MapleStory Formula

KMST (Korean MapleStory Tespia) has launched a patch called Big Bang that last approximately 11 hours on August 10th 2010) had most of the MapleStory formula revamped! Now MapleStory players deal far more damage than they could previously. Apart from formula changes, skill animation, MapleStory maps and monster stats have been changed as well.

MapleStory Damage Formula

The new damage formula discards the old formula method :-
– Does not use stab-slash animation.
– Does not use Lucky-7 formula.
– Does not use Magician Spell Attack Formula.

Formula: Calculate Max Damage
[sourcecode language=”actionscript3″ wraplines=”false”]
Weapon Multiplier * ((4 * Primary Stat) + Secondary Stat) * (Attack / 100)
[/sourcecode]

The new formula simplifies damage calculation by having all jobs using 1 formula where 4 attributes is used to determine the maximum damage.

1. Weapon Multiplier
2. Primary Stat
3. Secondary Stat
4. Attack

Attribute #1: Weapon Multiplier
[sourcecode language=”actionscript3″ wraplines=”false”]
ONE_HAND_SWORD : 1.10,
ONE_HAND_AXE : 1.10,
ONE_HAND_BLUNT : 1.10,
TWO_HAND_SWORD : 1.29,
TWO_HAND_AXE : 1.27,
TWO_HAND_BLUNT : 1.27,
SPEAR : 1.49,
POLEARM : 1.49,
WAND : 0.88,
STAFF : 0.88,
BOW : 1.15,
CROSSBOW : 1.35,
CLAW : 2.00,
DAGGER : 1.30,
GUN : 1.60,
KNUCKLER : 1.70
[/sourcecode]

Attribute #2: Primary Stat
Warrior: Strength
Magician: Intelligence
Thief: Luck
Bowman: Dexterity
Pirate (Gunslinger): Dexterity
Pirate (Brawler): Strength

Attribute #3: Secondary Stat
Warrior: Dexterity
Magician: Luck
Thief: Dexterity + Strength
Bowman: Strength
Pirate (Gunslinger): Strength
Pirate (Brawler): Dexterity

Attribute #4: Attack
There are 2 types of attack:
– Non Magician uses weapon attack
– Magician uses magic attack (spell skill)

Total attack is obtained from equipment, potion and skill.
Intelligence and Spell Attack does not substitute Attack.
However, 4 Intelligence is equivalent to 1 Magic Attack.

MapleStory Mastery Formula

Mastery is used to determine the minimum damage.
Random damage is output between minimum and maximum damage range.

Initial mastery is based on combat type.
For Melee (Sword,Axe,Spear,Pole-arm,Dagger) : 20% initial mastery.
For Range (Bow,Crossbow) : 15% initial mastery.
For Magic (Wand,Staff) : 25% initial mastery.

Job Skill provides additional mastery
Warriors gain +50% mastery from 2nd job skill.
Dark Knight gains +10% from 4th job skill.
Archers gain +50% mastery from 2nd job skill.
Archers gain another +10% mastery from 4th job skill.
Magician offensive skills contributes +50% mastery when maxed.

MapleStory Avoidability Formula

Note: Avoidability from equipment adds to both Physical and Magical Avoidability Rate.

Physical Avoidability is calculated as follows:
Dexterity + 2 * Luck + Avoidability From Equipments.

Magical Avoidability is calculated as follows:
Intelligence + 2 * Luck + Avoidability From Equipments.

MapleStory Accuracy Formula

Physical Accuracy is calculated as follows:
1.2 * Dexterity + Luck + Accuracy from Equipments.

Magical Accuracy is calculated as follows:
1.2 * Luck + Intelligence + Accuracy from Equipments.

MapleStory Defense Formula

Physical Defense is calculated as follows:
0.4 * Intelligence + 0.5 * Dexterity + 0.5 * Luck + 1.2 * Strength + Weapon Defense from equipments.

