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. This does not apply to defense damage percentage reduction rate, dodge chance and hit rate.
 * 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
Legend $$ AD = Actual Damage, HR% = Hyper Reinforce%, TD% = Total Damage%, BD% = Boss Damage% $$ $$CD% = Critical Damage%, FDB = Final Damage Boost, MD% = Monster DEF%, ID% = IgnoreDEF% $$ $$ MR = Monster Elemental Resistance, IR% = Ignore Elemental Resistance% $$
 * Attack (ATT): $$(Equip ATT + Potion ATT + Skill ATT)\times (1+Attack%/100) + Inner Potential ATT + Character Cards ATT$$
 * Stat Value (Except Xenon and Demon Avenger) : $$ Primary Stat \times 4 + Secondary Stat $$
 * Stat Value (Xenon) : $$3.0 \times (STR+DEX+LUK) $$
 * Stat Value (Demon Avenger) :
 * If Current HP is 50% or more, $$MaxHP/7 + STR $$,
 * If Current HP is less than 50% but more than 35%, $$ CurrentHP/3.5 + STR $$,
 * If Current HP is less than 35%, $$MaxHP/10 + STR $$
 * Shown Damage Range (Maximum): $$ 0.01 \times Weapon Multiplier \times Stat Value\times ATT \times (1+TotalDamage%) + FinalDamageBoost$$
 * Shown Damage Range (Minimum): $$ Maximum Damage \times Mastery $$
 * Actual Damage Range : $$ 0.01 \times Weapon Multiplier \times Stat Value \times ATT $$
 * 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)
 * Actual Skill Damage (on normal monsters): $$ [AD \times Skill% \times (1+HR%+TD%) \times CD% + FDB] \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)])$$
 * Actual Skill Damage (on boss monsters): $$ [AD \times Skill% \times (1+HR%+TD%+BD%) \times CD% + FDB] \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)]) $$
 * For magicians, change Attack into Magic Attack for spell skill damages.
 * ATT is rounded down before being formulated into the damage range.
 * All % in the above formulas are written in terms of decimal. Multiple sources that provides the same boost are additive to each other.
 * If $$ (1-[MD% \times (1-ID%)]) < 0 $$ or $$ (1+[MR \times (1-IR%)]) = 0 $$ or $$Character Star Force/Required Star Force = 0 $$ when $$Required Star Force > 0 $$, Damage dealt will be 1 if it successfully lands a hit on the monster.
 * Final Damage Boost means effects that add a small amount to the actual damage dealt (Example: 3 Warrior/Magician cards Deck effect, Inner Abilities, Paladin and Ice/Lightning Mage and Thunder Breaker and Blaze Wizard and Buccaneer card effect)


 * Damage done to monsters in star force maps

Reveal Potential Cost
$$Cost = EquipmentLevelRequirement^2 \times Constant$$where constant equals to
 * 0 when $$ EquipmentLevelRequirement < 31 $$
 * 0.25 when $$ 30 < EquipmentLevelRequirement < 71 $$
 * 2.5 when $$ 70 < EquipmentLevelRequirement < 121 $$
 * 20 when $$ EquipmentLevelRequirement > 120 $$

Mastery

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

The following skills provide mastery for the following jobs:
 * Zero
 * Broad Sword Mastery (70% at Skill Level 29/30)
 * Long Sword Mastery (70% at Skill Level 29/30)


 * Hayato
 * Beginner Skill (+60%)


 * Kanna
 * Beginner Skill (+25%)
 * 4th job Fan Expert (+15% at Skill Level 29/30)


 * Evan
 * 4th Growth (50% at Skill Level 10)
 * 9th Growth (20% at Skill Level 29/30)


 * Blaze Wizard
 * 2nd Job Spell Mastery (50% at Skill Level 10)
 * 4th Job Pure Magic (20% at Skill Level 15)

The following skills provide mastery for other jobs:
 * All 2nd job Weapon Mastery (50% at Skill Level 10)
 * All 4th job Weapon Expert (20% at Skill Level 29/30)

Critical Rate
$$Skill Critical Rate + Equipment Potential Critical Rate + InnerPotentialCritical Rate + 5%$$

Defense

 * Weapon Defense (Weapon DEF):
 * $$ [STR \times 1.2 + (DEX +LUK)/2+ INT \times 0.4 + EquipWeaponDEF + SkillWeaponDEF] \times (1+WeaponDEF %)$$
 * Magic Defense (Magic DEF):
 * $$ [STR \times 0.4 + (DEX +LUK)/2 + INT \times 1.2 + EquipMagicDEF + SkillMagicDEF] \times (1+MagicDEF%)$$
 * Note
 * $$ WeaponDEF% $$ and $$ MagicDEF% $$ affects only Weapon DEF and Magic DEF respectively but both are additive and are expressed in decimal.
 * $$ EquipmentWeaponDEF $$ and $$SkillWeaponDEF $$ only affects Weapon DEF while $$ EquipmentMagicDEF $$ and $$ SkillMagicDEF$$ only affects Magic DEF.

