Post

Final summary and recommendations for 0~5 second cooldown reduction gear

*Average 80k stats, based on 12~13% stat and 1% final damage

*Stat hat 13 13 10 / 9 7, based on Rere 4 level (patch applied, Rere 38% Weapon 28% applied)

*Based on dummy

 

(0 seconds) Final damage loss based on stat hat

 

[Stat Hat] Final Damage Loss없음

[1 second] Final Damage Loss-0.75%

[2 seconds] Final Damage Loss-1%

[3 seconds] Final Damage Loss-1.75%

[4 seconds] Final Damage Loss-2.75%(Top potential 4 seconds + misc)-3%(Top potential 2 seconds 1 second + STR additional 1 second)

[5 seconds] Final Damage Loss-3.5%(Top potential 4 seconds + misc)2.75%(Top potential 4 seconds + STR)

 

Final damage gain based on 0 second stat hat

[Stat Hat]코코볼Final Damage Gain없음

[1 second]코코볼Final Damage Gain없음

[2 seconds]코코볼Final Damage Gain없음

[3 seconds] 코코볼 Final Damage Gain+2.61%(코코볼 occupancy rate 24%) (After securing 100% or more buff duration, based on Angelic Buster full hit+2.74%)

[4 seconds]코코볼Final Damage Gain+2.61% 

[5 seconds]코코볼Final Damage Gain+5.05%(Rere 2.65% + Weapon 2.4%, 반영 준극 4th 코코볼 Epic Might not applied)

[RereWeapon5 5 seconds]코코볼Final Damage Gain+7.89%(Rere 4.15% + Weapon 3.74%, 반영 준극 4th 코코볼 Epic Might not applied)

 

 

Final damage increase/decrease compared to stat hat

[1 second] Final Damage0.75%감소

[2 seconds] Final Damage1%감소

[3 seconds] Final Damage+0.81%증가 (1.0261*0.9825)

[4 seconds] Final Damage0.22%감소 (1.0261*0.9725)

[5 seconds] Final Damage+1.37%증가 (1.0505*0.965)

[RereWeapon5 5 seconds] Final Damage+4.11%증가 (1.0789*0.965) // Final Damage+4.92%증가(1.0789*0.9725)(Top potential 4 seconds + STR)

+Additional) Limited to [RereWeapon5 5 seconds], from Rere4Regarding the 5 second addition to the Seed Ring durationOnly the increase in 코코볼 damage was reflected, and the increase in average damage was omitted, so the actual final damage increase is higher than the above calculation(+4.11%,+4.92%). (Confirmed that the Rere4 1~5 second calculation has no problems)

 

(+Final damage increase/decrease compared to 2 second hat)

[3 seconds] Final Damage+1.82%증가

[4 seconds] Final Damage+0.77%증가

[5 seconds] Final Damage+2.39%증가

[RereWeapon5 5 seconds] Final Damage+5.16%,+5.97%증가(Top potential 4 seconds + STR) (Same as above additional notes)

 

Reference

*Reflected -8% Weapon damage compared to Rere based on full buff operation, 코코볼 occupancy rate RereWeapon ratio 52:48 applied

*Epic Might 11%, Full Maker 3%, Overdrive 6%, Angelic Buster 5% applied

*Semi-burst is based on full application at the end of Epic Might (Slight decrease in final damage increase expected when considering practical use)

*Additional 1 Epic Might not applied after 2 Weapon semi-bursts in 3 second and 4 second hats

*In the case of RereWeapon5 level, consider specs of 90k or higher on average, Rere 34% Weapon 24% applied (No noticeable difference in calculation) + Angelic Buster full hit

*Decimal points rounded in the calculation process


(Additional)

+ICBM, Overdrive debuff and 1 minute buff, Seed Ring operation rate cooldown not reflected

(Even if applied, the efficiency ranking will not be reversed)

+Limited to [RereWeapon5 5 seconds], confirmed that only additional Seed Ring buff is reflected for 코코볼 in the base [Rere4 Stat Hat/2 seconds]

(When reflecting the increase in average damage due to the additional Seed Ring duration, the final damage increase is expected to be significantly higher than the above figures)

 

 

Conclusion:

1) In the case of a 5 second hat, the value increases significantly when adopting a level 5 ring.

2) Looking only at the final damage increase for general users using a level 4 ring, 5 seconds is the best.

3) According to the calculation, 3 seconds seems to be a pretty good option if you can tolerate worrying about the 코코볼 cycle.

(Currently, an Ethereal double legendary 18 star 3 second hat seems to be in the mid to late 20 billion range, and an Ethereal double legendary 18 star 5 second hat seems to be in the early to mid 30 billion range, so choose according to your situation and play style)

 

 

Summary and Recommendations:

0 seconds (Stat Hat): Existing users who don't care much about cooldowns being pushed back, solo players who don't really want to buy a new hat

1 second: Users who used to use stat hats who want to get cooldown reduction but are hesitant to buy a new hat (Option to get it by spinning additional Flame/Eternal Flame)

2 seconds: Users who care about cooldown pushback and convenience, users who go to or are considering party play

3 seconds: (Highest high roll excluding 5 seconds) Users who want to get cooldown reduction and also get additional damage increase

4 seconds: Seems to have low efficiency. If you're going to use it with a top potential of 4 seconds, we recommend adding additional legendary and making a 5 second hat

(Depending on the situation, there may be room to consider the advantage of being able to stably operate the 3+1 2+1 build of 3 seconds)

5 seconds: Users who want to see high rolls, existing users who have level 5 or higher rings, users who plan to continue upgrading their specs in the future and plan to adopt level 5 or higher rings someday

 

 

 

+ If you have any calculation errors, omissions, or other good opinions, please leave a comment :)

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2025-04-15

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