MapleStory/Ursus

Ursus is a gigantic bear who is threatening Maple World. It is 1 of the biggest bosses ever found in terms of size. It is also the first boss using the 2D Skeleton Animation System which reduces lag and memory consumption till 1% of the original (but for some reason theres still a huge lag when entering anyway). To start, talk to Masur in the Ursus Entrance. The entrance map can be accessed using the Boss Queue system or Dimension Mirror in most towns.

Requirements

 * Level 100 or higher
 * Completed [Ursus] Destruction King Ursus quest
 * 18 Players for Slow Quick Start (1 to 18 players for Party Play)
 * Max 3 entries daily per account. During certain Sundays, the entrance limit may be doubled.

You can enter using the Quick Start method or the Party Play method.
 * For Quick Start, you must not be in a party, and you will be matched with 17 other players across all channels, so there is no need to change channels to see which channel's queue is fuller, they are all combined. An acceptance notice of 15 seconds will appear, if you cancelled the request, you cannot participate in Ursus for 10 minutes (including Party Play). All 18 players must accept to enter, else the queue restarts. (This applies even if someone left the queue when the notice appears, which means the queue restarts even if everyone else accepted it)
 * For Party Play, the party leader would start the party play, click ready to add more players by clicking on the + sign below the name. Other players must not be in a party, must not be in a Quick Start queue, and must not be blocked from participation (as above) to be invited. Only players in the same channel will show up, so when using a megaphone, please specify the channel to reduce confusion. Players using the Quick Start or blocked players would also show up, but it is impossible to invite them. Once everyone has confirmed ready, the party leader can choose to throw the entire team into Quick Start queue, or to enter directly. There is no minimum number of players needed to form a team, but a team size of 1~3 players would receive reduced points for assists.

Battle Dynamics
During the battle the following adjustments are made to ensure that everyone has equal fun and to make the battle an interesting yet challenging one.
 * 1) Damage Adjustments
 * 2) Skill Limit
 * 3) Potion Limit
 * 4) Shared Revive Limit (not Death Limit)
 * 5) Multi-part Skeleton System (as well as completely new skills)
 * 6) Battle Scene Adaptation

Damage Adjustments
Based on your total Star Force and weapon's level (excluding bonus stats), your damage range will be set.

(Credits to http://www.inven.co.kr/board/maple/2304/14330)

Your Total Base Weapon Attack or Total Base Magic Attack is set in accordance to your job, weapon type, weapon level and your total star force count. A higher levelled weapon reduces the minimum Star Force needed to achieve maximum base ATT (tier 5 correction)

The weapon type and default ATT set per tier is listed below.

Additional notes:
 * Other sources excluding equipments can further increase your Base ATT by the same amount as outside Ursus, so it makes them very ineffective.
 * Equipment cannot be changed while inside.
 * Your equipment STR, DEX, INT, LUK, Weapon ATT, Magic ATT, Damage %, Damage to Boss Monsters %, Ignore DEF %, are all ignored, including Potential and Additional Potential Stats (Basically any stat in your equips that directly influence your damage output except Critical and HP is excluded). However Arcane Symbols are counted.
 * Only Pure AP, Union Stats, Overhead Title, Skills Passive Effects (and Active Effects if you choose to use it), Ability, Hyper Stats, Arcane Symbols, Authentic Symbols and Monster Life effects are counted.
 * This means for your 4 main stats, the main sources would probably be your level as well as Arcane Symbols and Authentic Symbols.

Skill Limits

 * 5th Job Skills and Special Nodes are not allowed (but Enhancement Nodes are allowed).
 * Ultimatum Ring is not allowed, but other seed rings are allowed.
 * During the fight, you will not see other players' skills as per other major raid bosses.

Potion Limit
Up till 20 potions can be used per life (resets when you get revived) Buff potions and Healing potions will count to the limit. Potion Pot can bypass this limit (GMS only).

Shared Revive Limit
Maximum 80 Revives. When you die you require the assistance of another fighter to revive you by pressing the NPC Chat for 5 seconds uninterrupted. The person reviving can move around to dodge meteors so long as he is still touching the corpse. Exception is during the final phase where Ursus will deal continuous 10% damage per second, which in that case revive is not interrupted.

