29 Aug, 03:26PM in sunny Singapore!

Damage calculation for maple story

Subscribe to Damage calculation for maple story 23 posts

Please Login or Signup to reply.
  • Gasfene's Avatar
    1,265 posts since Nov '05
    • First, I modified this from heroqun's calculation. I claim no credit, that's why i am posting it here instead of any official maple forum.
      Second, if you cant even believe 50% of heroqun's, you dont have to believe my calculation either.


      Damage of Warrior/bowman/thief theoretically for 3rd job. Calculations for mage are excluded, because i dont know how to count plus it is hard to count because mages' eq stats + int matters a lot.

      Assuming all classes uses average stats level 90 weapon (2h sword and spear for crusader/knight and dragonknight respectively for easier tabulating) passed 5*60%, work glove passed 5*60% and warrior pot if needed, and Hermit uses llbi.

      Additional stats from equipments such as helmet/overall/top/bottom/shoe/cape are ignored for all classes. All classes are assumed to be level 120.

      Crusader - str 522, dex 90, int 4, luk 4. Weapon attack 125.
      Knight - str 522, dex 90, int 4, luk 4. Weapon attack 120.
      DragonKnight - str 522, dex 90, int 4, luk 4. Weapon attack 129.

      Ranger - str 95, dex 517, int 4, luk 4. Weapon attack 115.
      Sniper - str 90, dex 522, int 4, luk 4. Weapon attack 118.

      Hermit - str 4, dex 130, int 4, luk 482. Weapon attack 94.
      Luk Chief Bandit - str 4, dex 130, int 4, luk 482. Weapon attack 113.
      Str Chief Bandit - str 65, dex 130, int 4, luk 421. Weapon attack 115.

      Crusader
      Combo with panic used everytime=[260%+312%(1 orb)+325%(2-orbs)+338%(3orbs)+351%(4orbs)+1225%(released)]/6= 468.5% (estimated)
      Combo with 5orbs=260%*1.4=364%
      Source: http://www.sleepywood.net/forum/showthread.php?t=785966&page=2

      Panic: 250%*1.4*3.5=1225% (Estimated)
      Coma: 250%*1.4*2=700%

      Knight
      Elemental advantage(1.5)

      Ice: ((260 x 1.05) x 1.5) = 409.5% per power strike.
      Fire: ((260 x 1.2) x 1.5) = 468% per power strike.
      Lightning: ((260 x 1.25) x 1.5) = 487.5% per power strike.

      Charge blow: 250*1.5*1.25=469% (assuming using lightning with elemental advantage)

      DragonKnight
      Buster(Spear) = 510%

      Ranger/Sniper
      strafe = 560% average
      attacking % = 12.96% chance dealing 400%. 34.56% chance of dealing 500%. 34.56% chance of dealing 600%. 15.36% chance of dealing 700%. 2.56% chance of dealing 800%

      Hermit
      L7+SP= 600% average (correct unless proven wrong)
      attacking % = 25 chance dealing 450%, 50% chance dealing 600%, 25% chance dealing 750%.

      Chief Bandit
      Savage blow = 480%
      Assaulter = 450%

      ===============================================================================
      [/url]

      Edited by Gasfene 30 Jun `06, 5:23PM
  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Crusader
      Panic is used everytime 5orbs is charged up: 8121-14589 = 11355
      Training with 5orbs: 6309-11335 = 8822
      Panic: 21234-38146 = 29690

      Knight(elemental advantage)
      Ice: 6814-12242 = 9528
      Fire: 7787-13991 = 10889
      Lightning: 8111-14574 = 11343

      DragonKnight
      Buster(Spear): 9865-17763 = 13814

      Ranger/Sniper
      AVERAGE and i mean AVERAGE RANGE only

      using 560%
      Ranger 6725-11932 = 9329
      Sniper 7300-13012 = 10156

      Maximum damage (assuming all shots at 100% mastery and 800% for archers)
      Ranger 17046
      Sniper 18589

