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[MECHANIC] ❀Maplestory 2 Awakening Gearing Guide❀

battleflyerbattleflyer
MapleStory 2 Rep: 600
Posts: 5
Maple Guide
edited 5:46AM July 4, 2019 in Player Guides
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This guide is to teach you how to gear up to do more damage. If you don’t know how to make your gear better, here’s the right place!
Table of Contents

1. Weapons and Armor (Hat, Gloves, Top, Bottom, Boots)
2. Accessories (Pendant, Cape, Earrings, Belt, Rings)
3. Gemstones
4. Pets
5. Lapenshards

If you lack in any of the above categories, you are missing a pretty good chunk of damage!
There's a lot on gearing in this guide. Take your time! No need to start on everything at once.

Quick Terminologies:
Hard Cap is a cap where if your character has over this amount of the stat, it has no effect!

Recommended (Rec) refers to the diminishing returns of each stat. Going over the recommended generally considers them not valuable enough to invest more towards. If you haven't reached this number, it's okay! It's not a necessary number to reach, but just a recommendation.

Both of these refer to the sum of stats from everywhere on you, including but not limited to armor, weapons, accessories, buffs, and potions. You can check your total stats in the details tab on your character sheet [default button p]


Definition for important stats
Maplestory 2's gearing is all about the stats on... everything! Here's some important ones to know:
Piercing (Hard cap 30%)
Piercing subtracts the enemy defense, which in turn increases your damage output exponentially. Therefore it is good to hit this hard cap.

Math works like this:
Damage / (1 - piercing decimal)

Therefore 30% piercing is approximately 42% damage increase.
Physical/Magic Piercing (Hard cap 15%)
Not to be confused with Piercing. This stat subtracts the enemy's physical/magic resistance, which is another form of damage mitigation. Best to hit this hard cap.
Math works like this:
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Note: Currently chaos raid and more difficult bosses will have a Physical/Magic resistance of 225. Hard dungeon bosses have a Physical/Magic resistance of 150.
Accuracy (Recommended 115, Hard cap 125)
Increases the rate which you successfully hit the boss. This stat scales logarithmically! Meaning it isn't efficient to go above Recommended cap. In fact, having a few accuracy lower is fine. Most people gear to 105-110 accuracy and have an archer in the party buff your accuracy and using guild personal buffs.

Math is unknown! But we do know that hit rate is based on the comparison between accuracy and enemy's evasion. True damage formula is unrevealed, but some numbers are: 102 accuracy is 90% hitrate for an enemy's evasion of 125. (Eye of Lapenta boss' evasion)
Boss/Melee/Ranged/Elemental Damage (Recommended 40%)
This is a flat increase in damage. Note that all of the choices of ranged/melee, boss, elemental stack additively, as the formula below states.
Damage * (1 + Boss damage + Ranged/Melee Damage +Elemental (Fire/Ice/Electric/Holy) Damage)

Why 40% Recommended? Because of the natural diminishing returns on stats. Here is some examples:
1% increase from 50% = 0.66% damage increase
1% increase from 40% = 0.71% damage increase
1% increase from 30% = 0.77% damage increase
1% increase from 20% = 0.833% damage increase
1% increase from 10% = 0.91% damage increase
Bonus Attack
Is additional attack added onto your weapon attack after being multiplied by a coefficient.
Math works like this:
Weapon attack + Bonus attack * Weapon Coefficient.

Weapon Coefficients:
Legendary weapon Co-efficients
Archer
4.5
Assassin
4.3
Knight
4
Thief
4.5
Berserker
5
Heavy Gunner
5
Priest
4
Rune Blade
4.5
Wizard
5
Soul Binder
4.5
Physical/Magic Damage
Multiplies your damage.

Math:
Physical or Magic Damage * Your current damage

Some examples:
If you have 100 physical/magic attack and you gain 100 more, that's a 100% increase in damage.
If you have 500 physical/magic attack and you gain 100 more, that's a 20% increase in damage.
Total Damage Formula
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Armor includes Hat, Gloves, Boots, Top, and bottom. Both the weapon's and armor's value are in their tiers (epic vs legendary), how much you've upgraded them, and their bonus attributes.

Progression: Level 60 free reward box then Epic level 60 Tier then Legendary level 60 Tier then Level 60 Ascendant Tier
How to enchant your weapons and armor
Click on the Enhance item button the bottom area of your screen.
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You will be given two options to use: Orphelia, or Peachy. You can only enchant up to enchantment level 15.


Orphelia
Orphelia offers a chance to instantly upgrade a level on the gear. Upon success, the gear upgrades to the next enchantment level. Upon failure of enchanting a weapon, the weapon does not change or get destroyed but gets enchantment charges based on its current level.

Enchantment charges are used to increase the chance of another enchant you do in the future. You may save these charges for future enchants on harder enchantment levels if you wish.

On average, it costs 82 weapon duplicates to get all the way to level 15 if enchantment charges are used at the last enchantment level. However, just because it's average doesn't mean it'll cost you the same. Many suffer large from failing RNG!