Successfully reviving someone will contribute to your final score. When revived, your buffs are not reset. Usage of resurrection type skills will revive players instantly, but it will not award any score credit and does not use up the revive limit.

Multi-part Skeleton System
Ursus has multiple body parts that you can target individually. Each body part has a fixed Final Damage Multiplier attached to it which determines how much damage you deal. Generally the Multiplier goes down from front to back (1x for head to 0.2x for back legs), so the head will let you hit your full damage. However, it does not really matter much since attacks seem to still hit the head even if you are aiming at the back legs.

Hitting the legs enough times (number of hits, not damage) can cause Ursus to lie down for 20 seconds due to fatigue, allowing players to jump on top of him and score some easy hits. Any players who are not standing on Ursus when he gets back up will be killed.

Battle Scene Adaptation
Overtime as the battle progresses and Ursus is damaged progressively, background will change to be darker and redder. When Ursus is below 30% HP, the battle music will intensify and when Ursus is down to its last 10% HP, the music changes to match Ursus' hopelessness and desperate defense.

Additional Notes:
 * The BGM used in 10%~30% HP left is also used in Polo's Castle Walls map.
 * The BGM used in 0%~10% HP left is also used in Flame Wolf.

You can also press and hold the "Tab" button to view everyone's performance.

Ursus General Stats

 * Level: 139 (in Rebooot: Level 130)
 * HP: 2,625,000,000,000 (2.625 Trillion)
 * Time Limit: 10 minutes
 * 10% Overall DEF
 * 20 Potion per life (no potion cooldown, resets upon revival)
 * 80 Shared Revive (automatically lose if everyone dies)

Ursus Skills
Bolded skills represent the need for assistance.
 * Claws ahead quickly for 20% damage
 * Touch damage for 11% damage, and can be reduced by 55% of your DEF. It cannot be lowered below 2.2% damage though.
 * Forcefully scratches ahead for 80% damage.
 * With red aura, slams on the ground to stun people ahead, rushes up and eats up to 3 people. Others would need to damage its mouth for Ursus to release them safely. One of 3 situations can occur:
 * Ursus spits and throws them up in the air, other players on ground catches them when they land, positions are indicated by arrows near top of the screen, if they are not caught upon landing they die. Falling rescue contributes to both your final score and team score.
 * Ursus coughs them out, they are inflicted wih 1% damage overtime every 0.2 seconds for about 10 seconds.
 * Ursus ejects them out from his butt.
 * Summons horns on the ground to deal 40% damage 2 seconds later, touch damage is removed during the 2 seconds.
 * Screams at everyone, knocking them back for 2% damage 10 times.
 * Slams on the ground to force jump people for 30% damage 2 seconds later upon rising up to slam the ground.
 * Rushes towards players to deal 25% damage per second.
 * With green aura, grab up till 2 players ahead and stands up. Others climb on him to deal damage to his hands to release the captured players. If not done in 30 seconds, Ursus slams them on the ground and kill them. During the catching period, trapped players are still suspectible to meteors, so heal may be required. Successful release would contribute to the team score for the first time.
 * Due to leg fatigue as may hits are dealt to the legs, Ursus lies down and rests for about 20 seconds. After which, he would suddenly awaken, killing anyone who is not standing on him. Players standing on him will experience a minor flight (falling rescue not needed). Before he awakens he glows red for about 3 seconds.
 * With purple aura implants 10-second bombs on several players, when bombed players stand around a crowd the damage is reduced inversely (original damage: 200%, damage is inversely proportional to number of players hit so minimum 3 players to survive the bomb) Players hit by the bomb may have the bomb inplanted on them and the cycle repeats.
 * With green aura digs out soil from the ground and splash it ahead, players hit are trapped in sand. Other players (including corpses) touches them to release them out of sand. Rescuerers of such instance receive 100 Individual Points.
 * Kicks the ground and traps players in sand. Other players (including corpses) touches them to release them out of sand. Rescuerers of such instance receive 100 Individual Points.
 * Only during the final 10% HP, Ursus dances on the map, knocking back everything near him (including corpses) and deal 10% map damage per second overtime until it dies.

