm calculator, go here

Now initially, based on the assumption that you needed a certain range for snipe to be better than it is now, I was going to find out what range you would need for snipe to be a better investment than other skills. However, snipe is always going to be the same % increase, no matter what your range is (which took me forever to figure out… Well, analyze and critique away!
(END DIGRESSION)

(Optional: Get 11 pierce (where you can hit 5 monsters))
(Optional: Max pierce and kick some bad guy butt!)
Max MMB
Max MMS
Max SE (or leave at 29)
Max Snipe.
Max Pierce (if you haven’t already)
Max MW

Here would be a good time to check out my MMB vs. MMS vs. SE at LKC
Some supplementary notes about the above guide: SE will improve your entire party’s experience more than your MMB will help you. That being said, most BMs and WHs max SE before us Marksman, so we can often get away with not having it and let one of them cast it for the party. However, I endorse responsible partying. That being said, I choose not to get MW because almost ALL classes will have better MW than us by late 15x. It would just be silly (IMO) to get it unless you only party with lower leveled people or solo a lot.

After the above guide, you have the options of DB, FP, and HW. I got pierce for the fun of it, plus it is really powerful. Get MW if you have the funds. However, if you plan on czakking or HTing, it might be worth it to get 5 HW, or at least 1. If you consistently party with someone who already has MW, then FP is the most beneficial.

Training options

Note that a

120 Lion King’s Castle. LKC is open to all people 110+, but the mobs are in between levels 115 and 127. The best training, from personal experience and from friends, for higher levels, seems to be bearwolves, crockies, or golems, depending on your play style. So check it out, get with some guildies/buddies, and have some fun. Also, see my note on the Lion King’s Castle Most people train here from 110-200 (well, I’ve trained with a 180 before, assuming 180s-199s do it too. Correct me if I’m wrong)

Also, here are some bosses that are good experience if you want to spice up your training routine. Note that my “recommended level” if mostly based on funding, since the post-chaos accuracy rate is 2%/level. That is, instead of a flat 5% miss rate for each level you are below the monster, it is now 2% for each level. (I.e. if I’m fighting toad (180) at level 175, I have a 2*5 = 10% miss rate.)
120 Pianus (with or without party).
120 Zakum arms (with party). Much easier to get into now that LKC is out.
120 Papulatus (solo, of course!). 15.6% (note: if you can knock him back, get him to the edge, wait for him to go into shell, and then puppet the opposite side. He will not attack you [besides summoning bombs, stunning, or dispelling] until your puppet runs out, 1 minute later). To see a video of this, go here (I will eventually make a little guide on it)
125 Anego (solo).
125 Zakum arm solo/whole zakum party . Getting a party and splitting the zhelms is a really good source of income (for me, at least).
140 Zakum Solo/party
147BGA (solo) 14.9% at level 147. To see a guide for BGA, check out mine here This also includes a guide for BGB and the final Showa boss.
150 BGB (solo) 15% at level 150. Easy if you outrange and/or puppet.
165 Grandpa (solo). Meh experience but drops Violet Snowshoes (~40M in Bellocan)
175 Castellan Toad (solo). Ok experience, crap drops, but it’s not LKC.

Want a break from all types of normal training? Go old school and try to finish all the Temple of Time quests!

Mobbing Build (Pierce)

Again, just to re-emphasize, this build has very low flexibility, but springs from the fact that for my 16x Marksman, my DPM is doubled when I’m using pierce on 4 guys than when I’m US/Sniping 1 guy. That being said, if you fit the conditions, this build is awesome.

120… 1 US, 1 Snipe, 1 MMB
Reasons. Just like with the 1v1 build, these yield the strongest immediate damage increase. For this build, we want to get pierce to 7 as soon as possible, where it starts out-damaging blizzard and US as most of your training will be on the top platform of castle golems or the bottom platforms of bears/crockies in LKC. I was going to add in a table on all the damage calculations, but it’s ugly. Trust me:

Note that with AE getting nerfed post-chaos (attacking speed is quite slow), and LKC monsters being ice-resistent, you want to be using pierce as soon as possible.

121-124, 3 Pierce each level (12 total)
125-127, 3 SE each level —get 9 SE to make people happy. It is also a fairly large damage boost for your entire party.
128-133, 3 Pierce each level (maxed). During this time, you’ll start doing a lot more damage at golems. Previously, people encouraged maxing MMB first to stabilize your damage, but as the monsters will be constantly moving, they will each take about the same amount of damage by the time you’re done (in my experience)
134-136, 3 MMS each level (9)
137, 1 MMS (max), 2 SE (11)
138-143, 3 SE each level (29)
144, 1 in SE (max), 2 in MMB (3)
145-153, max MMB
154-163, max Snipe.
Here would be a good time to check out my 10US, 20 snipe VS 1 US 30 Snipe

Some supplementary notes about the above guide: SE will improve your entire party’s experience more than your MMB will help you. That being said, most BMs and WHs max SE before us Marksman, so we can often get away with not having it and let one of them cast it for the party. However, I endorse responsible partying. That being said, I choose not to get MW because almost ALL classes will have better MW than us by late 15x. It would just be silly (IMO) to get it unless you only party with lower leveled people or solo a lot.

After 163, you have the options of DB, FP, HW, and MW. Get MW if you have the funds. However, if you plan on czakking or HTing, it might be worth it to get 5 HW, or at least 1. If you consistently party with someone who already has MW, then FP is the most beneficial, however, in the JUMP update in KMS, DB can work on LKC monsters, so think about that for the future. Also, see my Note on Frostprey

Final Build Disclaimer Obviously, no one other than the “maple elite” actually follows these builds to the letter. The builds just show what I’ve found to be most effective. Feel free to add points into what you like, or do a hybrid build. However, a hybrid build does not mean maxing FP at level 120. Be smart and Happy Mapling!

A Note on The Lion King’s Castle (LKC)

DB does not KB, FP and Bliz do not freeze, and snipe does not 1HKO

A note on pierce The easier monsters in LKC are almost never in mobs. The most I’ve seen together is two. However, the Bearwolves, where I enjoy training, are often in 1s and 2s, but also sometimes in 3 and 4s. But unless you have a rusher (because DB doesn’t work F5), it is difficult to get all the guys together for pierce. If you have a rusher, I recommend piercing (if you have it). If not, stick with US and snipe. Also, someone mentioned sniping (as in outranging) the monsters. This is possible, and is especially encouraged for golems, as they knock you back a LOT (and it saves on pots). Also, if one does get close to you, knowing how to JS (or if you’re charging pierce, just jumping while charging) will help a lot. Just my personal experience.

A note on glitched maps As of July 7th, 2011 there are maps that are glitched/hacked/whatever that have incredible spawn. This is against the ToS and people are getting one month long bans for it. I wouldn’t recommend abusing said glitch. That being said, you’re a free human being.

If you DO have a rusher, then instruct him/her about how awesome pierce is and they will likely be helpful in rushing guides to help you (instead of completely ignoring you). That being said, they are not your rush-slaves. Also, rush does NOT work when you’re attacking the monster (this includes that annoying blue bird we have), so be courteous!

Some tactics for LKC: it is most helpful to train in a party of six. At level 163, I would get about 40k experience for killing a monster and 150k bonus experience (this is with a bishop). It is also preferable that the party meet together when HS is running out (run to the bishop!) and buff each other then. This is easier than running all over the map whenever your buff runs low and having people spam “SE SE SE PLOX” at you.

When do I go to LKC? In my experience, LKC is beneficial to people as low as 110 (I’m not sure if it replaces pap completely, but it’s always good to vary it up.) As with every guide, go check it out yourself! The thing about LKC is that the exp you get is very very directly related to how strong your party is. That being said, if you somehow could get into a party of 140+s at Crockies (level 115) at level 110, you’d be getting a LOAD of experience.

For more info on pierce, other mob skills, and more at LKC follow the links to Pierce at LKC and DPM Charts at LKC

I think that’s all there is to say of it at the moment. Ask me more questions! I have answers! (or can figure them out, because I have friends too, believe it or not…)

Author’s note on blind

:
(Note that this skill is getting removed in JUMP anyway)
Note that blind at max level is a 30% monster accuracy reduction. To demonstrate the effectiveness (or lack thereof) of this technique on monsters, I will show three cases. Me on bearwolves, and me at zakum (at level 163), and a 148 shadower at zakum.