      Minimum (assuming all shot at pathetic 60% mastery and 400% for archers, 450% for hermit)
      Bowman 4803
      Xbowman 5214

      Hermit
      using 600%
      Hermit 6796-13592 = 10194

      Maximum damage(750% for hermit)
      Hermit 16990 (lower, i think this is okay since archers only have 2.56% of activating full critical)

      Minimum damage (450% for hermit)
      Hermit 5097

      Luck Chief Bandit
      Savage blow: 5809-10139 = 7974
      Assaulter: 5446-9505 = 7476
      Meso explosion: 1000000

      Str Chief Bandit
      Savage blow: 5594-9443 = 7519
      Assaulter: 5244-8853 = 7049

      Edited by Gasfene 30 Jun `06, 5:24PM
  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Some further notes:
      1) I used the formula from hidden-street.net.

      2) The only formula not from hidden-street.net is the minimum damage for spear buster.
      Spear - (STR * 0.9 * 5.0 * Skill Mastery + DEX) / 100 * Weapon Attack * 5.1
      http://www.hidden-street.net/forum/viewtopic.php?t=35744
      http://forums.asiasoft.net/thread.asp?qid=746160

      3) Crusader's combo is calculated here. Panic/Coma may not be right but panic is at least 1200%.
      http://www.sleepywood.net/forum/showthread.php?t=785966

      4) I didnt count in steel arrows +1wa +1str because bowman generally dont use that but use soul arrow instead.

      5) White Knight has a better damage reduction formula than other class.

      6) Archer has mortal blow which will give them a higher damage output.

      7) I also made a few mistake in stats calculation. For eg, you gain 5 more ap when you do third job advancement which i didnt include. But it doesnt matter because all the class have the same no of stats and are all 4/4 base..

      Pls inform me if i make any mistakes.

      Attk speed per min. (All counting booster and final attk if needed)

      Crusader
      powerstrike with panic: 80+/min

      White knight
      powerstrike: 90+/min

      DragonKnight
      Buster: 56/min

      Ranger
      Strafe: 85-90/min

      Sniper
      Strafe: 80-85/min

      Hermit
      L7 & SP: 90-95/min

      Bandit
      Savage Blow: 80/min

      Ice/Lightning Mage
      thunderbolt 0.7s
      cold beam 0.75s
      ice strike 0.95s with 11 booster
      thunderspear 1.15s

      Fire/Poison Mage
      Explosion 1.58s

      Edited by Gasfene 07 Jul `06, 11:39PM
  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Here are some categories to judge a character's strength. (written by someone else) Everything is subjective and varies from players to players:

      1) Pure damage (Need to consider the case where most monster just need few hits kill, ks)

      2) Kill Rate (Area attack powerful/spammable or not plays a part, rate of fire)

      3) Defence (Hp, mana plays a part. Skills like magic/mesoes/power guard, puppet etc)

      4) Training grounds restriction

      5) Speed and agility (Avoidability, range, melee)

      6) Party value (This one is quite redundant but most wants priest and dk in party, followed by thieves' haste and crusader's rage)

      7) Meso economy (Mage win here? but mages' stuff are expensive, bowman may rule instead) (Using mage to fund a new char usually recommended)

      Edited by Gasfene 28 May `06, 5:23PM
  • SGpork's Avatar
    68,032 posts since Feb '04
  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Originally posted by SGpork:
      lol...who cares maybe only shinta will go read all..
      take it easy..just a game

      Laughing Laughing Laughing

      well i got bored of leveling when its always full. so just throw some stats around and calculate.

  • Moderator
    shinta's Avatar
    25,339 posts since Mar '04
    • bored?

      go play lineage2 and tell me where is chief varkees..

      i cannot find him.. den some quest cannot do Sad

  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Originally posted by shinta:
      bored?

      go play lineage2 and tell me where is chief varkees..

      i cannot find him.. den some quest cannot do Sad

      After my exams, i will try it, together with pangya.