Scoring
Firstly, you must deal at least 100 million damage (100,000k), else your score is defaulted to 0. However, for smaller teams this damage required may be higher.

Your Total score is based on Team Score and Individual Score. In general, basic damage dealt would provide a huge bulk of the points, then assists would provide a small amount of points relative to the basic damage's score. However, for a high grade, both are required.

Assists done after Ursus is taken down are not counted. This includes Maple Achievements, Medal collection count and score calculations.

Team score increases naturally as the battle progresses.
 * Team Score
 * Increases (and thereafter reductions)
 * Kill Ursus (+20,000. If you dealt less than 1 Billion damage (1,000,000k), you will only receive a portion of these points based on how low your damage dealt is.)
 * 500,000k ~ 1,000,000k: -50% (-10,000)
 * Below 500,000k: -100% (-20,000)
 * Break Ursus' horn, legs or shoulder (+1,000 per part partially broken per stage up to 3 stages, +2,000 bonus if the team manages to break off the part fully (3rd stage), total +15,000 for all 3 parts broken fully, needed to obtain certain body parts. Once broken fully, further breakage of the same part will have no point even though "GREAT!" still shows up. Breakage is determined by hit count to that part, not damage dealt.)
 * If you dealt less than 1 Billion damage (1,000,000k), you will not receive these points.
 * Deal Damage (+102 for the first 1% HP, subsequently every 1% HP killed the increase in Team Score +4, so total +30,000 for 100% HP; in other words arithmetic progression. If you dealt less than 1 Billion damage (1,000,000k), you will only receive a portion of these points based on how low your damage dealt is.)
 * 500,000k ~ 1,000,000k: -5% (up to -1,500)
 * 200,000k ~ 500,000k: -15% (up to -4,500)
 * 100,000k ~ 200,000k: -50% (up to -15,000)
 * Revive (+100 per instance)
 * Sand Rescue (+100 per instance)
 * Falling Rescue
 * +50 per instance
 * Up to +10,000 based on the success rate, rounded down to the nearest 100. Minimum of 1 rescue is needed. (Example: If the 1st rescue succeeded, team score goes up by 10,000 but if the 2nd one fails and the person dies not due to meteors, team score -5,000 for a net gain of +5,000)
 * Rescue someone from getting grabbed by dealing sufficient damage to the hand
 * +50 per instance
 * +5,000 additional points for the first instance


 * Pure Reductions
 * Get hit by a meteor (-10 per instance)
 * Damage taken (-1 per 100,000 damage taken by the team)
 * Fail to rescue a person out from grabbing (-1,000 per death, does not apply if the person has already died before Ursus smashes that person to the ground)

This is based on personal contribution.
 * Individual Score
 * Heal (+1 every 100,000 HP healed (including yourself), excluding drain recovery)
 * Participation (+1 point per 1.8 million (1,800k) damage dealt, up till +75,000.)
 * Falling Rescue
 * +100 per instance
 * +100 per 1%p of successful falling rescue done by you, up to +10,000. Minimum of 1 rescue is needed. Restriction Mode: Capped at +1,000 (10% of successful falling rescues done by you)
 * Example: If there was only 1 falling rescue and that is done by you, your score +10,000 without restrictions
 * Sand Rescue (+100 per instance)
 * Revive Someone (non-skill based resurrections)
 * +100 per instance
 * +100 per 1%p of successful revives done by you, up to +10,000. Minimum of 1 revive is needed. Restriction Mode: Capped at +1,000 (10% of successful revives done by you)
 * Example: If there was only 1 revive and that is done by you, your score +10,000 without restrictions

If you entered solo, without accounting for damage taken points reduction (minimum is a grade B, else it is automatically defaulted to grade E)

Restriction Mode
When the team size is 1~3 players or when the damage dealt based on team size (requirement decreases with bigger teams) is too low, restriction mode will be applied to certain personal points.
 * Falling Rescue proportion
 * Revive proportion