Magical Defense is calculated as follows:
0.4 * Strength + 0.5 * Dexterity + 0.5 * Luck + 1.2 * Intelligence + Magic Defense from equipments.

MapleStory Monster Defense Formula

Monsters has a new variable in the WZ files.
It describes the percentage damage reduced from your attack.

10 (-10% player damage). Applies to almost all normal monsters.
20 (-20% player damage). Applies to some normal monsters.
50 (-50% player damage). Applies to major bosses (Zakum, Horntail).
70 (-70% player damage). Applies to epic boss: Pink Bean.

MapleStory Player Hit Rate

Hit Rate means player’s ability to hit a monster successfully.
[sourcecode language=”actionscript3″ wraplines=”false”]
//sqrt is short for Square Root
HitRate = 100 + sqrt(YourAcc) – sqrt(MonsterAvoid)
[/sourcecode]

Player’s Hit Rate (chance of hitting enemy) starts at 100%.
Player’s Hit Rate increases with player accuracy.
Player’s Hit Rate decreases with monster avoidability.
For every level that the player is below monster level,
adds an additional 5% Miss rate. (Reduces 5 from hit rate)

MapleStory Monster Avoidability

[sourcecode language=”actionscript3″ wraplines=”false”]
Mob Level > Avoid > Sqrt(Avoid)
11-20 > 1 > 1
21-30 > 4 > 2
31-40 > 8 > 2.83 (would be 3 if Avoid was 9)
41-50 > 16 > 4
41-60 > 25 > 5
61-70 > 36 > 6
71-80 > 49 > 7
81-90 > 64 > 8
91-100 > 81 > 9
101-110 > 100 > 10 (Zakum: 144/12)
111-120 > 121 > 11
121-140 > 144 > 12
141-160 > 169 > 13
160+ > 225 > 15 (Pink Bean: 625/25)
[/sourcecode]

MapleStory Monster Damage Formula

Below is the procedure on calculating monster damage.

01. Checks if the monster misses.
02. Gets the monster Weapon Attack.
03. Decrease percentage of Weapon Attack if Threaten is used.
04. Increase percentage of Weapon Attack if skill used by player/monster.
05. Gets monster Weapon Attack between 1 and 29999.
06. Calculates Monster Base Damage:
– Min Damage = Monster Weapon Attack * 0.85
– Max Damage = Monster Weapon Attack
– Monster Base Damage = (Min – Max) * Min / 9,999,999 + Max
Note: Base Damage usually returns same as Max with 0.038% off
07. Get player defense and reduce it by 25%. Round it down.
08. Monster Damage = Monster Base Damage – Player Defense
09. Multiply Monster Damage by skills (Achilles/Combo Barrier)
10. Factor in Meso Guard (if applied)
11. Returns the damage dealt to you.

Current MapleStory Formula

Title: MapleStory Formula For Damage, Defense, HP MP Increment and Others.