Success rates from gear enchant from level 1 to 15:
Level 0 (to Level 1): 100%
Level 1 (to Level 2): 100%
Level 2: 100%
Level 3: 95%
Level 4: 90%
Level 5: 80%
Level 6: 70%
Level 7: 60%
Level 8: 50%
Level 9: 40%
Level 10: 30% and requires 2 weapon duplicates
Level 11: 20% and requires 2 weapon duplicates
Level 12: 15% and requires 3 weapon duplicates
Level 13: 10% and requires 3 weapon duplicates
Level 14: 5% and requires 4 weapon duplicatess

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Here's Orphelia with 2 enchantment charges being used.


Peachy
Peachy offers guaranteed enhancement levels, but costs slightly higher than the average person cost to enchant using Orphelia, making it more ideal for beginners who don't want to take the risk of failing very many times.

Peachy takes exactly 87 weapon duplicates to get all the way to level 15, which is slightly more expensive than the average Orphelia.

Do note that the upgrade sometimes will take place in parts. The example below demonstrates 5 parts to a single upgrade from +11 to +12 enchantment. Each part costs the same, and the catalyst cost shown is the cost for one part.
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Onyx: Obtained from dismantling any equipment, mostly from Hard Dungeons.
Chaos Onyx: Obtained from dismantling equipment epic and higher, usually obtained from dismantling in hard dungeons.
Crystal Fragments: Obtained from purchasing directly from any Supply shop.


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Your main source of damage. You will always notice a big chunk increase every level of enchantment from +10 onwards.
Level 60 Starter Weapon
Obtained from the Navigator menu after level 60. This weapon is already enchanted to +10, but cannot be enchanted further.
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While this weapon is far more powerful than any weapon from your quests, you should try to replace it asap with an Epic Level 60 weapon as they can be enchanted further and have bonus attribute lines (see below)
Epic level 60 Weapons
No Set Effect! But very easy to obtain and upgrade. If you are new, this is the next weapon you should try to obtain after your beginner level 60 free weapon. There are three types that can be chosen (Tidemaster, Frontier, Demonwing), but all are the same. It's only a cosmetic difference

Bonus attribute priority (Max refers to the maximum value you can roll):
Physical/Magic Pierce (11.2% Max) > Fire/Ice/Electric/Holy Damage (6.0% Max) (Only for Runeblade/Wiz/Priest) > Total Damage (3.0% Max) > Boss or Melee Damage (3.2% Max) > Physical/Magic attack (14 Max) > Piercing (3.2%)

Example of a good weapon to use:
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Note: Piercing is not that great on epic weapons since you will be using this weapon to later obtain a better legendary weapon, but the boss required to be cleared has piercing resistance.

Obtained from: Madrakan Rampart and Madrakan Heart (Level 60 Hard dungeon)
Legendary level 60 Weapons
Different weapon effect from 3 different types of weapons! Weapon/Armor Set effect activates if 4 other armor pieces of the same set is also equipped.

The following classes should go the following sets:
Runeblade/Thief: Enigma weapons (Effect: +9% attack speed and + 9 accuracy for 12 seconds. Effect doubled if 4 other armor pieces is equipped.)
All other classes (choose one):
Behemoth weapons (Effect: + 48 physical/magic attack for 12 seconds. Effect doubled if 4 other armor pieces are equipped)
Vanguard weapons (Effect: +520 bonus attack for 12 seconds. Effect doubled if 4 other armor pieces are equipped)

Example of a good legendary weapon (This one is already enchanted to +12)
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Note: After obtaining your legendary weapon, you will be working towards the Eye of Lapenta dungeons. There are three of these dungeons that each require its respective legendary weapon. This means you will have to enchant all 3 types of weapons to +10 eventually, so you don't need a perfect one, just a decent one is ok.

Bonus attribute priority (Max refers to the maximum value you can roll):
Piercing (3.2%) > Physical/Magic Pierce (11.2% Max) > Fire/Ice/Electric/Holy Damage (6.0% Max) (Only for Runeblade/Wiz/Priest) > Total Damage (3.0% Max) > Boss or Melee Damage (3.2% Max) > Physical/Magic attack (14 Max)

Obtained from: Rock 'n' Rollin' Pink Bean (Level 60 chaos raid)
Level 60 Ascendant Weapon (Final endgame weapon)
Has three lines instead of two lines. Super endgame and your final weapon as of current content.

Bonus attribute priority (Max refers to the maximum value you can roll):
Piercing (3.2%) > Physical/Magic Pierce (11.2% Max) > Fire/Ice/Electric/Holy Damage (6.0% Max) (Only for elemental damage classes) > Total Damage (3.0% Max) > Boss or Melee Damage (3.2% Max) > Physical/Magic attack (14 Max)

Obtained from: Blackshard Nexus (Final Eye of Lapenta dungeon)
Level 50 Epic and Legendary weapons
Completely Obsolete. Your starter gear is better than these.

