I found the actual source of Pwnage tool 4.2 on the dev teams site, but they dont have the 4.2.8 bundle listed. Without the file for 4.2.8 that you imbed in Pwnage 4.2 the jailbreak wont work.Update:Everything i am finding is pointing back to the hotfile locationa and has been pulled for whatever reason. I'll do some looking and see if I can find it somewhere else. I will keep looking.Last edited by Rusty Shackelford; at 11:19 PM. Without the patch it will not produce a proper ipsw. Pwnagetool_4.2.dmg download.
Once you’re level 80+ with your maxed out BoT mobbing skill, you can net at bare minimum 2-3 mil per hour grinding here - and the exp is fantastic until lvl 100+. Os x 10.4 tiger final 8a428 dmg. https://financetree511.weebly.com/blog/convert-dmg-to-vmdk-mac. I’ve made over 5 mil an hour after pots, not including gach - the mesos dropped from the mob, our skill pickpocket, and NPCing the equips dropped really add up. They even drop. Jul 31, 2012 Dude it’s maplestory, I’m a damage whore with a range of 258Kbut dam dude, Get a life LOL I cant believe you waste your time calculating shit, You must not know anything about damage, I can look right away and see “1200% DAMAGE” and I’m well aware that even an unfunded person who places their stats improperly is gonna be boss.
On pages 128-9 of the PHB there are several mundane items that adventurers can purchase. Dmg 3.5 starting gold. At higher levels you can often replace these items with magic, but not at lower levels. At this point you must consider the style of campaign you are in. These things may seem rather silly at times, such as soap, however you may never know when you will need one of these items.
Sudo dd if desktop raspberrypi.dmg of dev rdisk2 bs 16m. Any help would be appreciated for when it decides to hang up during the boot process. If you get stuck, tell us where you're getting the kernel panic or whatever.If any one is still around to help, I'm going to try a fresh install from a disc in about 30 minutes or so.
[New Users] Please note that all new users need to be approved before posting. This process can take up to 24 hours. Thank you for your patience.
% Damage and % Att??
Maplestory Dmg Range 2.5 Miles
Reactions: 1,555
Member, Private Testeredited August 2017 in General Chat
What are the differences between % Damage and % Att? Which one is better to have?
Comments
Maplestory Dmg Range 2.5 Military
- In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
- Reactions: 1,555Member, Private TesterIn Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
Why is that? - In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default.. - Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive - Reactions: 1,555Member, Private TesterIn Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..
Oo ok I seeDepends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive
So does that mean kanna and demon avengar link skill are bad?? - In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..
Oo ok I seeDepends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive
So does that mean kanna and demon avengar link skill are bad??
Not if you have % att on your potentials - Reactions: 1,555Member, Private TesterIn Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..
Oo ok I seeDepends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive
So does that mean kanna and demon avengar link skill are bad??
Not if you have % att on your potentials
But those links are % damage - the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range. - Reactions: 1,555Member, Private Testerthe links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
Oh ok, I guess it should be named % att but its called % damage in description of the link ty! - the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
Oh ok, I guess it should be named % att but its called % damage in description of the link ty!
it's named properly, if it were % att it'd multiply your total range by 25%, but since it just adds 25% of your range into your range, it's proper. - Reactions: 1,560Member, Private TesterThey're both additive on top of themselves and multiplicative with each other. Without any of either, adding say, 12% attack is the about the same as adding 12% damage, though % damage is applied after % attack, and % attack is applied to your attack and rounded down, so % attack could be slightly worse.
The reason % att is better is because it's much rarer. Many skills give a character % damage, including many passives, buffs, link skills, and all the Reinforce hyper skills for attack, which just give % damage for that particular skill. You're less likely to have as large amounts of % attack as % damage, so the boost from adding % attack is much greater than adding the same amount of % damage (since potentials for both are generally the same value).
Additionally, % boss damage is the same as % damage, except that it only works on bosses, so they're additive together as well, so if you have quite a lot of boss damage, which is very possible considering boss damage potentials and set effects usually comes in 20%, 30%, 35%, and 40% flavors, on bosses, the impact a measly 12% or 13% damage at best would add is very small.
So the two biggest factors at play are the scarcity of % attack sources vs % damage sources, plus the large quantities of % boss damage available, which stack additively on top of % damage. - Reactions: 1,555Member, Private Testerthe links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
Oh ok, I guess it should be named % att but its called % damage in description of the link ty!
it's named properly, if it were % att it'd multiply your total range by 25%, but since it just adds 25% of your range into your range, it's proper.
what??, i'm confused again lol so % damage link skill is still better than % damage right?They're both additive on top of themselves and multiplicative with each other. Without any of either, adding say, 12% attack is the about the same as adding 12% damage, though % damage is applied after % attack, and % attack is applied to your attack and rounded down, so % attack could be slightly worse.