Formula
EXP Gained from Party
2 players = 10% party bonus exp
3 players = 15% party bonus exp
4 players = 20% party bonus exp
5 players = 25% party bonus exp
6 players = 30% party bonus exp
Minimum level to leech
Minimum level to leech passively = Mob’s level – 5
Note: leech passively = get EXP without hitting the mobs at all.
Formula for Battleship Endurance [HP] Skill by Captain/Corsair 4th Job
The durability formula is lowered every time you get hit.
[(Skill Level * 4000)] + [(Character Level – 120) * 2000]
Magician Mp Recovery Formula
Amount of Mp Recovered = 3 + (Skill level * Character Level * 0.1)
If you sit on a Relaxer or Palm Chair, MP recovery is = 1.5 * (3 + (Skill level * Character Level * 0.1))
Damage Protection Formula
Protection against monster attack = (Your total weapon or magic defense)/3
100% Hit Accuracy Formula
Non-warriors/non-mages 0.6 for DEX and 0.3 for LUK. For others: 0.8 DEX and 0.5 LUK.
Accuracy Required for 100% hit without Miss = (55+2*lvl difference)*mob avoid/15
Character Current Accuracy = (DEX*0.8) + (LUK*0.5) + accuracy from mastery and equipment
Weapon Attack Formula
For Warrior: 3 STR (strength) is equivalent to 1 weapon attack (3 STR = 1 WA)
For Thief: 5 LUK (luck) is equivalent to 1 weapon attack (5 LUK = 1 WA)
For Magician: 1 INT (intelligent) is equivalent to 1 magic attack (1 INT = 1 Magic Attack)
MP Gain Formula
Formula for MP Gain Per Level = 15 + (total int * 0.1) +/- 1
So, let’s say you are a level 120 Pure INT magician with base stats of 608 INT (without any additional INT boost from equipments), you gained 74.8-75.8 Max MP tnl (to next level 121). (+/-1 is the fluctuation, tested and proven through 100 levels of mp gain data : Chronology’s, playpark member).
Minimum MP you can wash Formula
HP washing is used to channel Mana Points into Hit Points (life) so you would have more life to withstand against monster powerful attack that can kill your character in 1 blow. This technique can only be done if you use NX Cash to buy tickets to reset your AP OR before you reach level 200, you spend your AP into HP instead of your primary attribute (e.g. thief primary attribute is LUK, but thief channel AP to HP instead of LUK to get more HP). Formula for minimum MP that you can wash = (Lvl – 1)*14 + 148 = lvl*14 + 134. Read this guide: (Ultimate HP Washing Guide) for more details on HP Washing.
Hp+Mp Recovery Equipments
If worn inside the hotel sauna, the recovery rate for HP and MP will be 1.5x faster.
This hotel sauna can be found in Sleepywood Sauna Shop + Zipangu Spa (cost meso, not NX Cash)
Recovery Equipments: Bathrobe for Men / Blue Sauna Robe / Red Sauna Robe / Bathrobe for Women
_
However, chair recovery does not stack with the equipments that can be worn for recovery.
Amorian Relaxer, Beach Chair, Blue Seal Cushion, Fishing Chair, Green Chair, Moon Star Chair, Pink Seal Cushion, Red Chair, Red Round Chair, Sky-Blue Wooden Chair, The Relaxer, The Red Relaxer, The Yellow Relaxer, Warrior Throne, White Seal Cushion, Yellow Chair.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Damage Formula Calculation
Skill Mastery’s percentage and Damage Percentage should be converted to decimal points; ie: 10% = 0.1
Max = maximum damage | Min = minimum damage | Mastery = (default is 0.1) if level 0 mastery
.
All Classes (Max)
One Handed Sword = [(STR * 4.0 + DEX) / 100] * Weapon Attack
One Handed Axe = [(STR * 4.4 + DEX) / 100] * Weapon Attack
One Handed Blunt Weapon = [(STR * 4.4 + DEX) / 100] * Weapon Attack
Two Handed Sword = [(STR * 4.6 + DEX) / 100] * Weapon Attack
Two Handed Axe = [(STR * 4.8 + DEX) / 100] * Weapon Attack
Two Handed Blunt Weapon = [(STR * 4.8 + DEX) / 100] * Weapon Attack
Spear = [(STR * 5.0 + DEX) / 100] * Weapon Attack
Polearm = [(STR * 5.0 + DEX) / 100] * Weapon Attack
_
All Classes (Min)
One Handed Sword = (STR * 0.9 * 4.0 * Skill Mastery + DEX) / 100 * Weapon Attack
One Handed Axe = (STR * 0.9 * 3.2 * Skill Mastery + DEX) / 100 * Weapon Attack
One Handed Blunt = (STR * 0.9 * 3.2 * Skill Mastery + DEX) / 100 * Weapon Attack
Two Handed Sword = (STR * 0.9 * 4.6 * Skill Mastery + DEX) / 100 * Weapon Attack
Two Handed Axe = (STR * 0.9 * 3.4 * Skill Mastery + DEX) / 100 * Weapon Attack
Two Handed Blunt = (STR * 0.9 * 3.4 * Skill Mastery + DEX) / 100 * Weapon Attack
Spear = (STR * 0.9 * 3.0 * Skill Mastery + DEX) / 100 * Weapon Attack
Polearm = (STR * 0.9 * 3.0 * Skill Mastery + DEX) / 100 * Weapon Attack
_
(Bowman) Hunter / Archer
Max : Bow = [(DEX * 3.4 + STR) / 100] * Weapon Attack
Min : Bow = (DEX * 0.9 * 3.4 * Skill Mastery + STR) / 100 * Weapon Attack
_
(Bowman) Crossbowman
Crossbow – [(DEX * 3.6 + STR) / 100] * Weapon Attack
Min : Crossbow = (DEX * 0.9 * 3.6 * Skill Mastery + STR) / 100 * Weapon Attack
_
(Magician) Cleric, Fire/Poison, Ice/Lightning
Max : Any Weapon = {[{MAG * 0.8) + (LUK/4)]/18} * Spell Magic Attack * 0.8
Min : Any Weapon = {[(MAG * 0.8) + (LUK/4)]/18} * Spell Magic Attack * 0.8 * Mastery
_
(Thief) Bandit
Max : Dagger & Throwing Stars = [(LUK * 3.6 + STR + DEX) / 100]* Weapon Attack
Min : Dagger and Throwing Stars = (LUK * 0.9 * 3.6 * Skill Mastery + STR + DEX) / 100 * Weapon Attack
_
(Thief) Assassin
Max (per star) : Lucky Seven = [((5.0*LUK)/100)*(Weapon Attack)*Damage Percentage]
Min (per star) : Lucky Seven = [((2.5*LUK)/100)*Weapon Attack)*Damage Percentage]
_
Non thief
Max : Dagger = [(STR * 4.0 + DEX) / 100] * Weapon Attack
Min : Dagger = (STR * 0.9 * 4.0 * Skill Mastery + DEX) / 100 * Weapon Attack
_
(Pirate) Infighter
Max : [(STR * 4.8 + DEX) / 100] * Weapon Attack
Min : (STR * 0.9 * 4.8 * Skill Mastery + DEX) / 100 * Weapon Attack
_
(Pirate) Gunslinger
Max : [(DEX * 3.6 + STR) / 100] * Weapon Attack
Min : [(DEX * 0.9 * 3.6 * Skill Mastery + STR) / 100] * Weapon Attack

