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## Damage formula

lolzfail

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Posts: 36

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Since there was already a critical rate thread, I was thinking, why not damage formula too. The damage formula is essential for strategies involving min-maxing, to avoid having to try things out one by one. However, there does not seem to be any information regarding the damage formula, so I would like the help of beta testers to provide data in order to reverse engineer the damage formula. As I do not have a beta key, most of my information was obtained from CMS2, which has its disadvantages, so it would be preferable to have data from the global servers.

First of all, I would like to introduce some terms, so I can use them without sounding confusing:

PA- Physical attack, the stat in the detailed stats part of character info

MA- Magic attack, also the stat in the detailed stats part, which I assume archers don't ever use

AP- attribute points, the points you can assign to your stats

str, dex, int, luk, crit - the 5 stats you can assign AP to

CR- the rate at which your hits are critical hits, not to be confused with crit

CD- crit dmg taken as a decimal number rather than a percentage, i.e. 1.25 is the base CD

CE- crit evasion

DM - defense modifier

RM - resistance modifier

WA- total attack gained from equips. In the case of equips like weapons giving a range a~b, WA will be determined by (a+b)/2

A formula for actual damage will be something like this:

First of all, we need to calculate MA and PA. These are affected by dex/str/int and equips as follows:

*These formulae are incredibly accurate, and can be used as the exact ones. It takes at least 1140 int to make a difference in 1 magic attack(and you should not be adding int anyway). For dex, it is at least 905 for 1 attack difference, and at least 142 str per attack difference in error(you shouldn't be adding str either anyway). One thing to note, however, is that this is only based on data from the archer class, so if you are not an archer~~change to a real class like archer~~ this formula may not work for you, but do try to test and see if it does.

In the critical rate thread I have reverse engineered a formula of:

Once again, this may not be correct, but the margin of error is very small(I believe somewhere along the lines of 100 luk to 1% crit rate, and 125 crit to 1% crit rate), so feel free to use it as if it were true. Do note that this is your BASE crit rate. There is crit evasion on enemies, which serve to reduce your actual crit rate.

Apparently there is a crit evasion stat. We do not yet know exactly how it works, but it should be one of the two models below:

As Crit evasion is not a stat we know for any monster, this can only be tested in PvP, where you know your opponent's crit evasion.

How to collect data:

- If you create a new character, check your stats before equipping the weapon in the tutorial, as you will not be able to unequip it until lvl 5 or so.

- When gathering data, first unequip all stat boosting equips and make sure you have no buffs. Your PA should not have a (+x) beside it.

- It would be helpful to add your AP 1 by 1, in different combinations of str, dex and crit.

- Make use of stat boosting equips to further vary your stats.

- Make sure you are an archer, as i believe wizards and archers have different values, not sure about other classes. Data from other classes is welcome, but please indicate if you are not an archer.

Thank you for your time

Thanks to @DrYoshiyahu for providing some data, which helped greatly in finding the values.

**IMPORTANT: The attack score in your character window is NOT an accurate representation of your actual damage. The formula for attack score and formula for actual damage are very different from each other.**First of all, I would like to introduce some terms, so I can use them without sounding confusing:

PA- Physical attack, the stat in the detailed stats part of character info

MA- Magic attack, also the stat in the detailed stats part, which I assume archers don't ever use

AP- attribute points, the points you can assign to your stats

str, dex, int, luk, crit - the 5 stats you can assign AP to

CR- the rate at which your hits are critical hits, not to be confused with crit

CD- crit dmg taken as a decimal number rather than a percentage, i.e. 1.25 is the base CD

CE- crit evasion

DM - defense modifier

RM - resistance modifier

WA- total attack gained from equips. In the case of equips like weapons giving a range a~b, WA will be determined by (a+b)/2

A formula for actual damage will be something like this:

**damage = A * WA * PA * (1 + (CD - 1) * actual CR) * accuracy * DM * RM * skill damage**First of all, we need to calculate MA and PA. These are affected by dex/str/int and equips as follows:

**MA = 0.35 * int****PA = 0.63 * dex + 0.175 * str***These formulae are incredibly accurate, and can be used as the exact ones. It takes at least 1140 int to make a difference in 1 magic attack(and you should not be adding int anyway). For dex, it is at least 905 for 1 attack difference, and at least 142 str per attack difference in error(you shouldn't be adding str either anyway). One thing to note, however, is that this is only based on data from the archer class, so if you are not an archer

In the critical rate thread I have reverse engineered a formula of:

**CR = luk/1000 + crit/1250****Crit damage as a stat from equips gives 0.1% CD per crit damage**Once again, this may not be correct, but the margin of error is very small(I believe somewhere along the lines of 100 luk to 1% crit rate, and 125 crit to 1% crit rate), so feel free to use it as if it were true. Do note that this is your BASE crit rate. There is crit evasion on enemies, which serve to reduce your actual crit rate.

Apparently there is a crit evasion stat. We do not yet know exactly how it works, but it should be one of the two models below:

**actual CR =( luk/1000 + crit/1250 - (effect of CE))**and**actual CR =( luk/1000 + crit/1250) * (effect of CE)**As Crit evasion is not a stat we know for any monster, this can only be tested in PvP, where you know your opponent's crit evasion.