My avoid: 1298
Pasquinshy’s avoid:
Bearwolf’s accuracy: 169
Zakum’s accuracy: 121

Avoid= sqrt(your avoid)-sqrt(monsters accuracy)
Total avoid= (avoid from skills)+(1-(avoid from skills))(Avoid)

Evasion boost (max) = 20% miss
Shadow Shifter (max) = 45% miss

Avoid(me at Bearwolfs without Blind)=20%
Total avoid = 36%
Avoid(me at bearwolfs with blind)=26%
Total avoid = 40%

Avoid(me at Zakum without blind)=25%
Total Avoid = 40%
Avoid(me at zakum with blind)=27%
Total Avoid = 41%

Avoid(Pasquinshy at Zakum without blind) = 36%
Total Avoid = 64%
Avoid(with blind) = 38%
Total Avoid = 65%

Note that NOT having a passive avoid skill and having high monster accuracy will lead to blind being more useful. That being said, a 6% increase in avoid is not that spectacular for 10 levels (30 points) of blind (or a 1% increase for my brother…).

A Note on Frostprey

As a level 164 marksman (while writing this), I felt confused as to what to get after maxing US, Snipe, Pierce, MMB, MMS, and hero’s will. My choices are Blind, DB, FP, or MW. I figure that I will mostly boss and LKC. That being said, DB is out of the question. Blind is pointed out above as not very useful. Also, since MM are one of the latest classes in the game to usually get MW, I won’t be relied upon for that and someone else will always have it. That leaves FP. So I said to myself, is FP worth it?

My findings:believe it or not, even including casting time, level 1 frostprey is an average of 2.9% increase of %dmg/minute. After that, there is an average increase of 1% per 3 points of FP (i.e. per level).

Assumptions and Crap: I say %/minute because this is only using the fact that with max snipe, you will be firing about 75 shots of 1200% a minute, so compare that % to the 74 shots you’d get of 1200% and 1 frostprey summon, which is about the same speed. Also, we can round the increase up to 3% because technically FP lasts 104 seconds at level 1, not 60 seconds. Also, this is assuming that you have max US (who would be getting FP before US?) and max snipe (same). Another note: we as MM can outrange FP, so this will become meaningless if you don’t actually let your FP attack. At zakum and similar situations like mobs in LKC, the %dmg/min increase will be bigger, as FP can attack up to 4 monsters.

My decision: max FP before Blind, DB, and MW. (cheaper books too )

MMB vs. MMS vs. SE at LKC

Assumptions:
-Both characters has maxed US and Snipe first, has 1 MMB, and 9 SE, like a good boy/girl
-Character A has a range of 5760-8112 and character B has a range of 10307-14517.
-LKC Monsters have 25% PDR. That is, instead of doing 100% of your damage, you will only do 75%.
-Max MMS has a 20% defense reduction, viz, that instead of doing 75% of your damage at LKC, you will do 80% (20% of 25% is 5%. You gain 5% of your original damage by having max marksmanship)

With these assumptions, character A has an average DPM of 14,248,285.6 and B has 17,354,864.29 at LKC
[/b]

Here are my findings for character A (you can pretty much disregard the 3 point dpm increase, since half the time it’ll be higher than the ave and half the time it will be lower than the ave.)

3 points into Skill % increase DPM with 3 points % increase DPM with 6 points Notes
MMB 1.13 2.66
MMS 0.91 1.82 At LKC monsters with 25% PDR
SE 0.46 1.10 Even more with LKC party

Here are my findings for character B

3 points into Skill % increase DPM with 3 points % increase DPM with 6 points Notes
MMB 1.18 2.88
MMS 1.20 2.40 At LKC monsters with 25% PDR
SE 0.61 1.45 Even more with LKC party

Note: Assuming that Sharp Eyes helps each party member an equal amount (false assumption, though the error is negligible), this would yield (at LKC) a much larger increase in overall party damage than MMS and MMB.

……

Assumptions:
(1)At LKC with a party of 6
(2) (I took out assumption 2 and didn’t feel like replacing the numbers…)
(3) All 6 party members kill evenly and are the same level (definitely a stretch, but again, we need this for the math)
(4) The total experience gained is directly proportional to the DPM of the party, viz. a 1% DPM increase would yield a 1% total experience increase.
(5) We will disregard HS, Party bonus experience, 1.5x cards, etc… They are constant no matter whether you’re talking about party experience or solo experience.
(6) The leaching formula (according to ayumilove) is

For Killer
Monster Exp * (0.6 + 0.4 * Player level / Total party level)
For Leacher
Monster exp * (0.4 * Player level / Total party level)

Which we can simplify down to the following, due to assumption (3):
For Killer
Monster Exp * (0.6 + 0.4 * 1/6) = ⅔ * (Monster Exp)
For Leacher
Monster Exp * (0.4 * 1/6) = 1/15 * (Monster Exp)

With these assumptions, let’s make up 2 fake variables and call them PEXP and EXP. We define PEXP (party experience. Get it?) to be the entire party’s overall experience gain and EXP to be your experience gain, not to be confused with what we’ll call “Your exp” which is your contribution to PEXP.

Generic model with no stat increases
Exp = ⅔ * (Your exp) + 1/15(PEXP – (Your exp))
Exp = ⅔ * (Your exp) – 1/15 * (Your exp) + 1/15 * (PEXP)
Exp = 0.6(Your exp) + 1/15 * (PEXP)
Earlier we said that our experience contribution is ⅙ of the party’s, so
Exp = 0.6(1/6PEXP) + 1/15 * (PEXP)
Exp = ⅙ * (PEXP) = 0.16667 * (PEXP)

This makes sense… Read on

With MMB, our solo DPM increase is 1.45%, this means that not all party members contribute evenly. We do 1.45% more.
so copy and pasting the general formulas and substituting (1.0145(Your exp)) for (Your exp) and (1.0024PEXP) for PEXP we get
Exp = 0.6(1.0145(Your exp)) + 1/15 * (1.0024PEXP)
Exp = 0.6(1.0145/6PEXP) + 1/15 * (1.0024PEXP)
Exp = 0.1683 * (PEXP)
Which is an average increase in experience of 0.97% for YOUR experience gain. Not surprising.

With SE each person is 0.66% stronger. That being said, the entire party will be 6(0.66%) = 3.9% stronger and we will be 0.66% stronger, so we replace (Your exp) with (1.0066(Your Exp)) and (PEXP) with (1.039(PEXP))
Exp = 0.6(1.0066(Your exp)) + 1/15 * (1.039PEXP)
and since SE helps everyone out evenly (By assumption), (Your exp) is once again ⅙(PEXP)
Exp = 0.6(1/6(1.039(PEXP)) + 1/15 * (1.039(PEXP))
Exp = 0.1732 * (PEXP)
Which is an average increase in YOUR experience of 3.9%, which is not surprising considering we assumed SE helps everyone evenly.

Thus, SE helps a party out a lot more than MMB. However, this is only if you’re with a party. If you prefer solo training, MMB is best for you. If you party a lot (AKA LKC) then get SE first.

Pierce at LKC

kimchijiggae on 3-29-10: “Just read some of your guide. What intrigued me the most was your mentioning of LKC, or more specifically, what you didn’t mention. Castle Golems anyone?

Edit: Forgot to specify what I meant,
Pierce at golems”

Not being one to stand down from a challenged. I decided to see what the math said.
Assumptions:
(1) You can shoot 83 ultimate strafe arrows in one minute (technically it’s 83.333…)
(2) You can shoot 34.5 Pierces in one minute (BIG assumption. This is how many I shot while standing in one place without worrying about guys hitting me and canceling my charge)
(3) Pierce increase by 20% each guy (i.e. 1150%>1380%>1656%>1987%>2385%>2862%). Note that I’m not sure about this, it’s very hard to find information. This was taken from Starbomba.

US on 1 monster in 1 minute
6 * 200% * 83 = 99,600%

Pierce on 2 guys in 1 minute
(1150%+1380%) * 34.5 = 87,285%
Pierce on 3 guys in 1 minute
(1150%+1380%+1656%) * 34.5 = 144,417%
Pierce on 4 guys in 1 minute
(1150%+1380%+1656%+1987%) * 34.5 = 212,968.5%


This seems to reinforce what I had previously believed. Pierce is better than US when you have 3 or more guys (this is maxed pierce, by the way). However, I was not convinced as to pierce’s use in LKC, so I looked at the following (…)
In my experience, this is where some piercers train when they train at golems. However, the top is the only place you can get a mob. After clearing the bottom, four guys spawned on the top, though I think once there was 5 when I was training a while ago. If you can get a rusher on the top to rush them to the right (best for you), spamming pierce yields some ridiculous damage.

Cons
(1) You must be on the top.
(2) You must have people willing to kill the 2-3 guys on the bottom, which usually have sucky spawn.
(3) You must have a rusher.
(4) You must have pierce. Pierce is rarely used nowadays as it is not the most versatile skill.

Pros
(1) With 4 monsters you will be doing double your usual damage (were you using US that is) which is pretty insane.
(2) Pierce is really really cool.