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Speed of Fire Rate

Pirate: Gunslinger Skills
Double Fire = 144 shots/minute
Invisible Shot = 88 shots/minute
Triple Fire = 88 shots/minute
Rapid Fire = 500 shots/minute (approx. 8 bullets/second)
Battleship Cannon = 100 shots/minute
Battleship Torpedo = 77 shots/minute

Bowman Skills: Hunter + Crossbowman
Strafe speed
For rangers – 84 per min
For snipers – 84 per min
Hurricane
Fires 500 arrows per minute (8.33 arrows per second)
Is unaffected by Bow speed or Booster

Thief: Assassin Skills
Triple Throw
Throws 3 stars per attack animation
Throws 6 stars per attack animation with Shadow Partner
Claws attack 1.5 times per second
6*1.5 = 9
TT + SP throws 540 stars per min

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Reference | Credits | Sources | USeful Links
Pirate Damage Formula
A Comprehensive Guide to Gunslingers by Takeback3r and KazooTheBat.
MapleStory Exp Calculator
MapleStory Potion Calculator
Damage Calculator for Warrior, Bowman, Thief, Magician
Archer Damage Calculator
Magician’s Accuracy & Casts per min
ArundRainger’s Magician Damage Calculator
BM and NL damage comparison

EXP Splitting Formula (Credits: Russt/KaidaTan)

Leech conditions

Only one of the following must be met in order to share a cut of party EXP
1. Deal at least 1 damage to the monster.
2. Be within 5 levels of the monster.
3. Be within 5 levels of a party member that fulfills 1 or 2.

