Atticus' MapleDestiny Damage Reference

Discussion in 'Guides' started by Atticus Lee, Aug 9, 2017.

  1. Atticus Lee

    Atticus Lee Here to stay Event Winner

    Hello everyone. I have been looking into Maplestory's class damages for a long time and been trying to compare them to each and to the "endgame". The charts below are by no means supposed to be absolute or a perfect indicator of class strengths and whatnot. It's very subjective and in fact was for my private reference, but I thought it wouldn't hurt to post it here. It'll go by the chart(s) first, explanation, and then how the chart numbers were determined. The charts are also a little messy looking. I may touch it up at a later date.

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    Chart 1 (DPS)
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    [​IMG]

    Chart 2 (Comparatively)
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    [​IMG]


    It wasn't my intention to make a numerical DPS chart, but there were a couple things that forced me to, those being how Primary Stats and Weapon Attack scale differently depending on the total amount and fixed damage skills like Snipe.

    The second chart is closer to what I personally wanted. I crunched the numbers down using Heroes' DPS to see how the classes compared to each other. The reasons I used Heroes were because they are the "generic" or "average" class in terms of typical RPG fashion, they're very close to the middle of the chart (go-figure from the previous reasoning), and that gameplay-wise their damage output is reliable compared to other classes.

    Paladin's other charges were excluded from these charts and will be added at a later date. The listed damages does not factor in Monster Defense and are being applied to a single monster.


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    Having to decide what equipment to use was slightly arbitrary for me; equipment varied from reliable to obtain, to expensive, to dependency on RNG. The list of equipment is below and is close to what I define "endgame" but there is a lot of room for improvement.


    Equipment
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    Weapon Attack
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    +6 Popsicle
    +5 Pet Equip
    +1 Evolve Ring
    +5 Wedding Ring
    +120 Gelt
    +20 BoF
    +27 Gloves
    +27 Shoes
    +20 Cape
    +45 Perf.Weapon
    (36 Shield One-hand Warriors only)
    (44 Shield Shadowers only)
    ______
    276
    (312)
    (320)


    Weapons
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    +114 Lunchbox
    +119 Executioner
    +106 Stonetooth

    +99 Sky Ski
    +123 Alchupiz

    +116 Engaw
    +119 Black Beauty

    +65 Lampion
    +116 Pescas

    +93 Blindness
    +93 Equinox

    +104 Purplesnowboard


    Unique Weapon Attack
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    +36 Maple Shield (One-hand Warriors)
    +44 Dragon Khanjar (Shadowers)
    +30 Balanced Fury (Night Lords)
    +10 Bow Expert (Bowmasters)
    +10 Marksman Boost (Marksman)
    +20 Eternal Bullets (Corsairs)
    +10 Combo Ability (Arans)
    +10 High Mastery (Arans)


    Primary Stat
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    +999 Base
    +149 MW30
    +53 HTP+3
    +5 Wedding Ring
    +5 Evolve Ring
    +80 Perf.Overall
    +8 HT Medal
    +18 Helm
    +4 Aura Ring
    +27 Perf. Weapon
    ________
    1,348


    Mages Magic Attack
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    +6 Popsicle
    +10 Pet Equip
    +10 Wedding Ring
    +1 Evolve Ring
    +200 Subani Cauldron
    +45 Perf. Weapon
    +9 Cape
    +20 BoF
    +1361 INT
    ______
    1662


    Mages Weapons
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    +150 Elemental Wand
    +146 Aeas Hand


    Mages Primary Stat
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    +999 Base
    +149 MW30
    +53 HTP+3
    +60 Perf.Overall
    +5 HT Medal
    +18 Helm
    +4 Aura Ring
    +27 Perf. Weapon
    +8 Cape
    +5 Black Belt
    +17 (Hermosa/Gloves)
    +16 Shoes (Cabatina/Shoes)
    ________
    1,361
    *forgot to add +10 INT from Wedding Ring and Evolve Ring II for the Primary Stats, but I'm not doing all the calculations again : |



    For the most part, equipment were perfectly makererd and perfectly scrolled. The ToT weapons are all based on their Reverse counterpart and are not leveled. An exception to scrolled equipment would be the cape which has to be chaosed. I chose 20att because it seemed reasonable. The Primary Stats are a bit lacking in that I didn't include earrings, belts since there are Primary Stat ones but also Weapon Attack Ones, and helmets. Helmets could be and most likely are better as well. Some classes get scrolls for them and others need to chaos it for their primary stats. There are also two open ring slots for the list. For classes that can't reach 999 primary stat naturally, well it's not too important. The extra two stats could be madeup from somewhere else. Again there's improvement room on the helm, belt, and rings.