So thank you chimchijiggae for pointing this out to me. The math is sound and your ideas seem to work.

Question from an interested Basiler:

wrdaznchowme: For your calculations versus Castle Golems, you’re not including the damage possible from snipe which I believe could force US + Snipe > Pierce even if pierce was a mob of 3.

Response 1:

Fcroaonlk: I’ll check that out. I didn’t factor snipe in because snipe is a constant that you can use with both pierce AND US. However, if I wanted to show 30 Pierce vs. (10 US + 30 Snipe) then, yes you would be right. But my point is that the relationship of US to Pierce is still the same whether you have 30 snipe or 1 snipe. Does this make sense?

Question follow up:

wrdaznchowme: You can’t really factor out that assumption because if snipe “kills” one of the mobs, you technically lose one mob within the pierce “3+” dwindling your % damage. I would believe you have to factor in the hp of the mob and calculate the % damage that one snipe would correspond to in 1 hit of pierce calculate in from there.

My final answer

I don’t think so. Because when you’re mobbing at LKC, the guys are constantly moving (in my experience, tell me if it’s otherwise for you) and so snipe is always hitting a different guy, so I think we can assume that the damage will be distributed evenly. However, even if it wasn’t distributed evenly, I don’t think it would matter much, because pierce is much stronger on the last guy and snipe is hitting the first guy. I’m on my iMac right now, will compare 1 snipe 30 Pierce to 30 snipe 1 pierce on various guys.

With an average range of 12k-14k (eg me with my skills at 166),
(30 Pierce, 1 snipe) on 3,4,5 and 6 guys (in DPM) 23,920,032.77 33,989,269.08 45,842,293.33 60,065,922.43
(30 Snipe, 10 US) 20,595,427.99
However, most people won’t have this range at lower levels.

For a level 135, assuming they have 1MMB, 1FP, 9SE, 10US, 0 MMS, and a range of 5.5k-8k
(30 Pierce, 1 snipe) on 3,4,5 and 6 guys (in DPM) 12,042,508.45 16,513,661.07 21,763,495.84 28,063,297.57
(30 Snipe, 10 US) 12,992,356.03

Thus, a pierce first build is only better if there are 4-6 guys. However, the point really is moot, because if you’re doing a pierce first build, pierce on 3 guys is way better than US and FailSnipe, so you would be using Pierce anyway, and if you’re doing a snipe build, there’s no way you’re using pierce in the first place.

And if you’re doing a hybrid build, then my original calculations stand and Pierce is better on 3 guys starting at level 7.

DPM Charts at LKC

In Response to this thread
*twitches out*
*twitches again*

Assumptions:
All skills are maxed (Bliz – 400%) (AE – 400%) (IA – 340%) (Pierce – 1150%) (US 1200%)
There is a 30% penalty for ele-strong dudes (so Bliz is at 280%) (the penalty might be 33%, not sure. But the difference is minimal)
There is a 1.2x multiplier for Pierce (so 1150% + 1380% + 1656% + 1987% + 2384% on 5 guys)
There is a 0.9x multiplier for IA (so 340% + 306% + 275% + 247% + 222% on 5 guys)
For chaos, Wind piercing is 750% on 6 guys, with no multipliers, and I’m using the assumption from a buddy to be 57 shots a minute.

Thus, when we figure this all out we get a %/min table of the following (hopefully it doesn’t look totally odd on basil)

Skill %DPM on 2 guys On 3 guys On 4 guys On 5 Guys
Blizzard 46,666 69,999 93,333 116,666
AE 66,666 99,999 133,333 166,666
IA 53,833 76,749 97,332 115,832
Pierce 87,285 144,417 212,968 295,216
US 99,999 99,999 99,999 99,999
Wind Piercing 85,000 128,250 171,000 213,750

Summary:
On 2 guys: Use US. If you can’t keep them pinned, use puppet.
On 3 guys: Use pierce. If you don’t have pierce, use AE. You can outrange the mobs with AE so you don’t have to worry about getting hit. If you’re a wimp and don’t like AE, use US.
On 4 guys: Use pierce… duh… If you don’t have pierce, use US (I’m getting into this… sorry if I come on strong)
On 5 guys: OMG PIERCE IS FREAKING AWESOME! If you don’t have Pierce, use AE. If you don’t want to get that close, Blizzard is better than IA.

Btw, thank you for asking a question. I haven’t done maple math for a while, and it was making me sad T.T

While using pierce, when do I use snipe?

It’ll change after chaos.
Snipe is (all criticals, so that’s an average 1.5x multiplier, I think)
83.333 * 4 * 900% * 1.5 = 4,499,982%

This is a rough approximation, but it’s pretty close: on 4 guys. Pierce is about (34.5 shots/min) * 0.65*1.5 *((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%)/ shot) + 34.5 * 0.35* ((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%)/ shot) = 2,821,924.05%

on 5 guys. Pierce is about (34.5 shots/min) * 0.65*1.5 *((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%+1.44*1.44*1150%)/ shot) + 34.5 * 0.35* ((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%+1.44*1.44*1150%)/ shot) = 3,912,002.61%

On 6 guys, Pierce is about (34.5 shots/min) * 0.65*1.5 *((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%+1.44*1.44*1150% + 1.2 * 1.44 *1.44 *1150%)/ shot) + 34.5 * 0.35* ((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%+1.44*1.44*1150% + 1.2 * 1.44 *1.44 *1150%)/ shot) = 4,694,403.13%

Conclusion? Post chaos, you will need to have 6 guys for pierce to be better than snipe. And 34.5 shots/min is an IDEAL number for pierce, as we all know how hard it is to spam it when guys are attacking it. Moral of the story? Use snipe. Always.

Inspirational Videos

Currently I only have 3 (that I made). If you’d like to submit your own, PM me!
171 MM at ToT – The ins and outs of training
The Marksman Song
Snipe – Make a Bowmaster (makes fun of BMs lol)

Q&A

I know I’m not perfect and I probably left out a lot of things. Feel free to comment/PM me with questions. I’ll edit what I have and hope that more MM will have a better understanding of how to put their points. However, you better hope your findings have math to back them up. Everything (I hope) that I put above is mathematical. Of course, math isn’t everything. EG if there were not any flat maps in all of maple world, you should PM me that Pierce is worthless. (because without flat, it would be.)

Q. It seems to me as if MMB adds more to anything but zakum.
A. Almost, Marksman boost is a LITTLE better at ANY monster than snipe, as far as damage goes, NORMALLY. However, currently there is a glitch where snipe actually does 1M damage instead of 500k. This makes it better than MMB until you are a lot stronger (when I’d assume you’d have both already anyway).

Q. Do you know how Marksmenship affect’s the monster’s defense? I know it says 20% but I’m not very sure what’s up with that.
A. Let’s use zakum as our example. Zakum’s defense reduces your damage by 40%. Marksmanship ignores 20% of that defense. 20% of 40% is 8%. Having marksmanship at zakum is akin to having an extra 8% damage, which is pretty darn good. Also, LKC monsters have really high defense

Q. Maxing out Snipe would be better for bossing and training now?
A. Yes, in my opinion. You can use pierce at LKC, but not to the extent that it takes over from Snipe and US. LKC is the training spot for most 120+s, you can check out my notes on it above.

Q. You’re stupid. Get a life.
A. You try writing a guide while dead. It’s quite hard. Thus, I’m living -_- (no I am not defending suicide to test this out.)

Q. You’re the guy that was on Maple Times for his super awesome Lith Harbor and Temple of Time remixes!
A. Well I’m glad you noticed! You even knew that I’m a guy IRL! Wow, you’re so smart 😀

Q. This isn’t a question, but please stop talking to yourself….
A. Ok.

Disclamers etc…

-This document has been copy/pasted to so many places over the last few (insert time interval here) and thus may have a lot of quirks. I try to fix these when I notice them but it’s a bit hard to read this thing end-to-end so it’s likely that YOU will notice them first. Please comment/pm me with revisions.

To be completed later…

Marksman Guide (Pre Chaos)

Mellimelon’s Maplestory Marksman Guide

(PRE-CHAOS archived version)

Important Note: This guide is currently Pre-Chaos, copy and pasted before I made post-chaos changes (intended for use by EMS and other pre-chaos regions). That being said, it literally is copy and pasted, as I don’t know how many EMS readers I have, so there might be some bugs. PM me if anything’s too confusing. Go to the main blog site or Basilmarket.com for my updated GMS guide.

Welcome to my Marksman guide, full of math, and odd discussions. See the table of contents on the left to better navigate this monstrosity. Also, as of June 2010, I am quite active, so PM me with any questions.

Some Links

A discussion on how to best utilize Pierce and DB (at ToT)
Skill Builds for Archer/xbowman/snipers
While a little outdated for 120+, this guide has some good training spots for 1-120

Maple/Marksman Lingo

Here are some common abbreviations for things you’ll see as a 120+ Marksman. In alphabetical order for your convenience.