The new Formula

EXP received by the highest damager
EXP to be split * (0.6 + 0.4 * Player level / Total party level) * Party Bonus
EXP received by other party members
EXP to be split * (0.4 * Player level / Total party level) * Party Bonus

Old Formula

EXP received by the highest damager
EXP to be split * (0.2 + 0.8 * Player level / Total party level) * bonus
EXP received by other party members
EXP to be split * (0.8 * Player level / Total party level) * bonus

Notes:
– EXP-to-be-split = Monster’s TotalEXP if your party deals 100% dmg.
– Total party level = sum of the levels of all players that satisfy leech conditions.
– When not partied, you count as your own party, i.e. you get all the EXP.
– Party Bonus is 110% for a party of 2

EXP splitting formula Explanation (Credits: Dusk)

So say you have a party with a level 60 and a level 40,
and the level 60 kills a monster that gives 300 exp. The total party level is 100.

Current system:

1. The level 60 gets 20% of 300. 60 exp is deducted from 300, leaving 240 exp to be split.
2. The level 60 gets 60/100*240 of the split exp, which is 144. This is added to the 60 they already got.
3. The level 40 gets 40/100*240 of the split exp, which is 96.
4. Both players get 10% bonus exp for being in a party of 2.

The level 60 ends up with (60+144)*1.10 = 224 exp.
The level 40 ends up with 96*1.10 = 105 exp.

New system:

1. The level 60 gets 60% of 300. 180 exp is deducted from 300, leaving 120 exp to be split.
2. The level 60 gets 60/100*120 of the split exp, which is 72. This is added to the 180 they already got.
3. The level 40 gets 40/100*120 of the split exp, which is 48.
4. Both players get 10% bonus exp for being in a party of 2.

The level 60 ends up with (180+72)*1.1 = 277 exp.
The level 40 ends up with (48*1.1) = 52 exp.

Here’s why the old formula was called the 6:4 and the new one is 8:2.
We have the old general formulae being:
EXP received by the highest damager
EXP to be split * (0.2 + 0.8 * Player level / Total party level) * Party bonus
EXP received by other party members
EXP to be split * (0.8 * Player level / Total party level) * Party bonus

With the killer and leecher being of the same level, player lvl/total lvl = 1/2
=> EXP received by killer: TotalEXP*0.2 + TotalEXP*0.4 = 60% TotalEXP,
the other 40% is given to the leecher.
(hence 60:40, 66:44 with party Bonus, 99:66 with HS)

Similarly, the new formula give the main killer:
TotalEXP * (0.6 + 0.4*1/2) = 80% TotalEXP,
the leecher gets 20% TotalEXP
(80:20 base, 88:22 with Bonus, 110:33 with HS due to HS possibly being capped at 110%)

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9 thoughts on “MapleStory Formula

  1. Gun

    May i ask something?
    about aviodability formula.
    Right now, i can’t see avoidability stat in Ability Window anymore.
    Do you know how to find it?
    did avoidability stat still growing just the same as the formula?
    and thief job ,
    im sure they have the most dodge chance in all job but which one is the best?

  2. tsztyh

    May i know the weapon formulas for xenon? (whip blades)

  3. Ayumilove

    @Wei Jie: Weapon attack provides more damage compared to stats (STR, DEX, INT, LUK)

  4. Wei Jie

    May i ask which is more important when looking into the gear.

    Example for Kaiser, more str or more wa?

  5. BlahBlah

    The Weapon Attack Formula for Archers/Bowman is missing @Ayumilove

  6. AcidLinkz

    nvm i know how to figure it out

  7. AcidLinkz

    the game uses all these formulas, so its all in the coding, just gotta know how to find it, and was just wondering if anyone knew what the weapon multipliers r for other weapons like Soul Shooter, etc.

  8. NotJack

    The stupidity in your comment…..

  9. Jack

    How you do all the algorithms? I know Statistics involve pre-algebra and some calculus but how did you work this out?