    For the mages, I set overall at +60 INT because if someone is going to 10% an overall for INT, it'd have to be an overall usable by everyone. A mage-exclusive overall has little value compared to the cost of making it versus making it tradeble/usable by everyone else. The +8 Cape was an arbitrary number I pulled for 60%ing a PUaC/PuGA well. I included belts this time because +5 from a Black Belt is better than +2 M.Att from a Waistwarmer. Of course you could chaos it so that the INT becomes better than a Black Belt but no one is going to do that.

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    Class Skill Modifiers
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    These are all based on skill modifiers and speed per minute. Mastery is taken into account. Numbers are rounded from the hundredth place.


    Hero
    Speed[2] = 722.7
    Speed[3] = 654.3
    Speed[4] = 608.6

    (SE)Speed[2] = 752.9
    (SE)Speed[3] = 681.2
    (SE)Speed[4] = 634.5
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    Brandish: 2.6 modifier, 2 lines
    Speed[2]: 95 hits per minute
    Speed[3]: 86 hits per minute
    Speed[4]: 80 hits per minute
    Final Mastery: 60% | 77% average
    Advanced Combo Attack: Multiplies damage by 1.9 when fully charged, then adds critical damage
    Combo Attack: Multiplies damage by 1.4 when fully charged, then adds critical damage

    Notes: Kinda said it in ACA's description, but basically it basically multiplies the skill damage first and then add SE's crit damage afterwards.



    Paladin
    Speed[2] = 636.4
    Speed[3] = 576.1
    Speed[4] = 535.9
    Speed[5] = 495.7

    (SE)Speed[2] = 659.0
    (SE)Speed[3] = 595.5
    (SE)Speed[4] = 555.3
    (SE)Speed[5] = 513.5
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    Blast: 5.8 modifier, 1 line
    Speed[2]: 95 hits per minute
    Speed[3]: 86 hits per minute
    Speed[4]: 80 hits per minute
    Speed[5]: 74 hits per minute
    Final Mastery: 60% | 77% average
    Holy/Divine Charge: Multiplies final damage by 1.5
    Element [Dis]Advantage: Multiply final damage by 1.5 for advantage and 0.5 for disadvantage, damage is reduced to 1 fixed if mob is immune to element.
    Other Element Charges: Fire = 1.4, Ice = 1.1, Lightning = 1.25

    Notes: Elemental Charges' multiplier comes after adding SE's crit damage, essentially multiplying that as well.



    Dark Knight
    Speed[2] = 649.1
    Speed[3] = 596.5
    Speed[4] = 561.4
    Speed[5] = 526.3

    (SE)Speed[2] = 728.6
    (SE)Speed[3] = 668.7
    (SE)Speed[4] = 628.8
    (SE)Speed[5] = 591.3
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    Crusher: 1.7 modifer, 3 lines
    Speed[2]: 74 hits per minute
    Speed[3]: 68 hits per minute
    Speed[4]: 64 hits per minute
    Speed[5]: 60 hits per minute
    Final Mastery: 80% | 86% average
    Berserk: Multiplies final damage by 2 when under half max HP
    Beholder: Mastery + 20%

    Notes: Berserker's multiplier comes after adding SE's crit damage, essentially multiplying that as well.



    Bowmaster
    (SE)Hurricane = 1,044.0
    Hurricane = 630

    (SE)Strafe[2] = 835.2
    (SE)Strafe[3] = 751.7
    (SE)Strafe[4] = 691.9

    Strafe[2] = 504
    Strafe[3] = 453.6
    Strafe[4] = 417.6
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    Hurricane: 1 modifier, 1 line
    Speed[all]: 500 hits per minute
    Strafe: 1 modifier, 4 lines
    Speed[2]: 100 hits per minute
    Speed[3]: 90 hits per minute
    Speed[4]: 83 hits per minute
    Final Mastery: 90% | 90% average
    Critical: +1 modifier per line, 40% chance
    Sharp Eye: +1.4 modifier per line, 15% chance

    Notes: I just added Strafe for comparison to hurricane and to MMs.



