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
 * 18 Players for Quick Slow Start (1 to 18 players for Party Play)
 * Max 3 entries daily per account per world. During certain Sundays, the entrance limit may be doubled.

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.

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.

Your Total score is based on Team Score and Individual Score. A certain amount of damage must be dealt, otherwise your final points for certain factors will be reduced based on how far your damage dealt is compared to the required damage dealt.

The damage dealt requirement increases with the total damage dealt by the team and time elapsed.

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, +2,000 bonus if the team manages to break off the part fully, 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.)
 * If you dealt less than 1 Billion damage (1,000,000k), you will not receive these points.
 * Deal Damage (+107 for the first 1% HP, subsequently every 1% HP killed the increase in Team Score +14, so total +80,000 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 -4,000)
 * 200,000k ~ 500,000k: -15% (up to -12,000)
 * 100,000k ~ 200,000k: -50% (up to -40,000)
 * 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. (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 (+300 points per set damage dealt, up till +20,000. The requirement increases with team damage dealt and time elapsed. To be safe, deal at least 2 billion damage per minute. Restriction mode: Capped at +1,000)
 * Falling Rescue
 * +100 per instance
 * +100 per 1%p of successful falling rescue done by you, up to +10,000. 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. 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
 * Land the final hit on Ursus before it dies (+5,000)

Minimally 100 million (100,000k) damage must be dealt, else your score is defaulted to 0. Team score increases naturally as the battle progresses.
 * KMS 1.2.339 Scoring System
 * 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, +2,000 bonus if the team manages to break off the part fully, 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.)
 * 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. (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. 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. 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. These restrictions are lifted if carry bonus (quick start adjustment) is applied.
 * Your damage dealt (however, if you dealt less than 1 Billion damage (1,000,000k), the team point reduction still applies)
 * Falling Rescue proportion
 * Revive proportion

Quick Start Adjustments
If you used the Quick Start to start the battle and there are at least 10 participants, if there are people who attained an E grade based on standard calculation, everyone's points will be increased by a set percentage based on the number of E graders, and restricted mode will be removed.

The points on the right will be before the increase while your grade will be based off after increase (reflected in your Final Score) (6~8 players might be inaccurate, but it is capped at +85%)

Boost only works using Quick Start, Party entry will not be counted even if there are 18 participants.

Not mentioned in the update notes, but quick start adjustment stopped applying after the update. As a result it made getting SS or SSS even harder as Ursus on average gets killed faster due to players putting more emphasis on dealing damage, resulting in omission of points as some conditions (namely fall rescue, grab rescue and breakage of parts) are not met.
 * KMS 1.2.339

Grades
Based on the Total Score you receive a grade.
 * E Grade: Less than 7,750 Points
 * D Grade: 7,750 to 18,599 Points
 * C Grade: 18,600 to 34,099 Points
 * B Grade: 34,100 to 72,849 Points
 * A Grade: 72,850 to 111,599 Points
 * S Grade: 111,600 to 142,599 Points
 * SS Grade: 142,600 to 153,449 Points
 * SSS Grade: 153,450 Points or higher


 * KMS 1.2.339
 * 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


 * Maximum Possible Score Table (excluding small adjustments below 1,000 points, on non-restriction mode)


 * KMS 1.2.339

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 might 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, the whole team might even get SS grade (some players will easily land SSS grade because less than 4,000 points in revives or landing the final hit is needed to achieve it)

Based on the tiered penalty system, based on the average run (106,000~107,000 team points):
 * Tier 1 penalty (500,000k~1,000,000k damage): Users will receive 86,000 team points, landing comfortably at A grade. If there are grab rescues and fall rescues, and sufficient revive proportion, fall rescue proportion or heal is performed, it can reach S grade.
 * Tier 2 penalty (200,000k~500,000k damage): Users will receive 68,000 team points, landing comfortably at B grade before damage is considered. If sufficient revive proportion or heal is performed, or there are successful grab rescues and fall rescues, the player can get an A grade.
 * Tier 3 penalty (100,000k~200,000k damage): Users will receive 40,000 team points, landing comfortably at B grade.
 * Tier 4 penalty (below 100,000k): Users' score is defaulted to 0 points and land an E grade.

Based on the tiered penalty system, based on the average run (56,000~57,000 team points):
 * After KMS 1.2.339
 * 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
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 = $$Character's Level \times 7.5$$, rounded down

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 10.59pm, 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. For odd numbered levels, subtract your level by 1/15 (example: level 275 would be 274 + 14/15) At a certain chance when Ursus is killed you can receive Ursus Weapon Soul Shard (collect 10 Ursus Weapon Soul Shard for random Ursus Boss Soul).
 * 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)
 * KMS 1.2.339
 * Level 100~179 characters receive only 50% of the stated mesos
 * Level 180~199 characters receive only 70% of the stated mesos

Material List: For Leg Ornaments, Shoulder Ornaments and Horn, the breaking effect is triggered by hit count rather than damage dealt.
 * Bone (You get 2 as a participation reward)
 * Fur (You get 2 as a participation reward)
 * Quality Leather (You get 1 as a participaton reward)
 * Leather (You will get 0~4 randomly, higher ranks tend to give more)
 * Claw (You will get 0~2 randomly, if you successfully killed Ursus you may get more)
 * Paw (You will get 0~2 randomly, if you successfully killed Ursus you may get more)
 * Tooth (You will get 0~2 randomly, if you successfully killed Ursus you may get more)
 * Essence (You will get 0~1 randomly, if you successfully killed Ursus you may have a higher chance to get it)
 * Soul Shard (You will get 0~1 randomly, if you successfully killed Ursus you may have a higher chance of getting it)
 * 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.
 * All Stats +5
 * Weapon & Magic ATT +5
 * Ignore DEF +5%
 * HP +200
 * 1st place in total points
 * Minimum of grade A
 * Started with 18 people in the team (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
 * 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.
 * Minimise deaths and revive if possible as the run automatically fails if everyone died but don't blindly revive anyone at random when revive count is low. (Supportive skills like Magic Shell, Heaven Door, Resurrection works, Resurrection bypasses 5 second revive time)
 * Bring in 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. Specifically:
 * Falling Rescue (ensure 100% success rate, minimum 1 success)
 * Grab Rescue (ensure 1 success and 0 failure)
 * Perform falling rescue while preventing other players from catching falling players, with 100% success rate (a failure only counts if player dies after touching the ground), and revive as early and as many as possible, again while preventing other players from reviving. This secures your personal points which is high enough to get SSS so long as Ursus is killed even without grab rescue success.
 * Because it is impossible to prevent other players from reviving, the team needs a grab rescue success for 5,000 team points and you would need to land on the last hit before it dies (killing blow), to compensate for a lack of revive (10,100 points so you still miss out 100 points).
 * Alternatively, in Quick Start mode, if 4 or more players end up with an E grade, so long as Ursus is killed, everyone else who dealt the minimum required damage gets SSS.