The reason % att is better is because it's much rarer. Many skills give a character % damage, including many passives, buffs, link skills, and all the Reinforce hyper skills for attack, which just give % damage for that particular skill. You're less likely to have as large amounts of % attack as % damage, so the boost from adding % attack is much greater than adding the same amount of % damage (since potentials for both are generally the same value).
Additionally, % boss damage is the same as % damage, except that it only works on bosses, so they're additive together as well, so if you have quite a lot of boss damage, which is very possible considering boss damage potentials and set effects usually comes in 20%, 30%, 35%, and 40% flavors, on bosses, the impact a measly 12% or 13% damage at best would add is very small.
So the two biggest factors at play are the scarcity of % attack sources vs % damage sources, plus the large quantities of % boss damage available, which stack additively on top of % damage.
Ok I see, I will aim for % att then - Yes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice - Reactions: 1,555Member, Private TesterYes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
Ok got it, ty - Part of the damage formula is as follow .. * [attack * (1 + %attack) / 100] * [1 + %damage + %boss damage] * ..
%damage on weapon/secondary weapon/emblem is bad because it is additive with %boss damage, and %boss damage potential come in 20/30/35/40% potential while %damage only come in 3/6/9/12% potential.
%attack is better than %damage because majority of the skills and hyper add %damage, so %damage is already suffering from diminishing return, especially on Reboot where their beginner passive give a truckload of %damage.
%damage from link skill does the same thing as %damage from weapon/secondary/emblem potential.Yes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice - Part of the damage formula is as follow .. * [attack * (1 + %attack) / 100] * [1 + %damage + %boss damage] * ..
%damage on weapon/secondary weapon/emblem is bad because it is additive with %boss damage, and %boss damage potential come in 20/30/35/40% potential while %damage only come in 3/6/9/12% potential.
%attack is better than %damage because majority of the skills and hyper add %damage, so %damage is already suffering from diminishing return, especially on Reboot where their beginner passive give a truckload of %damage.
%damage from link skill does the same thing as %damage from weapon/secondary/emblem potential.Yes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
No, it's no bad, just because you play reboot doesn't mean %boss is useless, there's still a formula, and unless you are a person who likes to train all the time, %boss will be better at some point, only focusing in %attack won't make you that strong, you still need some %boss.
Remember that %attack is good, but for someone who doesn't have much ATTACK it won't increase as much damage as %boss, or like this guy in the video who have a lot of %attack so it's better to have boss lines : he have so much %attack that %boss is actually more viable in terms of damag, so he have that much.
Also link skills are really usefull cause they don't occupy the potential lines, they might be %dmg, but they still are very usefull and strong. - the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
so then unless u have potential? those two things are a waste to have entirely correct? i mean why is there atk% and dam%? why cant it just be one thing to do for skills, passives, linkskills, ect? and benefits the range ? seems like a broken system now. ._. because i still dont know which is better to get for higher damage and good range? in potential that is. - https://www.reddit.com/r/Maplestory/comments/45g9b0/attack_vs_damage/
https://www.reddit.com/r/Maplestory/comments/3x7pn4/whats_the_difference_between_att_and_damage_on/
You misunderstood, I never said %boss damage was bad or imply it was useless, going for %damage on weapon/secondary/emblem potential is a waste when you can get %boss damage which is 2/3x more efficient to dps than %damage.No, it's no bad, just because you play reboot doesn't mean %boss is useless, there's still a formula, and unless you are a person who likes to train all the time, %boss will be better at some point, only focusing in %attack won't make you that strong, you still need some %boss.
Demon Avenger and Kanna link skill are the best link skill to have because %att link skill doesn't exist.so then unless u have potential? those two things are a waste to have entirely correct?
Maplestory Dmg Range 2.5 Mil 2
5th Job skills from Orangemushroom.net:
Guided Arrow: Summon spirit arrows that track and attack nearby enemies. [max level: 50]
Level 1: Consumes 250 MP. For 20 seconds, create a spirit arrow near you. While fighting, the arrow will attack 1 nearby enemy, dealing 226% damage Z times. Cooldown: 30 seconds.
Level 50: Consumes 250 MP. For 45 seconds, create a spirit arrow near you. While fighting, the arrow will attack 1 nearby enemy, dealing 520% damage Z times. Cooldown: 30 seconds.
True Sniping: Accurately snipe enemies in your sights. Use your left mouse click to attack and right click to cancel the skill. [max level: 50]
Level 1: Consumes 1000 MP. Fire up to 4 arrows dealing 760% damage 5 times (all critical hits) on up to 5 enemies. Enemies closer to the centre of the scope will take increased damage, from 20% up to 100% based on the distance. You can aim for up to 12 seconds, during which you are invincible. Cooldown: 180 seconds.