BGA: Bodyguard A (level 152 Showa Boss)
BGB: Obvious much?
BM: Bowmaster (not Battle Mage, which is BaM or BtlM)
Czak: Chaos Zakum (level 140 boss)
DB: Dragon’s Breath (skill)
EB: Evasion Boost (skill)
FP: Frostprey (skill)
Grandpa: 3rd gunboss, after BGA and BGB
HT: Horntail (level 160 boss)
HW: Hero’s Will (skill)
LKC: Lion King’s Castle (aka LHC)
MM: Marksman. It’s what you are. Warning: people may call you a MushMom.
MMB: Marksman Boost (skill)
MMS: Marksmanship
MW: Maple Warrior (skill)
PA or Pierce: Piercing Arrow (skill)
PDR: Physical Damage Reduction (i.e. 25 PDR means you’ll only do 75% of your original damage)
PKB: Power Knock-back (skill)
SE: Sharp Eyes (skill)
ToT: Temple of Time (NOT a Zelda Location)
US: Ultimate strafe (skill)
WH: Wild Hunters, our crossbow counterparts.

If I’ve missed something, pm me and let me know.

Marksmen for Dummies

New to the marksman class? Here’s a complete MM skill analysis, created just for YOU! Note that all skills are max level of 30 unless stated otherwise. (in alphabetical order for your convenience)

Blind A pretty worthless skill. Blind is an active buff (like SE) that will put the enemy in a state of darkness for a certain amount of time. The effects of this skill are minimal (see my calculations here). Blind is getting removed in the Jump patch in a few months.
Dragon’s Breath: An enhanced version of PKB. DB is an arrow that will push up to 6 guys (at max level) far back. After Chaos, this will work on LKC monsters, and after Jump it will become a 3rd job skill. DB is a one-point-wonder skill (most of its use is gained by just putting one point into it)
Frostprey: Another 1 pt. wonder. FP is a bird summon that will attack up to 4 monsters and freeze them. This is especially nice for normal mobs, but also adds a nice bonus attack at bosses or LKC, though it is considered annoying due to its short timer (104 seconds at level 1).
Hero’s Will: A common 4th job skill (max level 5) that cures all status effects and even seduce. HW has a fairly long cooldown (6 minutes at max), but it’s a 1 pt. wonder and a must for czak and HT.
Marksman Boost: A core MM skill that raises minimum critical damage, attack, and mastery. While one point in this skill is a tremendous increase, maxing it is even better.
Marksmanship: MMS raises your hp and ignores a certain % of a monster’s PDR. This skill is pretty nice for bosses and LKC, and is a must for higher-end bossing. (max level 10)
Maple Warrior: Another 4th job common skill. MW is a fantastic skill, but is often neglected in the MM world due to high skillbook prices (around 30M for 20 and 500M for 30 in Bellocan as of 5-30-11) and other classes getting it before we do. This skill raises all of your stats by up to 15%.
Pierce: A core MM skill, and what we are known for. Pierce is a charging skill, so instead of the 83.333 US’s/min we can fire, we can only fire about 34 Pierces in a minute, but pierce becomes stronger the more monsters it goes through. At max level, pierce does 1150% on the first monster, and 1.2x that on the next, and 1.44 that on the next, etc… Pierce is one of the few skills in the game that can exceed the damage cap of 1M.
Sharp Eyes: A traditional bowman buff, SE raises the critical chance and maximum critical damage of the entire party. Also sometimes neglected as BMs and WHs tend to get it before we do.
Snipe: Similar to MMB, snipe is a 1 pt. wonder that just gets better as you improve it. Snipe does a straight 1M damage with a 20 second to 5 second cooldown (depending on level), though with server lag (not internet lag, they’re different), it’s more like a 7-8 second cooldown at max level. Note that snipe always does 1M, even if it shows 500k at a boss or a critical 1 if the boss is in cancel weapon attack. This changes in Chaos to 4 * 900% with 100% critical chance. See my comparison of pre and post-chaos snipe here.
Ultimate Strafe: A core MM skill. This boring skill is just a replacement for strafe (literally. It isn’t even a new skill button, so if you try to assign US over strafe you will be wasting your time.) A 1 pt wonder that only gets better (max level 10).

Skill Books

I’m tired. I’ll add this later. Basically, skill books are very very very rare and only drop from certain monsters. You can google the post-BB drop list if you’d like.

1v1 Build

If you want to see my Post-Chaos build, go here
120… 1 US, 1 Snipe, 1 MMB
Reasons. You are almost ALWAYS going to be papping and training in ludi clocktower at this point, or maybe zak arms partying. That being said, 1 point into ultimate strafe is a huge damage increase (namely, it’ll increase your 1v1 dmg by 73%). Same reason for snipe (1 point in snipe at this fake character is a % increase of 7.5%). Finally, 1 MMB will give a free 6% mastery, which is always good.

For level 121, I put out a few % increases depending on what you get at LKC. Note that if you are not fighting zakum or monsters at LKC, Marksmanship will do almost nothing for you, besides a lovely % extra hp. Here are the calculations, based on range. Notice that your range changes calculations because, depending on your range, snipe will be a bigger or smaller portion of your total damage (and snipe is constant). Also, I calculate using 2 point increase, because most skills are “every-other” increases.

2 points into 8.1k max range %increase 11.25k max range % increase Notes
MMB 1.26 1.21 Decreases as your range increases
MMS 0.89 1.04 Increases as range increases
US 2.31 2.71 increases as range increases

My choice: Ultimate strafe (best increase for pap, zak, or any boss you can hit).
It is important to note here that instead of maxing US then Snipe, it is also possible to max Snipe then US, for almost the same results. If you want the math, see my 10US, 20 snipe VS 1 US 30 Snipe argument.

At 121, 3 US each level max ultimate strafe for the huge damage increase
Then 3 SE each level get 9 SE to make people happy
3 Snipe each level max snipe so you can start being worth more than your SE
(optional max SE)
Max MMB
Max MMS
Max SE (or leave at 29)

Here would be a good time to check out my MMB vs. MMS vs. SE at LKC
Some supplementary notes about the above guide: SE will improve your entire party’s experience more than your MMB will help you. That being said, most BMs and WHs max SE before us Marksman, so we can often get away with not having it and let one of them cast it for the party. However, I endorse responsible partying. That being said, I choose not to get MW because almost ALL classes will have better MW than us by late 15x. It would just be silly (IMO) to get it unless you only party with lower leveled people or solo a lot.

After 156, you have the options of DB, FP, HW, MW, and pierce. I got pierce for the fun of it, plus it is really powerful. Get MW if you have the funds. However, if you plan on czakking or HTing, it might be worth it to get 5 HW, or at least 1. If you consistently party with someone who already has MW, then FP is the most beneficial. See my note on the Lion King’s Castle

Training options

Note that a
* means it is difficult to find (i.e. people hunt it more than it spawns)
means that it is super awesome!
120[] Lion King’s Castle. LKC is open to all people 115+, but the mobs are in between levels 120 and 127. The best training, from personal experience and from friends, for higher levels, seems to be bearwolves, in the map “under the castle walls”, though some people also train at golems (level 127). Bearwolves have ok spawn. I got about 20%/hr (or more) without 1.2x (with HS though) at level 163 as opposed to 8%/hr ToT. So check it out, get with some guildies/buddies, and have some fun. Also, see my note on the Lion King’s Castle Most people train here from 115-200 (well, I’ve trained with a 180 before, assuming 180s-199s do it too. Correct me if I’m wrong)

Also, here are some bosses that are good experience if you want to spice up your training routine:
120(*) Pianus (with or without party).
120 Zakum arms (with party). Much easier to get into now that LKC is out.
120[] Papulatus (solo, of course!). 15.6% (note: if you can knock him back, get him to the edge, wait for him to go into shell, and then puppet the opposite side. He will not attack you [besides summoning bombs, stunning, or dispelling] until your puppet runs out, 1 minute later). To see a video of this, go here (I will eventually make a little guide on it)
125(*) Anego (solo).
125[] Zakum arm solo/whole zakum party . Getting a party and splitting the zhelms is a really good source of income (for me, at least).
140 Zakum Solo/party
147[] BGA (solo) 14.9% at level 147. To see a guide for BGA, check out mine here This also includes a guide for BGB and the final Showa boss.
150[] BGB (solo) 15% at level 150. Easy if you outrange and/or puppet.

Want a break from all normal training? Go old school and try to finish all the Temple of Time quests!

