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 (killer): $$ Mob EXP \times (0.2 \times Damage dealt / Monster HP + 0.8 \times Level / Party Level) \times EXP Multiplier$$
 * EXP (leecher): $$ Mob EXP \times (0.8 \times Level / Party Level) \times EXP Multiplier $$
 * Party Bonus EXP: $$ Mob EXP \times Party Bonus Multiplier $$

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 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.

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.

EXP stacking
Multipliers of the same group cannot stack (only for multiplicative ones). Group 1 (Cash shop coupons) Group 2 (Free coupons) Group 3 (Skill effects) Additive
 * 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%
 * 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)
 * Party bonus EXP:
 * +10/15/20/25/30% on normal maps with 2/3/4/5/6 leechable members,
 * +30/55/80/105/130% on maps with 20% party play bonus with 2/3/4/5/6 leechable members, and
 * +60/115/170/225/280% on maps with 50% party play bonus with 2/3/4/5/6 leechable members.
 * Combo Kill = +1/1.5/3/5/8/10% EXP per monster for 1-49/50-99/100-199/200-399/400-998/999+ 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: $$4 + 3 \times (Level - 100) $$up to Level 200 (max 304 SP)

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: $$ 4 + 3 \times (Level - 100)$$ up to level 200 (max 304 SP)

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: $$3 + 3 \times (Level - 100) $$up to Level 200 (max 303 SP)

Extra SP

 * All cygnus knights except Mihile - Job quest = 3 SP (3rd job)
 * Mihile - 1 extra SP for 1st job and 4th 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: $$4 + 3 \times (Level - 100) $$up to Level 200 (max 304 SP)

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: $$4 + 3 \times (Level - 100) $$ up to Level 200 (max 304 SP)

Additional SP

 * Xenon - 1 extra SP at 4th job.
 * Battle Mage - Clearing job quest after 2nd job advancement = 6 SP (2nd job)
 * Evan - Job quests from level 10-20 = 9SP (1st growth), 20-30 = 9 SP (2nd growth), 30-40 = 9 SP (3rd growth), 40-50 = 9 SP (4th growth), 50-60 = 9 SP (5th growth), 60-80 =  4 SP (6th growth)

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.


 * 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.