Monster's Damage
Maximum monster damage: Whichever's lower.
 * Note:
 * All Damage reduction effect from skills and equipments are calculated after the regular defense formula.
 * This does not work on attacks that deals fixed damage (damage based on % of your HP, reducing HP value to 1, poison damage overtime, fall damage)
 * $$ (MonsterATT\times [1-\sqrt {CharacterDEF}/200+0.02\times (MonsterLevel-CharacterLevel)])\times (1-DamageAbsorbed %)$$ OR
 * $$ [MonsterATT- (CharacterDEF/4) + 4 \times (MonsterLevel-CharacterLevel)]\times (1-DamageAbsorbed%)$$
 * Minimum monster damage
 * $$ MaximumMonsterDamage \times 0.85 $$
 * Note:
 * If monster ATT is a weapon ATT, Character DEF will be weapon DEF; if the monster ATT is a magic ATT, Character DEF will be magic DEF.
 * $$ DamageAbsorbed% $$ is additive and is expressed in decimals, which works for all attacks except Damage based on % of your HP.
 * If $$(Character Level > MonsterLevel) $$, $$(MonsterLevel-CharacterLevel) = 0 $$
 * If $$MaximumMonsterDamage > MonsterATT$$, $$ MaximumMonsterDamage = MonsterATT$$
 * If $$ MaximumMonsterDamage < 1 $$, $$ MaximumMonsterDamage = 1 $$

Accuracy

 * Weapon Accuracy:
 * $$ [DEX \times 1.2 + LUK + EquipmentAccuracy + SkillAccuracy] \times (1+Accuracy %)$$
 * Magic Accuracy:
 * $$ [INT + LUK \times 1.2 + EquipmentAccuracy + SkillAccuracy] \times (1+Accuracy %)$$
 * Maximum Accuracy Cap: $$ 9999 \times (1+Accuracy%) $$
 * Note:
 * $$ Accuracy% $$ affects both weapon and magic accuracy, is additive and expressed in decimals.
 * $$ EquipmentAccuracy $$ and $$ SkillAccuracy $$ affects both weapon and magic accuracy.

Hit Rate
Hit Rate (in %)
 * $$100 + \sqrt{CharacterAccuracy} - \sqrt{Monster Avoidability} - (MonsterLevel-CharacterLevel) \times 2$$
 * Note:
 * If it is a weapon attack, Weapon accuracy is used for Character Accuracy; if a magic attack is used, magic accuracy will be used.
 * If $$ (100+\sqrt{CharacterAccuracy} - \sqrt {MonsterAvoidability}) > 100$$, $$(100+\sqrt {CharacterAccuracy}-\sqrt {MonsterAvoidability}) = 100 $$, before level difference accuracy penalty is applied.
 * If $$ Hit Rate > 100 $$, $$ HitRate=100% $$


 * In general $$ \sqrt{MonsterAvoidability} = MonsterLevel/10 $$. Special cases are Zakum where $$ \sqrt{MonsterAvoidability} = \sqrt{144} = 12 $$, and Pink Bean where $$ \sqrt{Monster Avoidability} = \sqrt{625} = 25 $$.

Avoidability

 * Weapon Avoidability:
 * $$ [DEX + LUK \times 2 + EquipmentAvoidability + Skill Avoidability] \times (1+Avoidability %) $$
 * Magic Avoidability:
 * $$ [INT + LUK \times 2 + EquipmentAvoidability + SkillAvoidability] \times (1+Avoidability %)$$
 * Note
 * $$ Avoidability% $$ applies to both Weapon and Magic Avoidability, is additive and is expressed in decimal.
 * $$ EquipmentAvoidability $$ and $$ SkillAvoidbability $$ applies to both Weapon and Magic Avoidability.

Dodge rate
Note: Skills that have its own dodge mechanism will work before the regular avoidability formula. Evasion rate boost works differently and only adds to the avoidability dodge rate.