Mobbing Build (Pierce)

Again, just to re-emphasize, this build has very low flexibility, but springs from the fact that for my 16x Marksman, my DPM is doubled when I’m using pierce on 4 guys than when I’m US/Sniping 1 guy. That being said, if you fit the conditions, this build is awesome.

120… 1 US, 1 Snipe, 1 MMB
Reasons. Just like with the 1v1 build, these yield the strongest immediate damage increase. Or as I said from before, “You are almost ALWAYS going to be papping and training in LKC at this point, or maybe zak arms partying. That being said, 1 point into ultimate strafe is a huge damage increase (namely, it’ll increase your 1v1 dmg by 73%). Same reason for snipe (1 point in snipe at this fake character is a % increase of 7.5%). Finally, 1 MMB will give a free 6% mastery, which is always good.”
For this build, we want to get pierce to 7 as soon as possible, where it starts out-damaging blizzard and US as most of your training will be on the top platform of castle golems in LKC. I was going to add in a table on all the damage calculations, but it’s ugly. Trust me:

On 3 guys, US and Blizzard have the same DPM. Level 7 Pierce has a slightly higher DPM
On 4 guys, Blizzard has the best DPM until (again) level 7 Pierce.
On 5 guys, this should be obvious T.T

121-124, 3 Pierce each level (12 total)
125-127, 3 SE each level —get 9 SE to make people happy. It is also a fairly large damage boost for your entire party.
128-133, 3 Pierce each level (maxed). During this time, you’ll start doing a lot more damage at golems. Previously, people encouraged maxing MMB first to stabilize your damage, but as the monsters will be constantly moving, they will each take about the same amount of damage by the time you’re done (in my experience)
134-136, 3 MMS each level (9)
137, 1 MMS (max), 2 SE (11)
138-143, 3 SE each level (29)
144, 1 in SE (max), 2 in MMB (3)
145-153, max MMB
154-163, max Snipe.
Here would be a good time to check out my 10US, 20 snipe VS 1 US 30 Snipe

Some supplementary notes about the above guide: SE will improve your entire party’s experience more than your MMB will help you. That being said, most BMs and WHs max SE before us Marksman, so we can often get away with not having it and let one of them cast it for the party. However, I endorse responsible partying. That being said, I choose not to get MW because almost ALL classes will have better MW than us by late 15x. It would just be silly (IMO) to get it unless you only party with lower leveled people or solo a lot.

After 156, you have the options of DB, FP, HW, and MW. Get MW if you have the funds. However, if you plan on czakking or HTing, it might be worth it to get 5 HW, or at least 1. If you consistently party with someone who already has MW, then FP is the most beneficial, however, there is a new KMST update in which DB can work on LKC monsters, so think about that for the future. See my Note on Frostprey

Supplemental…”guides”…

For the daring!
shagreenheart proposes this alternative guide. Do YOU have the determination to pull this off? 😀

shagreenheart: awesome guide. but can we talk about how cool blind is? i mean c’mon, elephant in the room here. does it have the same animation the WH’s use, and the same haunting ass 4 note sfx?

i suggnay, demand a blindcentric build. but just for fun. get creative. now.

[edit] ok since i’m impatient i’ll come up with my own.

ghost MM build:

this build uses blind early on to protect yourself and your party. with max evasion boost and max blind, monsters only hit you half of the time, not factoring in your avoid. plus puppet, that’s good stuff. also, blind is useful for your party as well, increasing their evasion and therefor keeping yall alive. thus, i think a bossing build should also benefit the blind build.
marksmanship can be saved for later if you wish, because of the presumed amount of hits you won’t be taking makes the hp boost unneccessary, however, if you want it for the w.def effect, slip it in early. sharp eyes is also a good idea because it’s another extremely beneficial party skill to provide.
US, or “5trafe” (cwidt) is the primary skill here. it can activate blinding a monster up to six consecutive attempts per 5trafe. so not only is it excellent damage, it basically garuntees blindness before a monster can even retaliate.

120: 1 blind, 1 5trafe, 1 frostprey/DB
121: 1 snipe, 1 frostprey/DB, 1 pierce

now you have a full array of attacks to boss/train while maxing blind (doesn’t 30 levels seem excessive? xP)

122-132 max blind! +1 SE (or save it)
133-36 10 SE, then do a regular boss build.

happy maplin’.
i can’t believe i left this out, but another massive perk for blind, is that with evasion boost, each time a monster misses you, your next attack is 100% critical. so this means a US after a miss will be pure crit. 50% evasion is quite a large chunk, nothing at all to scoff at, plus that’s not factoring avoid, or focus, and also not factoring the crit attack increase from SE. so yeah, while it sounds goofy to talk about blind so much, it’s all actually quite holisitic and extremely beneficial (to your party as well) and lethal!

in short, the eyes have it:

focus – avoid boost (huge after chaos), eye animation

blind – 30% avoid boost, eye animation

sharp eyes – eye animation, compounds the 100% crits from misses because of EB

-all work in lethal concert with EB

so the real question is, how much does 50% EB/Blind 100% crit with SE increase your damage output? and compared to other skills, like.. well… i guess MW is the only thing left to compare it to i guess. or compare to bowmen? in a boss fight, you’re constantly being attacked. wether or not you get hit is a different story, but the reality is you’re constantly under fire. bosses can be blinded, and since US is your main gun, you’ll be unloading a salvo of magenta death.

Final Build Disclaimer Obviously, no one other than the “maple elite” actually follows these builds to the letter. The builds just show what I’ve found to be most effective. Feel free to add points into what you like, or do a hybrid build. However, a hybrid build does not mean maxing FP at level 120. Be smart and Happy Mapling!

Post-Chaos Marksman Build

My findings: (for 1v1 build. Pierce build shouldn’t change I don’t think)
Level 120: Get 1 MMB, 1 Snipe, 1 US

Next you can put an optional 1 point in FP (good dpm increase for mobs and nice mob control on normal dudes).
Also optional 1DB since it will work on LKC monsters around the Jump Update (in KMS it did, so I assume same for us).

Next, max US.
Get 6 SE so that the timer syncs with HS (or get 9 if you wanna be old-school)
Optional: Get 6-11 Pierce. With lower level parties there tends to be a lot more mobs (if you’re at bearwolves), this is my experience
Max MMB
Max MMS
Max SE
Max Pierce
Max Snipe (Likely by this time your range will be Snipe-friendly)

Insert MW whenever you want.

Reasons
1MMB, 1 Snipe, and 1 US is still going to be the best powerhouse decision. It’s awesome.
Then, max US, that doesn’t change.

At level 124, here are the % dmg increases for getting the following skills. The first number is for getting level 3, the second %increase is after getting 9 more points (this way snipe actually changes lol.) The bolded ones are the “best choice” numbers-wise

Skill % increase DPM with 3 points % increase DPM with 9 points Notes
MMB 2.47 8.33
MMS 2.00 6.00 At LKC monsters with 25% PDR
SE 2.64 5.00 Even more with LKC party
Snipe 0 1.9 …lol…

For a post-chaos dpm calculator, go here

Now initially, based on the assumption that you needed a certain range for snipe to be better than it is now, I was going to find out what range you would need for snipe to be a better investment than other skills. However, snipe is always going to be the same % increase, no matter what your range is (which took me forever to figure out… Well, analyze and critique away!

A Note on The Lion King’s Castle (LKC)

DB does not KB, FP and Bliz do not freeze, and snipe does not 1HKO

A note on pierce The easier monsters in LKC are almost never in mobs. The most I’ve seen together is two. However, the Bearwolves, where I enjoy training, are often in 1s and 2s, but also sometimes in 3 and 4s. But unless you have a rusher (because DB doesn’t work F5), it is difficult to get all the guys together for pierce. If you have a rusher, I recommend piercing (if you have it). If not, stick with US and snipe. Also, someone mentioned sniping (as in outranging) the monsters. This is possible, and is especially encouraged for golems, as they knock you back a LOT (and it saves on pots). Also, if one does get close to you, knowing how to JS (or if you’re charging pierce, just jumping while charging) will help a lot. Just my personal experience.

If you DO have a rusher, then instruct him/her about how awesome pierce is and they will likely be helpful in rushing guides to help you (instead of completely ignoring you). That being said, they are not your rush-slaves.

Some tactics for LKC: it is most helpful to train in a party of six. At level 163, I would get about 40k experience for killing a monster and 150k bonus experience (this is with a bishop). It is also preferable that the party meet together when HS is running out (run to the bishop!) and buff each other then. This is easier than running all over the map whenever your buff runs low and having people spam “SE SE SE PLOX” at you.

So how’s the exp? It isn’t the 50%/hr that it was hyped up to be (for 160+. It IS 50%+/hr for lower levels), but in one hour in a six person party with a bishop, I got about 20%, as opposed to my previous 6-8%/hr at Temple of Time. I’d say that’s pretty nice.