  • Gasfene's Avatar
    1,265 posts since Nov '05
    • change dk's damage range. Its now the same as heroqun's and it makes slightly more sense than my previous one.

      After all, dk's buster is slower than most class so its reasonable for dk to have a higher average damage than others. buster cant knockback either. (bain will keep walking towards dk, eventually passing thro the dk, then turn back)

      Edited by Gasfene 09 Apr `06, 11:16PM
  • Moderator
    hisoka's Avatar
    31,597 posts since Mar '05
    • hmm i think something like dmg per minute would be better.

      more able to see who can kill better..

      btw gasfene, are you still playing? wanna return your sword

  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Originally posted by hisoka:
      hmm i think something like dmg per minute would be better.

      more able to see who can kill better..

      btw gasfene, are you still playing? wanna return your sword

      my warrior stuck at 40% for 2 weeks le. Dont think will level for the next few weeks.

      Anyway, that sword only lv30. I have one more. Dont need return. You npc or sell it ba.

  • Gasfene's Avatar
    1,265 posts since Nov '05
    • As for attack speed, generally hermit, ranger, sniper plus normal weapon speed warrior can hit 90+ times per min with booster(final attack for warrior).

      bandit not sure. Dk's quite slow, less than 60 i believe

      Edited by Gasfene 09 Apr `06, 11:40PM
  • Moderator
    hisoka's Avatar
    31,597 posts since Mar '05
    • Originally posted by Gasfene:
      As for attack speed, generally hermit, ranger, sniper plus normal weapon speed warrior can hit 90+ times per min with booster(final attack for warrior).

      bandit not sure. Dk's quite slow, less than 60 i believe

      okz, but i think return you better lah dunno if abv avg or not.

      thats why i say best if see avg dmg per minute more accurate. and even then also have to consider warriors have to travel....

  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Originally posted by hisoka:
      okz, but i think return you better lah dunno if abv avg or not.

      thats why i say best if see avg dmg per minute more accurate. and even then also have to consider warriors have to travel....

      Dont need return. or if you think its a taking up inv space, then sell it and donate the npc money to guild lol.

      above average also like that. Its only lv30 and i have no money to even waste 10% 2hand sword scrolls on it.

  • Gasfene's Avatar
    1,265 posts since Nov '05
  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Sorry its been tested by a chief bandit. Assaulter does not ignore weapon defence.

      He did 7k assaulter on ww first. After ww power up, he did 3k plus only.

      Edited by Gasfene 17 Apr `06, 11:19PM
  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Damage reduction works like this:

      Powerstrike: (base damage - defence reduction)*2.6
      Same for buster: (base damage - defence reduction)*5.1
      Same for strafe: (base damage - defence reduction)*Strafe's percent. (400-800%)

      Min to max damage on screen:

      Assuming you have 1500 max base damage.
      1500*2.6=3900 is the damage you will dishes out on a def 0 monster with powerstrike.

      But on dark stone golem, Weapon defense: 150
      Assuming the damage reduction is 0.6*150=90
      You will find that you cant deal 3900-90=3810 to dark stone golem.

      Instead the max damage you can dish out is (1500-90)*2.6, also same as 1500*2.6 - 90*2.6=3666dmg (somewhere there)

      it works the same way for buster, strafe, savage blow (no matter how many lines)

      This has been verified already. Only the 0.6 part is not so accurate. Could be 0.59 or something lower.

      Edited by Gasfene 16 Apr `06, 1:16AM
  • Gasfene's Avatar
    1,265 posts since Nov '05
    • However the damage calculation for white knight is different. They have a better damage reduction formula so white knight's damage will be more stable.
      (read this quote taken from sleepywood forum)

      Fire Charge is calculated BEFORE defense is factored in.