    Marksman
    (SE)Snipe+Strafe[4] = 558.7 + 4,499,985 (fixed)
    (SE)Strafe[4] = 691.9

    (SE)Snipe+Strafe[2] = 658.1 + 4,499,985 (fixed)
    (SE)Snipe+Strafe[3] = 584.6 + 4,499,985 (fixed)

    (SE)Strafe[2] = 793.4
    (SE)Strafe[3] = 717.8

    Snipe+Strafe[2] = 397.8 + 4,499,985 (fixed)
    Strafe[2] = 478.8
    Snipe+Strafe[3] = 352.8 + 4,499,985 (fixed)
    Strafe[3] = 432.9
    Snipe+Strafe[4] = 337.5 + 4,499,985 (fixed)
    Strafe[4] = 417.6
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    Strafe: 1 modifier, 4 lines
    Snipe: 299,999 fixed, 1 line, 4 second cooldown
    Speed[2]: 95 hits per minute
    Speed[3]: 86 hits per minute
    Speed[4]: 83 hits per minute
    Final Mastery: 90% | 90% average
    Critical: +1 modifier per line, 40% chance
    Sharp Eye: +1.4 modifier per line, 15% chance

    Notes: Strafe and Snipe share the same attack speed. The attack speed total for Strafe+Snipe is in total no more than the hits/minute I presented, but when I do ingame testing, I get the amount minus 15 snipes and then for some reason lose out on one strafe. It could of course be human error (didn't time well enough), but I suspect it's probably due to five strafes not equaling 4 seconds perfectly, so you lose some milliseconds. I've only personally done Speed[4] and Speed[3] so far, but I suspect it'll be the same thing with Speed[2] (missing one snipe). I'll test it ingame some day.

    Strafe[2]+Snipe Speed: 79 + 15
    Strafe[3]+Snipe Speed: 70 + 15
    Strafe[4]+Snipe Speed: 67 + 15



    Night Lord
    Triple Throw = 675.0
    (SE)Triple Throw = 1,032.8

    (Effective)Triple Throw = 938.2
    (Effective+SE)Triple Throw = 1,435.5
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    Triple Throw: 1.5 modifier, 3 lines, unique damage formula
    Speed[2]: 100 hits per minute
    Final Mastery: 60% | 77% average
    Critical: +1 modifier, 50% chance
    Shadow Partner: Multiplies final damage by 1.5, adds 3 lines 50% of previous 3 lines visually
    Triple Throw Formula: Max Range = (LUK*5)*(W.Att/100) Min Range = (LUK*2.5)*(W.Att/100)

    Notes: I added the "effective" portion because it's easier to use that as a comparison to the other classes since TT/L7 gets a unique formula. Basically what I did was divide the max multiplier (5) by the regular range's multiplier (3.6) which gets me 1.39. The min multiplier (2.5) effectively serves as mastery so that part doesn't matter as much.



    Shadower
    BStep + Assassinate[2] = 603.7
    Assassinate = 554.4
    BStep = 323.4

    (SE)BStep + Assassinate[2] = 612.3
    (SE)Assassinate = 554.4
    (SE)BStep = 336.3

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    Assassinate: 6 modifier, 3 lines, requires Dark Sight buff, cannot proc SE
    Assassinate Dash: 6 modifier or 7.5 at 90% chance, 1 line, counts as a separate hit, can proc SE
    Speed[2]: ~40 hits per minute (includes Dark Sight)
    Boomerang Step: 5 modifier, 2 lines
    Speed[all]: ~42 hits per minute
    Combo: Boomerang Step + Dark Sight + Assassinate
    Combo Speed[2]: ~28 hits per minute
    Final Mastery: 60% | 77% average

    Notes: All of these attack speeds were personally tested ingame by me. I used Ayumilove's Speed Reference sheet for all other skills but things get tricky when the skills have delays. They don't seem to match ingame testing so her sheet is either based on pre-v83 or delay is just weird. (or both is true).

    Assassinate Speed[3] exist but I'm not going to bother because the only Speed[5] dagger in the game is a Shinkita (lv55)




    Corsair
    Cannon[3] = 1,111.9
    Rapid Fire = 770.0

    Cannon[2] = 1,170.4

    (Bullseye)Cannon[3] = 1,334.3
    (Bullseye)Rapid Fire = 924.0

    (Bullseye)Cannon[2] = 1,404.5

    (SE)Cannon[3] = 1,173.3
    (SE)Rapid Fire = 850.9

    (SE)Cannon[2] = 1,235.1

    (Bullseye+SE)Cannon[3] = 1,408.0
    (Bullseye+SE)Rapid Fire = 1,021.0
    (Bullseye+SE)Cannon[2] = 1,482.1
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    Battleship Cannon: 3.8 modifier, 4 lines
    Speed[2]: 100 hits per minute
    Speed[3]: 95 hits per minute
    Rapid Fire: 2 modifier, 1 line
    Speed[all]: 500 hits per minute
    Final Mastery: 60% | 77% average
    Bullseye: +0.2 modifier per line

    Notes: I haven't had the personal opportunity to test Bullseye ingame yet, but from what I've heard it should work like crit (adds damage per line) and that it gets debuffed when your character gets debuffed and needs to be applied to the monster again.