When do I go to LKC? In my experience, LKC is beneficial to people as low as 120 (the level of bearwolves, the most popular spot, along with golems). I’m not sure if it replaces pap completely, but it’s always good to vary it up. As with every guide, go check it out yourself! As a restatement, although you’re allowed to go at 110 (and not before), I recommend 120+. The thing about LKC is that the exp you get is very very directly related to how strong your party is. That being said, if you somehow could get into a party of 140+s at Crockies (level 115) at level 110, you’d be getting a LOAD of experience.

For more info on pierce, other mob skills, and more at LKC follow the links to Pierce at LKC and DPM Charts at LKC

I think that’s all there is to say of it at the moment. Ask me more questions! I have answers! (or can figure them out, because I have friends too, believe it or not…)

10US, 20 snipe VS 1 US 30 Snipe

Previously I had said get US first, then get Snipe. However, after a prompt from ChibiCross, I went overboard. ❤ math. Here’s what happened in a different thread:

ChibiCross: although I would like to see the math in terms of 10 ult strafe+20 snipe vs 30 snipe

It’s on. Brb

Assumptions.
Level 1 MMB (because I think you should get that anyway)
3.7k-6.7k range (120 str, 700 dex, 170 att)
45% crit rate with 121% min Crit and 150% max crit
That with max snipe you can fire off 12 US in between snipes, so in a minute you can do 6.38 sets of (12US+1Snipe). This is what I do on my Marksman.
And with Level 20 snipe you can fire off 19 US in between snipes, so in a minute you can do 4.37 sets of (19US+1Snipe). This is assuming server lag is consistent between level 20 snipe and level 30 snipe.

Now, ChibiCross asked the damage comparison between 10US+20Snipe vs. 30 Snipe, in which you would resort to using Strafe.
0US 30 Snipe DPM = 5.97M
10US 20 Snipe DPM = 8.23M
Damage increase = 37.86%

That being said, I’m pretty sure he meant 10US+20Snipe vs. 1US and 30 Snipe, which would be
1US 30 Snipe DPM = 8.01M
10US 20 Snipe DPM = 8.23M
Damage increase = 2.7%

However, after patting myself on the back for being right that getting US first is better, I realized this was calculated with 500k snipe damage. But as some people know, snipe is glitched at doing 1M on bosses, which turns the calculations to

1US 30 Snipe DPM = 11.20M
10US 20 Snipe DPM = 10.41M
Damage decrease = 6.06%

HOWEVER (again), after patting ChibiCross on the back in defeat, think about this.

Assume that the time it takes to level is constant between 120-130 (i.e. when you either have 1 US 30 snipe or 10 US 22 snipe (same as lvl 20 snipe)). We’ll call the time it takes to level T (creative, huh?) and that T is inversely proportional to your dpm (not a wild leap, with LKC out) such that with a 5% dpm increase, there would be a 5% T (time to level) decrease.

So then getting 10US 20Snipe would take how many units of TIME?
To get to 121 (with 1 US, 1 Snipe, 1 MMB), dpm = 7.39M (we’ll call that 1T)
To get to 122 (with 4 US, 1 Snipe, 1 MMB), dpm = 7.65M, .96T
To get to 123 (with 7 US, 1 Snipe, 1 MMB), dpm = 7.91M, .93T
To get to 124 (with 10 US, 1 Snipe, 1 MMB), dpm = 8.18M, .89T
To get to 125 (with 10 US, 4 Snipe, 1 MMB), dpm = 8.18M, .89T
To get to 126 (with 10 US, 7 Snipe, 1 MMB), dpm = 8.18M, .89T
To get to 127 (with 10 US, 10 Snipe, 1 MMB), dpm = 8.74, .82T
To get to 128 (with 10 US, 13 Snipe, 1 MMB), dpm = 8.74M, .82T
To get to 129 (with 10 US, 16 Snipe, 1 MMB), dpm = 8.74M, .82T
To get to 130 (with 10 US, 19 Snipe, 1 MMB), dpm = 8.74M, .82T

Add up all those Ts to get a total of 8.84T.

And with getting 1US and 30 Snipe, it would take this many units of TIME?
To get to 121 (with 1 US, 1 Snipe, 1 MMB), dpm = 7.39M (1T as opposed to 1T from before)
To get to 122 (with 1 US, 4 Snipe, 1 MMB), dpm = 7.39M, 1T (as opposed to .96T from before)
To get to 123 (with 1 US, 7 Snipe, 1 MMB), dpm = 7.39M, 1T (as opposed to .93T from before)
To get to 124 (with 1 US, 10 Snipe, 1 MMB), dpm = 7.95, .92T (as opposed to .89T from before)
To get to 125 (with 1 US, 13 Snipe, 1 MMB), dpm = 7.95M, .92T (as opposed to .89T from before)
To get to 126 (with 1 US, 16 Snipe, 1 MMB), dpm = 7.95M, .92T (as opposed to .89T from before)
To get to 127 (with 1 US, 19 Snipe, 1 MMB), dpm = 7.95M, .92T (as opposed to .82T from before)
To get to 128 (with 1 US, 22 Snipe, 1 MMB), dpm = 9.59M, .70T (as opposed to .82T from before)
To get to 129 (with 1 US, 25 Snipe, 1 MMB), dpm = 9.59M, .70T (as opposed to .82T from before)
To get to 130 (with 1 US, 28 Snipe, 1 MMB), dpm = 9.59M, .70T (as opposed to .82T from before)

Add up all those Ts to get a total of 8.80T (as opposed to 8.84T before)

I thought that getting US first would be a lot less T, but AGAIN I MUST PAT CHIBICROSS ON THE BACK! He wins by .04T! However, notice that if you follow him and get snipe before US, levels 120-127 (until you have 20 snipe) will be long and arduous, and 128-130 will be a breeze, as opposed to the opposite. Of course, this is all data based on my assumptions, so take it or leave. Chibicross wanted to see the math, so there it is.

So the big answer to this question is, it doesn’t really matter. I just spent 45 minutes on math that says it doesn’t matter T.T

Author’s note on blind

: Note that blind at max level is a 30% monster accuracy reduction. To demonstrate the effectiveness (or lack thereof) of this technique on monsters, I will show three cases. Me on bearwolves, and me at zakum (at level 163), and a 148 shadower at zakum.

My avoid: 1298
Pasquinshy’s avoid:
Bearwolf’s accuracy: 169
Zakum’s accuracy: 121

Avoid= sqrt(your avoid)-sqrt(monsters accuracy)
Total avoid= (avoid from skills)+(1-(avoid from skills))(Avoid)

Evasion boost (max) = 20% miss
Shadow Shifter (max) = 45% miss

Avoid(me at Bearwolfs without Blind)=20%
Total avoid = 36%
Avoid(me at bearwolfs with blind)=26%
Total avoid = 40%

Avoid(me at Zakum without blind)=25%
Total Avoid = 40%
Avoid(me at zakum with blind)=27%
Total Avoid = 41%

Avoid(Pasquinshy at Zakum without blind) = 36%
Total Avoid = 64%
Avoid(with blind) = 38%
Total Avoid = 65%

Note that NOT having a passive avoid skill and having high monster accuracy will lead to blind being more useful. That being said, a 6% increase in avoid is not that spectacular for 10 levels (30 points) of blind (or a 1% increase for my brother…).

A Note on Frostprey

As a level 164 marksman (while writing this), I felt confused as to what to get after maxing US, Snipe, Pierce, MMB, MMS, and hero’s will. My choices are Blind, DB, FP, or MW. I figure that I will mostly boss and LKC. That being said, DB is out of the question. Blind is pointed out above as not very useful. Also, since MM are one of the latest classes in the game to usually get MW, I won’t be relied upon for that and someone else will always have it. That leaves FP. So I said to myself, is FP worth it?

My findings:believe it or not, even including casting time, level 1 frostprey is an average of 2.9% increase of %dmg/minute. After that, there is an average increase of 1% per 3 levels of FP (i.e. per level).

Assumptions and Crap: I say %/minute because this is only using the fact that with max snipe, you will be firing about 75 shots of 1200% a minute, so compare that % to the 74 shots you’d get of 1200% and 1 frostprey summon, which is about the same speed. Also, we can round the increase up to 3% because technically FP lasts 104 seconds at level 1, not 60 seconds. Also, this is assuming that you have max US (who would be getting FP before US?) and max snipe (same). Another note: we as MM can outrange FP, so this will become meaningless if you don’t actually let your FP attack. At zakum and similar situations like mobs in LKC, the %dmg/min increase will be bigger, as FP can attack up to 4 monsters.

My decision: max FP before Blind, DB, and MW. (cheaper books too )

Chaos Snipe vs. Big Bang Snipe

I’m back! Did some calculations on what range is necessary for your snipe to be AS GOOD AS it is now.

