Glowing vs Bright
Different prices, tier-up rates and line pools. Compare total mesos for the same goal, not cube count alone.
MAPLESTORY · UPGRADE PLANNING
Cooldown reduction ≥4 sec on a Legendary level-150 hat takes an average of 3,775.5 Glowing Cubes; budget 6,076 for 80% success or 11,309 for 95%.
| Plan | Cubes | Mesos incl. reveal |
|---|---|---|
| Expected average | 3,775.5 | 47,004,484,943 |
| 80% success | 6,076 | 75,646,200,000 |
| 95% success | 11,309 | 140,797,050,000 |
KMS-based potential tables: 2023-11-14; GMS rates may differ. Tier-up rates use captured community estimates. Levels 71–119 and 160+ use the archived level approximation. Sources and formulas.
Override only the complete target-roll chance. Tier-up rates stay unchanged. Choose a potential target other than Any.
-4sec+ CD Reduction · Glowing / Red
Legendary → Legendary · DMT off
Table target chance: 0.026487%
| Percentile | Cubes | Mesos |
|---|---|---|
| 50% (median) | 2,617 | 32,581,650,000 |
| 75% | 5,234 | 65,163,300,000 |
| 80% | 6,076 | 75,646,200,000 |
| 85% | 7,162 | 89,166,900,000 |
| 90% | 8,693 | 108,227,850,000 |
| 95% | 11,309 | 140,797,050,000 |
Percentiles describe success probability, not guaranteed limits. Tier-up and target rolls are separate stages; a matching roll on the tier-up cube is not credited. An already-met target needs no cubes.
How the calculation worksMore Glowing Cube targets · Full cubing calculator
Different prices, tier-up rates and line pools. Compare total mesos for the same goal, not cube count alone.
Use their own supported tiers and archived tables; they are not interchangeable labels for the same probability.
Use identical inputs and table assumptions. Full-chain percentiles differ from summing separate stage percentiles.
Reference interfaces: MathBro Cubing · MathBro Star Force. Our table snapshots and formulas are listed in methodology.
Budget for Cooldown reduction ≥4 sec on hat with Glowing Cubes rather than assuming any useful roll is the desired outcome.
Hold tier and target constant, then compare cube price, target chance and success budgets.
Set a lower current tier to include the tier-up chain. Compare the combined budget rather than adding stage percentiles.
This starts from the saved Legendary regular Potential target: Cooldown reduction ≥4 sec on hat with Glowing Cubes. The tool shows the expected cube count and integer success budgets; changing the inputs creates a different scenario.
No. Regular Potential uses the archived KMS-based line tables dated 2023-11-14. Tier-up rates come from the captured community tables; GMS rates may differ. Match your source before spending.
The average describes repeated sessions, not a safe limit for one session. A 95% budget aims for success in 95 of 100 modeled sessions; the other five may still fail.
Yes. Cooldown reduction ≥4 sec is the starting target, not a locked result. Change the equipment or target in the form; Reset inputs restores this preset.
They have different prices, tier-up rates and line distributions. Bright also lets you keep the previous Potential in game; this tool budgets for reaching the selected target, not the value of every discarded roll.
No. These are regular Potential budgets. Bonus Potential needs its own rates and prices and should not use this result.
When enabled, the equipment-level reveal fee is added to the editable cube price for every modeled cube. Turning it off changes mesos, not the target probability.
Match cube, slot, equipment level, current tier, desired tier, stat target, DMT and prices. This calculator uses full-chain success budgets when tier-ups are included; adding individual stage percentiles is a different calculation.
The saved hat target sums cooldown-reduction seconds across the three modeled lines. A 4-second goal is not the same event as simply rolling any cooldown line.
Choose the matching rules, set a target, and leave room for unlucky outcomes.
Back to calculator →Calculator 2.0 · calculator collection · Potential table: 2023-11-14