Grades
Based on the Total Score you receive a grade.
 * E Grade: Less than 5,000 Points
 * D Grade: 5,000 to 19,999 Points
 * C Grade: 20,000 to 29,999 Points
 * B Grade: 30,000 to 39,999 Points
 * A Grade: 40,000 to 59,999 Points
 * S Grade: 60,000 to 139,999 Points
 * SS Grade: 140,000 to 154,999 Points
 * SSS Grade: 155,000 Points or higher

In general, so long as the minimum damage is dealt and Ursus is killed without restriction mode, the whole team is guaranteed S grade maximum (maximum possible score would be around 132,000 points if no revives are done at all). If there is a revive proportion monopoly, it will be possible to barely scrape an SS.

As such, to break the barrier of getting stuck at S grade, the patterns of grabbing and throwing up should be triggered and if the success rate of rescue is 100%, if more parts are broken successfully, some players will easily land SSS grade because less than 1,000 points in revives is needed to achieve it

Based on the tiered penalty system, based on the average run (56,000~57,000 team points):
 * Tier 1 penalty (500,000k~1,000,000k damage): Users will receive 38,500 team points, landing comfortably at B grade. If there are grab rescues and fall rescues, and sufficient revive proportion, fall rescue proportion or heal is performed, it can reach A grade or even S grade.
 * Tier 2 penalty (200,000k~500,000k damage): Users will receive 25,500 team points, landing comfortably at C grade. If sufficient revive proportion or heal is performed, the player can get a B grade, and if there are successful grab rescues and fall rescues being done, it is possible to reach A grade.
 * Tier 3 penalty (100,000k~200,000k damage): Users will receive 15,000 team points, landing comfortably at D grade. If sufficient revive proportion or heal is performed, the player can get a C grade, and if there are successful grab rescues and fall rescues being done, it is possible to reach B grade or even A grade.
 * Tier 4 penalty (below 100,000k): Users' score is defaulted to 0 points and land an E grade.

Rewards
If you disconnected before the result page appears, you cannot get a reward.

1 EXP unit:
 * Level 100 to 119: $$34500 \times 1.037^{Level-70}$$
 * Level 120 and above: $$210000 \times 1.025^{Level-120}$$, capped at Level 200.

1 meso unit: where "floor" means rounding down of the bracketed term after calculating the bracketed term.
 * Level 100 to 179: $$0.5 \times floor(Character's Level \times 7.5)$$
 * Level 180 to 199: $$0.7 \times floor(Character's Level \times 7.5)$$
 * Level 200 and above: $$floor(Character's Level \times 7.5)$$

Based on your Grade you can receive certain amount of EXP, random amount of mesos and materials (Reboot servers get 5x the mesos units). EXP is rounded off, not truncated.

If you finished the battle between 7pm and 11pm, mesos obtained as shown below is doubled (known as Ursus Golden Time). During certain updates or certain Sundays, the Ursus Golden Time will be extended.

The mesos per level are accurate for even numbered levels, and level 200 and above. For odd numbered levels, subtract your level by 1/15 (example: level 275 would be 274 + 14/15) At a certain chance you can receive Ursus Weapon Soul Shard (collect 10 Ursus Weapon Soul Shard for random Ursus Boss Soul). The chance increases with damage dealt up to a certain point, even if Ursus is not killed.
 * E Grade: 0.01 EXP unit, 0 mesos
 * D Grade: 1 EXP unit, 614.25 mesos units (4,606.875 mesos per level)
 * C Grade: 2 EXP units, 1,140.75 mesos units (8,555.625 mesos per level)
 * B Grade: 2.5 EXP units, 1,404 mesos units (10,530 mesos per level)
 * A Grade: 3 EXP units, 1,667.25 mesos units (12,504.375 mesos per level)
 * S Grade: 4 EXP units, 1,842.75 mesos units (13,820.625 mesos per level)
 * SS Grade: 5 EXP units, 2,369.25 mesos units (17,769.375 mesos per level)
 * SSS Grade: 6 EXP units, 2,808 mesos units (21,060 mesos per level)

For an easier reference: https://cdn.discordapp.com/attachments/597028691830374410/803679503398207508/urus_mesos.png