Assumptions:
Snipe is 1M damage now.
Snipe is 900%*4 (all crits) after chaos
Said character has 30MMB and 30SE (i.e. 135% min crit and 180% max crit)
Assuming that 1/2 of the time you will hit your minimum range damage and 1/2 of the time you will hit your maximum damage.
Assuming that 1/2 of the time you will hit your minimum critical and 1/2 of the time your maximum critical.

To calculate the average damage of a snipe, we can calculate
9.00*4(ave crit dmg)
(ave crit dmg)=1/2(criticaldmg/minrange)+1/2(criticaldmgmaxrange)
criticaldmg/minrance=1/2(1.35*minrange)+1/2(1.8*minrange)
criticaldmg/maxrange=1/2(1.35*maxrange)+1/2(1.8*maxrange)

so for 9*4(ave crit dmg)=1M, just solve the equation after plugging everything in!
so 1M = 9*4(1/2(1/2(1.35minrange)+1/2(1.8minrange))+1/2(1/2(1.35maxrange)+1/2(1.8maxrange)))
Since minrange= .85*maxrange (because of mastery), we can plug that in to obtain the following (let minrange=.85maxrange and maxrange=X)
1M = 9*4(1/2(1/2(1.35*.85x)+1/2(1.8*0.85x))+1/2(1/2(1.35x)+1/2(1.8x)))

Simplify to get
1M = 52.4475 * x
x = 19,066.6857 (edit: thank you demonzero14 for pointing out that I was using mastery of 70% not the 85% with MMB. Previously I said you needed a max range of 20,749, which was incorrect.)

Thus, you will need a max range of 19.1k and a minimum range of 16.2k for an average range of 17.65k for Chaos snipe to be as good as the current snipe. Note that this is not on LKC monsters or other monsters with PDR, and note that it probably will not work for weapon cancelers like zakum and scarga. T.T

But I think Chaos snipe looks way cooler anyway

MMB vs. MMS vs. SE at LKC

Assumptions:
-Both characters has maxed US and Snipe first, has 1 MMB, and 9 SE, like a good boy/girl
-Character A has a range of 5760-8112 and character B has a range of 10307-14517.
-LKC Monsters have 25% PDR. That is, instead of doing 100% of your damage, you will only do 75%.
-Max MMS has a 20% defense reduction, viz, that instead of doing 75% of your damage at LKC, you will do 80% (20% of 25% is 5%. You gain 5% of your original damage by having max marksmanship)

With these assumptions, character A has an average DPM of 14,248,285.6 and B has 17,354,864.29 at LKC
[/b]

Here are my findings for character A (you can pretty much disregard the 3 point dpm increase, since half the time it’ll be higher than the ave and half the time it will be lower than the ave.)

3 points into Skill % increase DPM with 3 points % increase DPM with 6 points Notes
MMB 1.13 2.66
MMS 0.91 1.82 At LKC monsters with 25% PDR
SE 0.46 1.10 Even more with LKC party

Here are my findings for character B

3 points into Skill % increase DPM with 3 points % increase DPM with 6 points Notes
MMB 1.18 2.88
MMS 1.20 2.40 At LKC monsters with 25% PDR
SE 0.61 1.45 Even more with LKC party

Note: Assuming that Sharp Eyes helps each party member an equal amount (false assumption, though the error is negligible), this would yield (at LKC) a much larger increase in overall party damage than MMS and MMB.

……

Assumptions:
(1)At LKC with a party of 6
(2) (I took out assumption 2 and didn’t feel like replacing the numbers…)
(3) All 6 party members kill evenly and are the same level (definitely a stretch, but again, we need this for the math)
(4) The total experience gained is directly proportional to the DPM of the party, viz. a 1% DPM increase would yield a 1% total experience increase.
(5) We will disregard HS, Party bonus experience, 1.5x cards, etc… They are constant no matter whether you’re talking about party experience or solo experience.
(6) The leaching formula (according to ayumilove) is

For Killer
Monster Exp * (0.6 + 0.4 * Player level / Total party level)
For Leacher
Monster exp * (0.4 * Player level / Total party level)

Which we can simplify down to the following, due to assumption (3):
For Killer
Monster Exp * (0.6 + 0.4 * 1/6) = ⅔ * (Monster Exp)
For Leacher
Monster Exp * (0.4 * 1/6) = 1/15 * (Monster Exp)

With these assumptions, let’s make up 2 fake variables and call them PEXP and EXP. We define PEXP (party experience. Get it?) to be the entire party’s overall experience gain and EXP to be your experience gain, not to be confused with what we’ll call “Your exp” which is your contribution to PEXP.

Generic model with no stat increases
Exp = ⅔ * (Your exp) + 1/15(PEXP – (Your exp))
Exp = ⅔ * (Your exp) – 1/15 * (Your exp) + 1/15 * (PEXP)
Exp = 0.6(Your exp) + 1/15 * (PEXP)
Earlier we said that our experience contribution is ⅙ of the party’s, so
Exp = 0.6(1/6PEXP) + 1/15 * (PEXP)
Exp = ⅙ * (PEXP) = 0.16667 * (PEXP)

This makes sense… Read on

With MMB, our solo DPM increase is 1.45%, this means that not all party members contribute evenly. We do 1.45% more.
so copy and pasting the general formulas and substituting (1.0145(Your exp)) for (Your exp) and (1.0024PEXP) for PEXP we get
Exp = 0.6(1.0145(Your exp)) + 1/15 * (1.0024PEXP)
Exp = 0.6(1.0145/6PEXP) + 1/15 * (1.0024PEXP)
Exp = 0.1683 * (PEXP)
Which is an average increase in experience of 0.97% for YOUR experience gain. Not surprising.

With SE each person is 0.66% stronger. That being said, the entire party will be 6(0.66%) = 3.9% stronger and we will be 0.66% stronger, so we replace (Your exp) with (1.0066(Your Exp)) and (PEXP) with (1.039(PEXP))
Exp = 0.6(1.0066(Your exp)) + 1/15 * (1.039PEXP)
and since SE helps everyone out evenly (By assumption), (Your exp) is once again ⅙(PEXP)
Exp = 0.6(1/6(1.039(PEXP)) + 1/15 * (1.039(PEXP))
Exp = 0.1732 * (PEXP)
Which is an average increase in YOUR experience of 3.9%, which is not surprising considering we assumed SE helps everyone evenly.

Thus, SE helps a party out a lot more than MMB. However, this is only if you’re with a party. If you prefer solo training, MMB is best for you. If you party a lot (AKA LKC) then get SE first.

Pierce at LKC

kimchijiggae on 3-29-10: “Just read some of your guide. What intrigued me the most was your mentioning of LKC, or more specifically, what you didn’t mention. Castle Golems anyone?

Edit: Forgot to specify what I meant,
Pierce at golems”

Not being one to stand down from a challenged. I decided to see what the math said.
Assumptions:
(1) You can shoot 83 ultimate strafe arrows in one minute (technically it’s 83.333…)
(2) You can shoot 34.5 Pierces in one minute (BIG assumption. This is how many I shot while standing in one place without worrying about guys hitting me and canceling my charge)
(3) Pierce increase by 20% each guy (i.e. 1150%>1380%>1656%>1987%>2385%>2862%). Note that I’m not sure about this, it’s very hard to find information. This was taken from Starbomba.

US on 1 monster in 1 minute
6 * 200% * 83 = 99,600%

Pierce on 2 guys in 1 minute
(1150%+1380%) * 34.5 = 87,285%
Pierce on 3 guys in 1 minute
(1150%+1380%+1656%) * 34.5 = 144,417%
Pierce on 4 guys in 1 minute
(1150%+1380%+1656%+1987%) * 34.5 = 212,968.5%


This seems to reinforce what I had previously believed. Pierce is better than US when you have 3 or more guys (this is maxed pierce, by the way). However, I was not convinced as to pierce’s use in LKC, so I looked at the following (…)
In my experience, this (^^^) is where most people train when they train at golems. However, the top is the only place you can get a mob. After clearing the bottom, four guys spawned on the top, though I think once there was 5 when I was training a while ago. If you can get a rusher on the top to rush them to the right (best for you), spamming pierce yields some ridiculous damage.

Cons
(1) You must be on the top.
(2) You must have people willing to kill the 2-3 guys on the bottom, which usually have sucky spawn.
(3) You must have a rusher.
(4) You must have pierce. Pierce is rarely used nowadays as it is not the most versatile skill.

Pros
(1) With 4 monsters you will be doing double your usual damage (were you using US that is) which is pretty insane.
(2) Pierce is really really cool.

So thank you chimchijiggae for pointing this out to me. The math is sound and your ideas seem to work.