      All of the following has only been tested with Lv30 Fire Charge against enemies weak to Fire. Other charges or enemies not weak to Fire may act differently.

      Using the number Cylon posted above:
      Stat screen max dmg = 2070

      Factor in the Charge boost first:
      2070 * 1.2(Charge boost) * 1.5(Elemental Advantage) = 3726

      Yeti has 170 Def. 0.6*170 = 102 damage reduced.
      The 0.6 comes from personal testing and corresponds with testing done by others on Sleepywood.

      3726 - 102 = 3624

      Add in Power Strike
      3624 * 2.6 = 9422

      Cylon hits for 9404 in the screenshot.

      Using a friend of mine as an example:
      Stat screen max dmg = 1762

      Factor in the Charge boost first:
      1762 * 1.2(Charge boost) * 1.5(Elemental Advantage) = 3171

      Y&P has 600 Def. 0.6*600 = 360 damage reduced.

      3171 - 360 = 2811

      Add in Power Strike
      2811 * 2.6 = 7308

      My friend's actually max damage is ~7320.

      When my friend fights Yeti, the numbers also seem to work out with my method.

      My calculation always seems to underestmate the potential damage by a bit. My only guess is that the 0.6 enemy defense modifier is still too big.

      Any other White Knights with a Lv30 charge care to test out my method?

      The damage reduction for mages may work the same way when they have elemental advantage.

      Edited by Gasfene 16 Apr `06, 11:47AM
  • Gasfene's Avatar
    1,265 posts since Nov '05
    • If possible, someone tell me the no of buster that can be casted over one min. (using booster of course).
      Savage blow/per min also needed.

  • Moderator
    yeowenqi's Avatar
    451 posts since Oct '05
    • Originally posted by Gasfene:
      If possible, someone tell me the no of buster that can be casted over one min. (using booster of course).
      Savage blow/per min also needed.

      sorry about that but you reminded me of something

      image

      image

      image

      other things she said... duwan to put too many images

      cold beam 0.75
      ice strike 0.95 with 11 booster

  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Power = (.005979 * Magic) squared + (.0359 * Magic)
      Max Damage = Power * Spell Basic Attack

      Power = (.005979 * Magic) squared + (.0359 * Magic * Spell Mastery)
      Min Damage = Power * Spell Basic Attack


      Elemental modifiers should be applied after Power is calculated. (Credit DDRShyGuy)

      Advantage: Power * 1.5 * Spell Basic Attack
      Disadvantage: Power * .5 * Spell Basic Attack
      Amplification: Power * 1.35 * Spell Basic Attack

      And with the 3rd job skill Magic Composition, there's 2 elements to take into account for damage.
      Both strong = 1.5x
      One strong, one neutral = 1.25x
      One weak, one strong OR both neutral = 1x
      One weak, one neutral = .75x
      Both weak = .5x

      Edited by Gasfene 04 Aug `06, 11:21AM
  • Gasfene's Avatar
    1,265 posts since Nov '05
    • Some researches on mages' dmg

      Character Level Int Magic Mult.
      Sparkles 23 72 107 0.0393
      mageboi 29 115 150 0.0418
      Deadsea 29 137 160 0.0425
      Kyranjaxipun 48 240 292 0.0462
      Kyranjaxipun 48 238 298 0.047
      Kyranjan 48 246 298 0.0471
      Messes 55 227 310 0.0469
      Kyranjan 48 250 316 0.0474
      Kyranjan 48 250 316 0.0479
      Dreams 81 368 467 0.0526
      PiBai 98 533 609 0.0577

      Edited by Gasfene 04 Aug `06, 11:22AM
  • Moderator
    shinta's Avatar
    25,339 posts since Mar '04
    • Originally posted by SGpork:
      lol...who cares maybe only shinta will go read all..
      take it easy..just a game

      Laughing Laughing Laughing

      paiseh hor shinta no read de...

      shinta see got any crap in thread.. den she reply =p

Please Login or Signup to reply.