Material List: For Leg Ornaments, Shoulder Ornaments and Horn, the breaking effect is triggered by hit count rather than damage dealt. For all other materials, it is solely by luck and your own grade, regardless of whether Ursus is taken down (there is no minimum grade to obtain the materials, so even Grade E can obtain the materials at a very low chance). The probability for each quantity is not equal and it is weighted heavily towards 0~2 (for soul shards and essence, 0).
 * Bone (You get 2 as an attendance reward)
 * Fur (You get 2 as an attendance reward)
 * Quality Leather (You get 1 as an attendance reward)
 * Leather (You will get 0~5 randomly, higher grades tend to give more)
 * Claw (You will get 0~4 randomly, higher grades tend to give more)
 * Paw (You will get 0~4 randomly, higher grades tend to give more)
 * Tooth (You will get 0~4 randomly, higher grades tend to give more)
 * Essence (You will get 0~2 randomly, higher grades tend to give more)
 * Soul Shard (You will get 0~2 randomly, higher grades tend to give more)
 * Leg Ornament (Break off Ursus' Leg Ornament fully to get 0~3 randomly, denoted by "GREAT" 3 times and the legs only have a small patch of fur left)
 * Shoulder Ornament (Break off Ursus' Shoulder Ornament fully to get 0~3 randomly, denoted by "GREAT" 3 times and the shoulder only have 2 small balls of fur left)
 * Horn (Break off Ursus' Horn fully to get 0~3 randomly, denoted by "GREAT" 3 times and the horn has basically no sharp edges)

King Destroyer
You can obtain a King Destroyer overhead title for performing well. The stats lasts 7 days and provides the following effects: The requirements to obtain this title are: Note that in the case of a tie in total points, the character's age will be prioritised (older characters will have a higher ranking). Character age is measured from the time the character is created. Because on a no-heal and no-assist situation, the oldest character usually lands a 1st place, it is either super easy or near impossible to obtain this title.
 * All Stats +5
 * Weapon & Magic ATT +5
 * Ignore DEF +5%
 * HP +200
 * 1st place in total points
 * Minimum of grade A
 * Entered with 18 people in the team including yourself (can be quick start or party mode)

Ursus Shop
At the entrance map, talk to Aisha to exchange for rewards. All rewards are untradeable unless stated.

🇨🇴
 * 100 Spell Traces (tradable)
 * 6 Bones
 * 6 Fur
 * 3 Quality Leather
 * Masur's Weather Effect (+30 Weapon and Magic ATT for 30 minutes to everyone in same map, can type a message)
 * 2 Bones
 * 2 Fur
 * 1 Quality Leather
 * Ursus Honor Medal (1,000 Honor)
 * 10 Bones
 * 10 Fur
 * 10 Leather
 * 5 Quality Leather
 * 5 Leg Ornament
 * Clean Slate Scroll 10%
 * 30 Bones
 * 30 Fur
 * 15 Quality Leather
 * 10 Claws
 * 4 Shoulder Ornament
 * Crimson Resurrection Flame
 * 40 Bones
 * 40 Fur
 * 20 Quality Leather
 * 5 Paws
 * 1 Soul Shard
 * Additional Potential Scroll 50% (no boom)
 * 40 Bones
 * 40 Fur
 * 20 Quality Leather
 * 3 Tooth
 * 1 Essence
 * Epic Potential Scroll 50% (no boom)
 * 30 Bones
 * 30 Fur
 * 20 Quality Leather
 * 3 Tooth
 * 10 Horns
 * Bear Damage Skin
 * 40 Quality Leather
 * 60 Claws
 * 20 Tooth
 * 30 Leg Ornament
 * 20 Shoulder Ornament
 * 5 Horns
 * Destruction King Damage Skin
 * 50 Quality Leather
 * 60 Claws
 * 30 Paws
 * 30 Leg Ornament
 * 20 Shoulder Ornament
 * 5 Horns