    Buccaneer
    Long-term Average: 559.5
    Demolition[2]: 616.0
    Barrage[2] + Dragon Strike[2]: 502.9

    (SE)Long-term Average: 587.5
    (SE)Demolition[2]: 648.3
    (SE)Barrage[2] + Dragon Strike[2]: 526.6*
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    Demolition: 4 modifier, 8 lines, requires Super Transformation
    Speed[2]: 25 hits per minute
    Barrage: 2.3 modifier, 6 lines, 5th line is doubled, 6th line is quadrupled, 5th and 6th multiplies crit damage
    Speed[2]: ~21 hits per minute
    Dragon Strike: 8.1 modifier, 1 line
    Speed[2]: ~33 hits per minute
    Combo: Barrage + Dragon Strike
    Combo Speed[2]: ~21 hits per minute
    Final Mastery: 60% | 77% average

    Notes: This one was just as I kinda did with Shadowers. The attack speeds are all based on my ingame testing. I had to include an "average" portion because Demolition only has 50% uptime. Another thing is that Barrage's 5th and 6th attack also multiplies SE's crit damage, so the potential average with SE could potentially be slightly higher. Keyword being "slightly" higher.

    I also didn't bother doing any speed below Speed[2] because you should always have Speed Infusion+Booster up.



    Aran
    Speed[2]: 364.3
    Speed[3]: 339.5

    (crit)Speed[2]: 601.9
    (crit)Speed[3]: 560.9

    (SE+crit)Speed[2]: 869.2
    (SE+crit)Speed[3]: 807.7

    (Snow)Speed[2]: 400.8
    (Snow)Speed[3]: 373.4

    (Snow+Crit)Speed[2]: 662.1
    (Snow+Crit)Speed[3]: 617.0

    (Snow+SE+Crit)Speed[2]: 956.2
    (Snow+SE+Crit)Speed[3]: 888.4
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    Normal Hit: 1 modifier, 1 line
    Double Swing(Overswing): 1.7 modifier, 2 lines, requires normal hit first
    Triple Swing(Overswing): 2.4 modifier, 2 lines, requires double swing
    Over Swing Speed[2] ~44 hits per minute
    Over Swing Speed[3] ~41 hits per minute
    Over Swing Speed[4] ~39 hits per minute
    Over Swing Speed[5] ~36 hits per minute
    Final Mastery: 90% | 90% average
    Critical: +2 modifier, 60% chance, requires full combo up (100+)
    Snow Charge: Multiplies final damage by 1.1
    Element [Dis]Advantage: Multiply final damage by 1.5 for advantage and 0.5 for disadvantage, damage is reduced to 1 fixed if mob is immune to element.

    Notes: Like shads and bucss, I had to manually test ingame for the attacks per minute. All attacks also seem to be swing attacks, so that negates the polearm min multiplier (3). Their innate crit is strange in that the modifier is +2 instead of the regular +1 that bowmen and assassins have. This adds normally with SE which gives them +3.4 in total. Their Snow Charge works the same as Paladin's element charges; it multiplies the total damage.



    Notes should be inside the spoilers.

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    Credits
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    Ayumilove: Their Attack Speed List and Formula Compilation were invaluable for me to have done all this testing.
    Hiddenstreet: Their Before-Big-Bang database

    I had help from many wonderful people. Ranging from ingame testing, answering my questions, providing insights on the classes I don't main, supporting me, etc. Thanksthanks:

    angeloman, corsetti, Jay, Nimbus, Rapture, Slazzy, Sweetpayback

    if I forgot your name rip


    If you've got any questions, comments, or spot any mistakes, please ask away.
     
    Last edited: Aug 13, 2017
    Indifferent, angeloman, Wingu and 4 others like this.
  2. Sir

    Sir Literally Jesus Forum mod

    Any reason to not add 2h sword Nibleheim? Would be worth looking at with SI included
     
  3. Atticus Lee

    Atticus Lee Here to stay Event Winner

    Added Nibleheim for Heroes and Paladins and updated Buccaneer's Demolition+Combo/time skills. Nibleheim falls below Executioner except with SI, where they take over Stonetooth. Buccs still in the same spots except with SE, where they slightly takeover Strafe-only MMs and Executioner+Holy Paladins.
     
  4. Monoscope

    Monoscope Getting involved

    Can you rerun the Shadower numbers with the recent changes to boomerang step and SE?
     
    Slazzy likes this.