**DM = 1/(defense * (1 - piercing))**

RM = 1 - resistance(1 - resistance piercing) / 1500RM = 1 - resistance(1 - resistance piercing) / 1500

How to collect data:

- If you create a new character, check your stats before equipping the weapon in the tutorial, as you will not be able to unequip it until lvl 5 or so.

- When gathering data, first unequip all stat boosting equips and make sure you have no buffs. Your PA should not have a (+x) beside it.

- It would be helpful to add your AP 1 by 1, in different combinations of str, dex and crit.

- Make use of stat boosting equips to further vary your stats.

- Make sure you are an archer, as i believe wizards and archers have different values, not sure about other classes. Data from other classes is welcome, but please indicate if you are not an archer.

Thank you for your time

Thanks to @DrYoshiyahu for providing some data, which helped greatly in finding the values.

## Comments

EDIT: I'll also mention that, according to the descriptions of the stats, Intelligence only increases magic attack and magic resistance, which is irrelevant for Archers since none of our skills are magical.

Luck increases the physical attack of

onlyWizards, Thieves, Assassins, and Heavy Gunners. It does however, affect Critical Rate, which makes it relevant for Archers.So I made a new character at level 1. Here are the character stats with and without the tutorial bow:

Back on my main character (level 50), I took all my skills to 0, removed all my attribute points, and all my armour. Then I took all my points and put them into STR, DEX, and Crit Rate. Here are the results:

Clean: STR: DEX: LUK: Crit Rate:

Then I took each of my items and re-equipped them one at a time, showing the stats as I went:

Bow:

Overalls:

Hat:

Gloves:

Boots:

Other (Inconsequential) items:

Finally, with all my equipment back on, I put my points into STR, DEX, and Crit Rate once more:

Clean: STR: DEX: LUK: Crit Rate:

If luk invisibly affects crit rate, this would surely add complications in finding the crit formula.

You should be aware that the numbers I previously gave you for CRIT and LUK were the Attack Score, and not the Physical Attack stat.I included INT, since I've only just realised that the Attack Score takes Magic Attack into consideration. This is actually unhelpful because Archers have no magical attacks.I don't know if you think I have the weapon I have, so here's a picture of my current weapon. You'll notice that, with it equipped, my Bonus Attack stat is 0. The same is true even with all my equips on. It does, however, set my Physical Attack to +17. 8 of which is coming directly from the weapon, and the other 9 is coming from the +14 DEX. I also made sure Attack Speed didn't affect any stats, and based on the 3% buff from Precision Shooter, I don't believe it does.

Clean Stats:

STR:

DEX:

Without a weapon (because apparently I can't read simple instructions):

Clean Stats:

STR:

DEX:

INT:

Thanks alot for these data, will look into them when I'm free. The jump in attack is interesting though, it's probably caused by rounding somewhere. Just to be sure, are your physical attack and magic attack both increased at the same time as your attack score? (that means that you didn't get, say 8 magic attack and 228 ATT at 27 int). As for crit and luk, no worries, I was looking at attack score. I also wasn't very clear, next time I will say attack score, physical and magic attack to refer to them.

EDIT: 1 str = 0.174 ~ 0.182 physical attack, this would mean 1 dex = 0.628895 ~ 0.630977 physical attack. Their numbers have more decimal places than I expected.

EDIT 2: My hypothesis of PA = 0.63 * dex + 0.175 * str agrees completely with your data! Since the margin of error is 905 dex to 1 physical attack(and 142 str to 1 physical attack, but seriously who even adds that much str), I believe we can treat this formula as the real formula, so I have updated my original post accordingly.

EDIT 3: int = 0.35 MA, with an error margin of 1140 int per MA. Also, MA is useless for archers lol.

It's not. It's WA * PA and not WA + PA. Confirmed by my own testing and a bunch of Korean server researchers. Displayed attack <IS> WA + PA though which makes it really inaccurate for gauging damage. (For example early lvl 50 you could easily have something like 700 WA and 300 PA. Which means +1 PA would give more than twice the damage of +1 WA even though they both show up as +1 attack on your character sheet.)

Also, if "A" happens to be the hidden class-specific damage multiplier I've got some of the Korean numbers but I don't know how useful that is because we might have completely different numbers on our patch than Korean server. It's an easy way to balance the classes' dps numbers a bit. (Though I heard we'll release on the same patch as CMS so if we found some chinese numbers it could be more useful) Also note that there could be multiple factors instead of just 1 (A*B*C instead of A) so the class multiplier might be just one part of it. At least knowing you've got a class-specific component might make it easier to test. I have NO IDEA whether the multiplier is displayed in VA or only actual damage numbers.

The multipliers I remember:

Berserker 1.05

Knight 0.85

Thief 0.9

Archer 0.89 (80% confidence in this number)

I don't remember the other classes but I know nobody has as high as the berserker. I think Heavy Gunner might be the second highest at something like 1.00 but I have no confidence about that.

I see, time to delete everything about the displayed attack then. As for A, I just meant to say that it is proportional to all the stats I have listed. A could depend on multiple factors, but I put it there just to say that your damage increases proportionately if you increase those other stats in the formula.

Knight 0,85

Berserker 1,05

Ranger 0,89

Heavy Gunner 1,06

Wizard 1,10

Priest 0,76

Assassin 0,86

Thief 0,90

It's useful to mention in the post though that displayed attack is misleading and why it's wrong. So people avoid just staring at it when they start min-maxing.