🇨🇴 🇨🇴
 * Ursus Fist Chair
 * 60 Fur
 * 60 Leather
 * 30 Quality Leather
 * 20 Paws
 * 40 Leg Ornament
 * Mukbang Chair
 * 80 Bones
 * 35 Quality Leather
 * 35 Paws
 * 5 Essence
 * 10 Horns
 * Ursus Hunting Chair
 * 60 Bones
 * 40 Fur
 * 50 Leather
 * 50 Claws
 * 30 Shoulder Ornament
 * Destruction King's Chair
 * 100 Fur
 * 40 Quality Leather
 * 60 Claws
 * 20 Tooth
 * 4 Soul Shard
 * 15 Horns
 * Petite Ursus Pet (7 days)
 * 40 Leather
 * 20 Claws
 * 15 Paws
 * 20 Leg Ornament
 * 10 Shoulder Ornament
 * 5 Horns
 * Ursus Hat (30 days, choice of White/Brown/Black)
 * 60 Leathers
 * 60 Quality Leathers
 * 30 Tooth
 * 8 Essence
 * 4 Soul Shard
 * 30 Horns
 * Ursus Gloves (30 days, choice of White/Brown/Black)
 * 40 Leathers
 * 20 Quality Leathers
 * 20 Claws
 * 16 Paws
 * 1 Essence
 * 10 Leg Ornaments
 * Ursus Shoes (30 days, choice of White/Brown/Black)
 * 40 Leathers
 * 25 Quality Leathers
 * 30 Claws
 * 20 Paws
 * 1 Essence
 * 30 Leg Ornaments
 * Ursus suit (30 days, choice of Male/Female)
 * 60 Leather
 * 4 Essence
 * 2 Soul Shard
 * 30 Leg Ornament
 * 25 Shoulder Ornament

For Ursus Equipments, wear all 4 items for +10% Damage to Boss Monsters

Tips
For a high grade Specifically, at a high confidence rate,
 * Since you start off with lots of Weapon/Magic Attack, you can save time by ignoring buffs that increase Attack (unless it is % or it is Soul Arrow). Even if it is Advanced Blessing, it is still not worth it (your damage range barely increases).
 * Stat increasing skills are very good since you have low amount of stats unless your Arcane Symbols are high levelled.
 * You can use buff increasing potions (it counts towards the 20 potion limit) to increase damage further.
 * The run automatically fails if everyone died, however it is quite difficult to achieve this situation unless there are nobody with a high damage.
 * Use invincibility skills or Dark Sight to have invincibility against meteors when rescuing people (exceptionally useful when Ursus has 30% HP left, it literally floods you with meteors)
 * Maximise damage in Union as well as your Hyper Stats (add some into your stats if needed).
 * Level always helps (5 extra primary stats can equal to about 0.4% increase damage without arcane symbols)
 * Remember to climb on it when it is about to awaken after lying down.
 * Heal as much as possible and don't waste potion count too much.
 * During bomb, if you cannot find a crowd, die alone. Having 2 people getting inflicted by the bomb will still cause both of them to die (200%/2 = 100% damage per person = instant death)
 * 5th Job Enhancement counts inside so you can apply it for up to 2.2x damage increase (or higher if it is before 4th job skill)
 * Killing Ursus is a must. However, you don't have to be the one doing the job.
 * Don't deal too much damage or else certain patterns might not be triggered before it dies and hence no credit can be given. 135 Billion Damage (135,000,000k) is sufficient to achieve the maximum score.
 * Because it is impossible to prevent other players from reviving unless there is only 1 casualty, the team needs a grab rescue success for 5,000 team points to compensate for a lack of revive.
 * For an S grade: 108 billion damage dealt even in solo mode
 * For an SS grade: Ursus killed (55,000 team points) + 135 billion damage dealt + 1 of the following:
 * 100% team fall rescue success rate (10,000 points)
 * 100% fall rescue proportion (10,000 points)
 * 100% revive proportion (10,000 points)
 * For an SSS grade: Ursus killed (55,000 team points) + 135 billion damage dealt + 3 of the following:
 * Team grab rescue (5,000 points)
 * 100% team fall rescue success rate (10,000 points)
 * 100% fall rescue proportion (10,000 points)
 * 100% revive proportion (10,000 points)