Question from an interested Basiler:

wrdaznchowme: For your calculations versus Castle Golems, you’re not including the damage possible from snipe which I believe could force US + Snipe > Pierce even if pierce was a mob of 3.

Response 1:

Fcroaonlk: I’ll check that out. I didn’t factor snipe in because snipe is a constant that you can use with both pierce AND US. However, if I wanted to show 30 Pierce vs. (10 US + 30 Snipe) then, yes you would be right. But my point is that the relationship of US to Pierce is still the same whether you have 30 snipe or 1 snipe. Does this make sense?

Question follow up:

wrdaznchowme: You can’t really factor out that assumption because if snipe “kills” one of the mobs, you technically lose one mob within the pierce “3+” dwindling your % damage. I would believe you have to factor in the hp of the mob and calculate the % damage that one snipe would correspond to in 1 hit of pierce calculate in from there.

My final answer

I don’t think so. Because when you’re mobbing at LKC, the guys are constantly moving (in my experience, tell me if it’s otherwise for you) and so snipe is always hitting a different guy, so I think we can assume that the damage will be distributed evenly. However, even if it wasn’t distributed evenly, I don’t think it would matter much, because pierce is much stronger on the last guy and snipe is hitting the first guy. I’m on my iMac right now, will compare 1 snipe 30 Pierce to 30 snipe 1 pierce on various guys.

With an average range of 12k-14k (eg me with my skills at 166),
(30 Pierce, 1 snipe) on 3,4,5 and 6 guys (in DPM) 23,920,032.77 33,989,269.08 45,842,293.33 60,065,922.43
(30 Snipe, 10 US) 20,595,427.99
However, most people won’t have this range at lower levels.

For a level 135, assuming they have 1MMB, 1FP, 9SE, 10US, 0 MMS, and a range of 5.5k-8k
(30 Pierce, 1 snipe) on 3,4,5 and 6 guys (in DPM) 12,042,508.45 16,513,661.07 21,763,495.84 28,063,297.57
(30 Snipe, 10 US) 12,992,356.03

Thus, a pierce first build is only better if there are 4-6 guys. However, the point really is moot, because if you’re doing a pierce first build, pierce on 3 guys is way better than US and FailSnipe, so you would be using Pierce anyway, and if you’re doing a snipe build, there’s no way you’re using pierce in the first place.

And if you’re doing a hybrid build, then my original calculations stand and Pierce is better on 3 guys starting at level 7.

DPM Charts at LKC

In Response to this thread
*twitches out*
*twitches again*

Assumptions:
All skills are maxed (Bliz – 400%) (AE – 400%) (IA – 340%) (Pierce – 1150%) (US 1200%)
There is a 30% penalty for ele-strong dudes (so Bliz is at 280%) (the penalty might be 33%, not sure. But the difference is minimal)
There is a 1.2x multiplier for Pierce (so 1150% + 1380% + 1656% + 1987% + 2384% on 5 guys)
There is a 0.9x multiplier for IA (so 340% + 306% + 275% + 247% + 222% on 5 guys)
For chaos, Wind piercing is 750% on 6 guys, with no multipliers, and I’m using the assumption from a buddy to be 57 shots a minute.

Thus, when we figure this all out we get a %/min table of the following (hopefully it doesn’t look totally odd on basil)

Skill %DPM on 2 guys On 3 guys On 4 guys On 5 Guys
Blizzard 46,666 69,999 93,333 116,666
AE 66,666 99,999 133,333 166,666
IA 53,833 76,749 97,332 115,832
Pierce 87,285 144,417 212,968 295,216
US 99,999 99,999 99,999 99,999
Wind Piercing 85,000 128,250 171,000 213,750

Summary:
On 2 guys: Use US. If you can’t keep them pinned, use puppet.
On 3 guys: Use pierce. If you don’t have pierce, use AE. You can outrange the mobs with AE so you don’t have to worry about getting hit. If you’re a wimp and don’t like AE, use US.
On 4 guys: Use pierce… duh… If you don’t have pierce, use US (I’m getting into this… sorry if I come on strong)
On 5 guys: OMG PIERCE IS FREAKING AWESOME! If you don’t have Pierce, use AE. If you don’t want to get that close, Blizzard is better than IA.

Btw, thank you for asking a question. I haven’t done maple math for a while, and it was making me sad T.T

While using pierce, when do I use snipe?

Your pierces would have to be doing about 3M total damage for snipe to NOT be worth it.

It’ll change after chaos.
Snipe is (all criticals, so that’s an average 1.5x multiplier, I think)
83.333 * 4 * 900% * 1.5 = 4,499,982%

This is a rough approximation, but it’s pretty close: on 4 guys. Pierce is about (34.5 shots/min) * 0.65*1.5 *((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%)/ shot) + 34.5 * 0.35* ((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%)/ shot) = 2,821,924.05%

on 5 guys. Pierce is about (34.5 shots/min) * 0.65*1.5 *((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%+1.44*1.44*1150%)/ shot) + 34.5 * 0.35* ((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%+1.44*1.44*1150%)/ shot) = 3,912,002.61%

On 6 guys, Pierce is about (34.5 shots/min) * 0.65*1.5 *((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%+1.44*1.44*1150% + 1.2 * 1.44 *1.44 *1150%)/ shot) + 34.5 * 0.35* ((1150%+ 1.2*1150%+1.44*1150%+1.44*1.2*1150%+1.44*1.44*1150% + 1.2 * 1.44 *1.44 *1150%)/ shot) = 4,694,403.13%

Conclusion? Post chaos, you will need to have 6 guys for pierce to be better than snipe. And 34.5 shots/min is an IDEAL number for pierce, as we all know how hard it is to spam it when guys are attacking it. Moral of the story? Use snipe. Always.

Changes in Maple Chaos

As many or all of you know, Maple Chaos is set to hit MapleGlobal this summer! For a complete look at it, check out Spadow’s blog here and here.

In a word, not much changes.
PT 1 (of reorganization patch/chaos, in Korea)
– Damage of Ultimate Strafe has been increased from 200% to 210%. Ultimate Strafe‘s animation has been changed
– Damage of Dragon Breath has been increased from 210% to 320% (woohoo…)

PT 2
– Damage of Ultimate Strafe has been increased from 210% to 225%
– Snipe now hits 4 times 900% damage with 100% critical on boss monsters. Instant kill still applies to normal monsters

Also, there is a new area called “New Henesys” for 160+ (yay!). How exciting

Inspirational Videos

Currently I only have 3 (that I made). If you’d like to submit your own, PM me!
171 MM at ToT – The ins and outs of training
The Marksman Song
Snipe – Make a Bowmaster (makes fun of BMs lol)

Q&A

I know I’m not perfect and I probably left out a lot of things. Feel free to comment/PM me with questions. I’ll edit what I have and hope that more MM will have a better understanding of how to put their points. However, you better hope your findings have math to back them up. Everything (I hope) that I put above is mathematical. Of course, math isn’t everything. EG if there were not any flat maps in all of maple world, you should PM me that Pierce is worthless. (because without flat, it would be.)

Q. It seems to me as if MMB adds more to anything but zakum.
A. Almost, Marksman boost is a LITTLE better at ANY monster than snipe, as far as damage goes, NORMALLY. However, currently there is a glitch where snipe actually does 1M damage instead of 500k. This makes it better than MMB until you are a lot stronger (when I’d assume you’d have both already anyway).

Q. Do you know how Marksmenship affect’s the monster’s defense? I know it says 20% but I’m not very sure what’s up with that.
A. Let’s use zakum as our example. Zakum’s defense reduces your damage by 40%. Marksmanship ignores 20% of that defense. 20% of 40% is 8%. Having marksmanship at zakum is akin to having an extra 8% damage, which is pretty darn good. Also, LKC monsters have really high defense

Q. Maxing out Snipe would be better for bossing and training now?
A. Yes, in my opinion. You can use pierce at LKC, but not to the extent that it takes over from Snipe and US. LKC is the training spot for most 120+s, you can check out my notes on it above.

Q. You’re stupid. Get a life.
A. You try writing a guide while dead. It’s quite hard. Thus, I’m living -_- (no I am not defending suicide to test this out.)

Q. You’re the guy that was on Maple Times for his super awesome Lith Harbor and Temple of Time remixes!
A. Well I’m glad you noticed! You even knew that I’m a guy IRL! Wow, you’re so smart 😀

Q. This isn’t a question, but please stop talking to yourself….
A. Ok.

Disclamers etc…

-This document has been copy/pasted to so many places over the last few (insert time interval here) and thus may have a lot of quirks. I try to fix these when I notice them but it’s a bit hard to read this thing end-to-end so it’s likely that YOU will notice them first. Please comment/pm me with revisions.

To be completed later…