 * Dodge Chance (in %):
 * $$[\sqrt {Character Avoidability} - \sqrt {Monster Accuracy} - 5 \times (Monster Level - Character Level)] \times (1+Evasion Rate %)$$


 * Note:
 * If Monster ATT is Weapon ATT, Character Avoidability will be weapon avoidability; if Monster ATT is magic ATT, Character avoidability will be magic avoidability.
 * $$ EvasionRate% $$ is expressed in decimal and is additive.
 * If $$Character Level > Monster Level $$, $$(Monster Level - Character Level) = 0 $$
 * If $$Dodge Chance > 90% $$, $$ Dodge Chance = 90% $$

Experience
Monster level and character level difference EXP penalty: $$(Monster Level - Character Level - 20) \times 5%$$
 * If $$(Character Level + 20) > Monster Level $$, EXP penalty = $$0%$$
 * Maximum EXP penalty = $$60%$$
 * EXP (killer): $$ MonsterEXP \times (0.2 \times Damage Dealt / Monster HP + 0.8 \times Level / Party Level) \times EXP Multiplier$$
 * EXP (leecher): $$ Monster EXP \times (0.8 \times Level / Party Level) \times EXP Multiplier $$
 * Party Bonus EXP: $$ ReceivedMonsterEXP \times Party Bonus Multiplier $$
 * Received Monster EXP means the amount of EXP received by you after a monster is killed by your party.
 * Attacking Members means the number of people in your party fighting that exact same monster. That monster when killed will then give slightly more party bonus.
 * Leechable member means that the party member is eligible for a share of the monster's EXP after being killed by the party. (Does not apply if the level difference between the highest level member and the lowest level member is 41 or more.)

Leech condition
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 monster.
 * Within 5 levels of the monster
 * Within 5 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, without giving any party bonus EXP.

Party Bonus is increased based on the number of members attacking the same monsters. However if you are lazy do not bother trying to trigger this bonus as it caps at 3 members and only gives 10% EXP which adds with normal party bonus. However this will encourage people to fight the same monster for more bonus.

EXP stacking
Multipliers of the same group cannot stack, so the higher multiplier will be taken(only for Group 1 and 2). Group 1 (Cash shop coupons) Group 2 (Free coupons) Group 3 (Skill effects) Additive Party bonus EXP: Combat Bonuses:
 * Additive multipliers such as elven blessing is added after the multiplicative multipliers. Example: I have Holy Symbol and Level 1 Elven blessing. My EXP Multiplier will be 100% × 1.5 + 10% = 160% and not 165%
 * EXP rate = 100%
 * 20% coupon = 1.2x
 * 50% coupon = 1.5x
 * 2x 1 hour/4 hour/1-Day special coupon = 2x
 * Happy winter = 1.2x for 1 hour
 * Part time job: Effective rest (20/30/40/50/60 minutes) = 1.3x EXP for 20/30/40/50/60 minutes respectively.
 * 30% monster park coupon = 1.3x for 30 minutes
 * Enjoyable winter = 1.5x for 30 minutes
 * 1.5x EXP coupon from event quest = 1.5x
 * 2x EXP coupon from event quest = 2x
 * Server 1.5x event = 1.5x
 * Server 2x event = 2x
 * Server 3x event = 3x
 * Holy symbol = 1.21x ~ 1.50x depending on skill level
 * All skill special EXP effects are separate groups, so they can be stacked over one another as long as it is not the same skill. (Example: Demon Cry)
 * Spirit pendant = +10/20/30% (<1 hour/ 1~2 hour/> 2 hours)
 * Elven Blessing = +10/15/20% (Level 1/2/3)
 * EXP acquisition potion = +10% for 2 hours
 * Zero character card = +4/6/8/10% (Card rank B/A/S/SS)
 * Kritias EXP Entropy = +50% for 1 hour, only works within Kritias area.
 * Runes = +100% for 2 minutes, cooldown 15 minutes upon activation.
 * Unique/Legendary Additional Potential on Hats = +1/2/3/4/5% depending on Equipment Level and Additional Potential Rank.
 * Stackable Event 1.5x EXP Coupon = +50% for 30 minutes.
 * No Bishops in the party:
 * +25/55/90/130/175% with 2/3/4/5/6 leechable members, and 1 attacking member
 * +35/65/100/140/185% with 2/3/4/5/6 leechable members and 2 attacking members,  and
 * +--/75/110/150/195% with 2/3/4/5/6 leechable members and 3 or more attacking members or more
 * 1 Bishop in the party:
 * +45/75/110/150/195% with 2/3/4/5/6 leechable members and 1 attacking member,
 * +55/85/120/160/205% with 2/3/4/5/6 leechable members and 2 attacking members, and
 * +--/95/130/170/215% with 2/3/4/5/6 leechable members with 3 attacking members or more
 * 2 Bishops in the party:
 * +65/95/130/170/215% with 2/3/4/5/6 leechable members with 1 attacking member,
 * +75/105/140/180/225% with 2/3/4/5/6 leechable members with 2 attacking members and
 * +--/115/150/190/235% with 2/3/4/5/6 leechable members with 3 attacking members or more
 * 3 or more Bishops in the party:
 * +--/115/150/190/235% with 2/3/4/5/6 leechable members with 1 attacking member,
 * +--/125/160/200/245% with 2/3/4/5/6 leechable members with 2 attacking members and
 * +--/135/170/210/255% with 2/3/4/5/6 leechable members with 3 attacking members or more.
 * Combo Kill = +1/1.5/3/5/8/10% EXP per monster for 2-49/50-99/100-199/200-399/400-998/999 combo kill count.
 * Multi kill = +1/2/3/3.3/3.6/3.9/4.2/4.5% EXP per monster for 3/4/5/6/7/8/9/10+ Multi kill count (In other words, killing 3/4/5/6/7/8/9/10+ monster within an attack skill.)