Level 50: Consumes 1000 MP. Fire up to 20 arrows dealing 1250% damage 5 times (all critical hits) on up to 5 enemies. Enemies closer to the centre of the scope will take increased damage, from 20% up to 100% based on the distance. You can aim for up to 12 seconds, during which you are invincible. Cooldown: 180 seconds.
Rope Connect: Throw a rope into the sky and move upwards quickly. [max level: 50]
Level 1: While moving upwards, you can press the skill key again to cancel it. Passive effect: 1 all stats.
Level 50: While moving upwards, you can press the skill key again to cancel it. Passive effect: 50 all stats.
Blink: Teleport to a random location on the map. [max level: 50]
Level 1: Consumes 5% HP, instantly teleport to a random location on the map. Cooldown: 40 seconds. Passive effect: 1 attack and magic attack.
Level 50: Consumes 5% HP, instantly teleport to a random location on the map. Cooldown: 15 seconds. Passive effect: 50 attack and magic attack.
Elda Nova: Collect elda from around you and attack enemies. Enemies hit will be binded. [max level: 50]
Level 1: Consumes 10% HP, deals 415% damage 5 times and binds enemies for 10 seconds. Enemies affected by Elda Nova can have their bind duration extended by up to 100% if they continue to take damage. Cooldown: 360 seconds.
Level 50: Consumes 10% HP, deals 1150% damage 5 times and binds enemies for 10 seconds. Enemies affected by Elda Nova can have their bind duration extended by up to 100% if they continue to take damage. Cooldown: 160 seconds.
True Sniping is badass, but I feel the cooldown length is a bit unnecessary, and the amount of monsters that can be targeted (5) is a bit low. 10 would make more sense, considering you get 20 arrows to fire when mastered within a span of 12 seconds. Found a vid of the Marksman advancement, here you go!
www.youtube.com/watch?v=u4kGDBf3_xs
Guided Arrow: Summon spirit arrows that track and attack nearby enemies. [max level: 50]
Level 1: Consumes 250 MP. For 20 seconds, create a spirit arrow near you. While fighting, the arrow will attack 1 nearby enemy, dealing 226% damage Z times. Cooldown: 30 seconds.
Level 50: Consumes 250 MP. For 45 seconds, create a spirit arrow near you. While fighting, the arrow will attack 1 nearby enemy, dealing 520% damage Z times. Cooldown: 30 seconds.
True Sniping: Accurately snipe enemies in your sights. Use your left mouse click to attack and right click to cancel the skill. [max level: 50]
Level 1: Consumes 1000 MP. Fire up to 4 arrows dealing 760% damage 5 times (all critical hits) on up to 5 enemies. Enemies closer to the centre of the scope will take increased damage, from 20% up to 100% based on the distance. You can aim for up to 12 seconds, during which you are invincible. Cooldown: 180 seconds.
Level 50: Consumes 1000 MP. Fire up to 20 arrows dealing 1250% damage 5 times (all critical hits) on up to 5 enemies. Enemies closer to the centre of the scope will take increased damage, from 20% up to 100% based on the distance. You can aim for up to 12 seconds, during which you are invincible. Cooldown: 180 seconds.
Rope Connect: Throw a rope into the sky and move upwards quickly. [max level: 50]
Level 1: While moving upwards, you can press the skill key again to cancel it. Passive effect: 1 all stats.
Level 50: While moving upwards, you can press the skill key again to cancel it. Passive effect: 50 all stats.
Blink: Teleport to a random location on the map. [max level: 50]
Level 1: Consumes 5% HP, instantly teleport to a random location on the map. Cooldown: 40 seconds. Passive effect: 1 attack and magic attack.
Level 50: Consumes 5% HP, instantly teleport to a random location on the map. Cooldown: 15 seconds. Passive effect: 50 attack and magic attack.
Elda Nova: Collect elda from around you and attack enemies. Enemies hit will be binded. [max level: 50]
Level 1: Consumes 10% HP, deals 415% damage 5 times and binds enemies for 10 seconds. Enemies affected by Elda Nova can have their bind duration extended by up to 100% if they continue to take damage. Cooldown: 360 seconds.
Level 50: Consumes 10% HP, deals 1150% damage 5 times and binds enemies for 10 seconds. Enemies affected by Elda Nova can have their bind duration extended by up to 100% if they continue to take damage. Cooldown: 160 seconds.
True Sniping is badass, but I feel the cooldown length is a bit unnecessary, and the amount of monsters that can be targeted (5) is a bit low. 10 would make more sense, considering you get 20 arrows to fire when mastered within a span of 12 seconds. Found a vid of the Marksman advancement, here you go!
www.youtube.com/watch?v=u4kGDBf3_xs