MapleStory/Formulas

The sections of this article detail various formulas and tables within the game.

Please keep the following in mind when calculating:
 * Any decimal that appears within the formula's output is truncated, not rounded (i.e. 96.12 and 96.736 Damage will both be effectively 96). This is important when weighing WA versus Stats.
 * Mastery is a decimal. If you do not have any mastery skill, use your initial mastery. If you have a mastery skill, input it as a decimal and add it up with your initial mastery (such as "0.3").

Damage

 * Maximum: $$ Weapon Multiplier \times (Primary Stat \times 4 +Secondary Stat) \times ATT/100 $$
 * Minimum: $$ Maximum Damage \times Mastery $$
 * Maximum Possible damage range: 2,000,000 ~ 2,000,000
 * Maximum damage per line: 50,000,000 + Bonus Potential stat + Skill damage limit (e.g. Snipe)


 * Attack (ATT): $$(Equip ATT + Potion ATT + Skill ATT) \times Skill Multiplier$$

Reveal Potential Cost
Cost: Level^2 × constant where
 * Constant:
 * 0 when equip level <30,
 * 1 when level 30  120

Mastery

 * Physical melee: $$ 20% + Skill Mastery $$
 * Physical ranged: $$ 15% + Skill Mastery $$
 * Magic: $$ 25% + Skill Mastery $$

The following skills provide master for each job:
 * Bow mastery
 * Crossbow mastery
 * Weapon mastery
 * Magic mastery
 * Dagger mastery
 * Claw mastery
 * Gun mastery
 * Knuckle mastery
 * Dagger and katara mastery
 * Bow expert
 * Marksman boost
 * Dagger expert
 * Claw expert
 * Dual wield expert
 * Gun expert
 * Knuckle expert

Critical Rate
$$Skills Critical Rate + Equipment Potential Critical Rate + Abilities Critical Rate + 5%$$

Defense

 * Weapon Defense: $$ STR \times 1.2 + DEX \times 0.5 + LUK \times 0.5 + INT \times 0.4 + Equip DEF $$
 * Magic Defense: $$ STR \times 0.4 + DEX \times 0.5 + LUK \times 0.5 + INT \times 1.2 + Equip M.DEF $$

Accuracy

 * Weapon Accuracy:$$ DEX \times 1.2 + LUK + EquipACC $$
 * Magic Accuracy:$$ INT + LUK \times 1.2 + EquipM.ACC $$

Hit Rate
If the number is greater than or equal 100, it means a 100% hit rate. In general $$ \sqrt{MobAVD} = MobLVL/10 $$. Special cases are Zakum where $$ \sqrt{MobAVD} = \sqrt(144) = 12 $$, and Pink Bean where $$ \sqrt{MobAVD} = \sqrt{625} = 25 $$.
 * Hit Rate (in %): $$100 + \sqrt{ACC} - \sqrt{Mob AVD} - (Mob LVL - LVL) \times 2$$

Avoidability

 * Weapon Avoidability: $$ DEX + LUK \times 2 + EquipAVD$$
 * Magic Avoidability: $$ INT + LUK \times 2 + EquipAVD $$

Experience
Monster level and character level difference EXP penalty: $$(Monster Level - Character Level - 20) \times 5%$$
 * If character level is less than 20 levels below monster level, EXP penalty = $$0%$$
 * Maximum EXP penalty = $$60%$$


 * EXP (primary): $$Mob EXP \times (0.2 \times Damage dealt / Monster HP + 0.8 \times Level / Party Level) \times Holy Symbol Multiplier$$
 * EXP (otherwise): $$ Mob EXP \times (0.8 \times Level / Party Level) \times Holy Symbol Multiplier $$
 * Party Bonus EXP: $$ Mob EXP \times EXP Multiplier $$

Party Level is calculated as the sum of the levels of all eligible members of the party. Ineligible members are excluded from all calculations, and receive no EXP. Eligible party members must meet one of the following requirements:
 * Do damage to the mob.
 * Within five levels of the mob.
 * Within five levels of a character in the party who meets both requirements.
 * Level gap between the highest levelled character and the lowest levelled character must be 40 or less. If it exceeds this gap limit, the killer gets all the EXP while the other members will not receive any leech EXP including high levelled characters who exceeded monster level. If this happens EXP is distributed solely on damage. However party bonus EXP will still be applied if they did not receive leech EXP due to this rule but are eligible due to the above rules..

In certain locations, Mob EXP is increased based on the size of the party, in addition to the above party bonus. These include Lion Heart Castle, Tera Forest, Monster Park, Future Perion and many of the Area Bosses. For each additional party member after the first, Mob EXP is increased by 50%. With a full party of 6 people, each mob will give 380% total EXP. However, some of the maps only have 20% bonus per member. You will receive 230% mob EXP. Refer to the table if required. Assuming everyone in the party is the same level, they will get a percentage of the party EXP.
 * Additive multipliers such as elven blessing is added after the multiplicative multipliers. Example: I have HS and level 1 Elven blessing. My EXP Multiplier will be 100% * 1.5 + 10% = 160% and not 165%
 * EXP rate = 100%
 * Holy Symbol / 50% coupon = 1.5x
 * 20% coupon = 1.2x
 * 2x event / coupon = 2x
 * Spirit pendant = +10/20/30%
 * Elven Blessing = +10/15/20%

Total SP
The total amount of SP a character will have at any level varies per job.

Adventurers

 * Beginner: $$1 \times Level$$ up to Level 6 (max 6 SP)
 * First job: $$4 + 3 \times (Level - 10) $$ up to level 30 (max 64 SP)
 * First job (magician): $$4 + 3 \times (Level - 8) $$ up to level 30 (max 70 SP)
 * Second job: $$4 + 3 \times (Level - 30) $$ up to Level 60 (max 94 SP)
 * Third job: $$4 + 3 \times (Level - 60) $$up to Level 100 (max 124 SP)
 * Fourth job: $$4 + 3 \times (Level - 100) $$up to Level 200 (max 304 SP)
 * For dual blades, 1st & 2nd job will got give an additional SP.

Heroes and Resistance

 * Beginner: $$1 \times Level$$ up to Level 6 (max 6 SP)
 * First job: $$5 + 3 \times (Level - 10) $$ up to level 30 (max 65 SP)
 * Second job: $$4 + 3 \times (Level - 30) $$ up to Level 60 (max 94 SP)
 * Third job: $$4 + 3 \times (Level - 60) $$ up to Level 100 (max 124 SP)
 * Fourth job: $$4 + 3 \times (Level - 100) $$ up to Level 200 (max 304 SP)

Additional SP

 * Battle Mage - Clearing job quest after 2nd job advancement = +7 SP (2nd job)
 * Evan - Job quests from levels 10 to 79 gives enough SP to maximise all skills for the corresponding growth advancement.