Combo Kill
Combo kill happens when you kill multiple monsters quickly. It activates when you kill the second monster within 10 seconds after the first monster is killed by you and it activates subsequently with more monsters getting killed. You will receive bonus EXP per monster killed based on combo kill count. Maximum combo kill count is 999. The bonus EXP received is calculated only once per killing spree, which means that if you killed 2 monster at once, the combo kill bonus will be calculated based on 2 monsters together.

Multi kill
Multi kill happens when you kill 3 or more monsters within a killing spree (1 skill). It ranges from 3 monsters to 10+ monsters. You also receive bonus EXP from this and the bonus is also calculated only once but the bonus is given based on the number of monsters killed.

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

Adventurers (except Dual Blades)

 * Beginner: $$1 \times Level$$ up to Level 7 (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: SP Allocation as shown.

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Dual Blades

 * Beginner: $$ 1 \times Level $$ up to Level 7 (max 6 SP)
 * 1st job: $$ 5 + 3 \times (Level - 10)$$ up to level 20 (Max 35 SP)
 * 1st+ job: $$ 5 + 3 \times (Level - 20)$$ up to level 30 (max 35 SP)
 * 2nd job: $$ 10 + 3 \times (Level - 30)$$ up to level 45 (max 55 SP)
 * 2nd+ job: $$ 10 + 3 \times (Level - 45) $$ up to level 60 (max 55 SP)
 * 3rd job: $$ 3 \times (Level - 60)$$ up to level 100 (max 120 SP)
 * 4th job: SP Allocation as shown.

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Knight of Cygnus

 * Beginner: $$1 \times Level$$ up to Level 7 (max 6 SP)
 * First job: $$4 + 3 \times (Level - 10) $$ up to level 30 (max 64 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: SP Allocation as shown.

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 * Extra SP
 * All cygnus knights except Mihile - Job quest = 3 SP (3rd job)
 * Mihile - 1 extra SP for 1st job.

Nova and Sengoku

 * Beginner: $$1 \times Level$$ up to Level 7 (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: SP Allocation as shown.

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Heroes and Resistance

 * Beginner: $$1 \times Level$$ up to Level 7 (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 (Evan): $$4 + 3 \times (Level - 100) $$ up to Level 200 (max 304 SP)
 * Fourth job (others): SP Allocation as shown.

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 * Additional SP
 * Battle Mage - Clearing job quest after 2nd job advancement = 6 SP (2nd job)
 * Evan - Every 5 levels from level 10-60, receive 3 bonus SP under the correct growth based on level.

Child Of God, Zero

 * Total SP (on Zero Alpha and Zero Beta each): $$ 8+3 \times (Level-100)$$ up till Level 200 (max 308 SP each)
 * Note: The starting 8 SP will be automatically invested into 'Long Sword Mastery' for Zero Alpha and 'Great Sword Mastery' for Zero Beta.

Hyper skill SP
Hyper skils have 3 categories of SP: PP, SP and AP. PP stands for Passive Points. SP stands for Skill-Passive Points and AP stands for Active-skill Points. All jobs will have the same PP skill lists while every job has its unique SP and AP skill list, since their active skills will differ from jobs and their skill upgrades will depend on its job skills.
 * Zero will not receive any Hyper Skill SP as they are the Transcendents of Time, so they will receive Transcedent Skills instead of Hyper Skills, which are automatically mastered when certain levels are met for the specific skills.


 * Level 140: 1 SP, 1 PP.
 * Level 150: 1 SP, 1 AP.
 * Level 160: 1 SP, 1 PP.
 * Level 170: 1 SP, 1 AP.
 * Level 180: 1 PP.
 * Level 190: 1 SP, 1 PP.
 * Level 200: 1 SP, 1 PP, 1 AP.
 * Total: 6 SP, 5 PP, 3 AP.