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It allows you to tank more damage, which allows you to stay alive longer, which is important to clearing raids!
Bonus attribute priority for gloves: Physical/magic piercing (7.4% Max)

Bonus attribute priority for hat/top/bottom/shoes (Note that only ONE of these lines will appear):
Boss Damage (5% Max) > Physical/Magic attack (12 MAX) > Accuracy (6 Max)
Level 60 Starter Armor
Obtained from the Navigator menu after level 60. All pieces of the armor set are already enchanted to +10, but cannot be enchanted further.
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While these are far more defensive than any armor from your quests, you should try to replace it asap with an Epic Level 60 armor as they can be enchanted further and have bonus attribute lines (see below)
Epic level 60 Armor
No Set Effect! But very easy to obtain and upgrade. There are three types that can be chosen, but all are the same. It's only a cosmetic difference.

Example
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Hat/Gloves/Shoes Obtained from: Song of the Oracles, Guardian of the Seas (Level 60 hard dungeons)
Top/Bottom Obtained from: Icethorn Ridge, Malevolent Manor (Level 60 hard dungeons)
Legendary level 60 Armor
Much more tank than epic level 60 armor. You will survive a lot more with these! (Though to survive the raids to obtain these, you may need a +10 enchanted epic armor, though not necessary). They give a set effect for the corresponding weapon of choice and doubles weapon effect if any 4 of the 5 pieces are equipped.

Example:
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Hat/Gloves/Shoes Obtained from: Frostpillar Temple (Level 60 chaos raid)
Top/Bottom Obtained from: Madrakan Spire (Level 60 chaos raid)
Level 60 Ascendant Armor
Your endgame tier armor. Obtained from Blackshard Nexus (Final Eye of Lapenta dungeon). Gives a really good set effect when all 5 pieces are equipped and will replace your legendary gear. You'll find out when you get there!

Comments

  • battleflyerbattleflyer
    MapleStory 2 Rep: 600
    Posts: 5
    Maple Guide
    edited 5:52AM July 4, 2019
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    Pendants, Capes, Earrings, Belts, and Rings are all accessories and determine a huge portion of your stats! Their value holds in the Bonus Attributes of the accessory. Each accessory has two random bonus attributes and here's which ones you should aim for. If you have the right accessories, your damage can double or triple. I'm serious.

    You can easily tell if the gear is an accessory or not by seeing if you can enchant it (Accessories can't be enchanted).

    Common Misconception!
    Every Accessory has a tier. An Epic accessory has 4 stars, a Legendary has 5 stars, and Ascendant has 6 stars. More stars DOES NOT mean it's better. In most cases it isn't! It is the bonus attributes that matters.
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    Bonus Attribute line priority
    How to read the following: Stat 1 (4%) [30% total] > Stat 2 (6%) > Stat 3 (5%) means Stat 1 is better than Stat 2, which is better than Stat 3.

    The value in the round brackets like (4%) are the maximum value that you can roll on that stat. The value in the square brackets like [30% total] is the Recommended or hard cap, as explained earlier in the quick terminology section. If given multiple values, choose one that best fits your playstyle.
    Knight, Berserker (Zerker), Striker
    Piercing (4%) [30% hard cap total] > Boss or Melee Damage (6%) [40% Rec total] > Attack Speed (5%) (optional)
    Wizard (Wiz)
    Piercing (4%) [30% hard cap total] > Attack Speed (5%) [10% Rec total] > Critical Damage (210) (Optional, if you can crit reliably)> Boss or Ranged Damage (6%) [40% Rec total]
    Archer
    Piercing (4%) [30% hard cap total] > Critical Damage (210) (Optional, if you are using crit skill tree) > Boss or Ranged Damage (6%) [40% Rec total] > AttackSpeed (optional)
    Heavy Gunner (Hg)
    Piercing (4%) [30% hard cap total] > Attack Speed (5%) [5%, 10%, or 15% Rec total] = Boss or Ranged Damage (6%) [40% Rec total]
    Assassin (Sin)
    Piercing (4%) [30% hard cap total] > Critical Damage (210) [Rec 220%, hard cap 250% total] > Boss or Ranged Damage (6%) (Best to go more crit damage instead)
    Thief
    Piercing (4%) [30% hard cap total] > Attack Speed (5%) [10%, 13%, or 15% Rec total] > Boss or Melee Damage (6%) [40% Rec total]
    Runeblade (RB)
    Piercing (4%) [30% hard cap total] > Attack Speed (5%) [20% Rec total] > Boss or Melee Damage (6%) [40% Rec total] > Critical Damage (210) (Optional)
    Soul Binder (SB)
    Piercing (4%) [30% hard cap total] > Attack Speed (5%) [5% or 10% Rec total] > Boss or Ranged Damage (6%) [40% Rec total] > Critical Damage (210) (Optional)
    Priest
    Piercing (4%) [30% hard cap total] > Boss or Ranged Damage (6%) [40% Rec total] > Attack Speed (5%) (Optional)
    Note: Piercing is very useful because it stacks exponentially! 30% piercing equals 42% damage increase. Everything else is linear.
    What if I got the right attribute, but low value? (Value Rerollers)
    If the attribute you get has the right attribute, but the value is low, using a re-roller will randomly change the value of the attribute, but not the type. Therefore finding the accessory with two right attributes is more important than finding an accessory with one high attribute.
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    See the respective accessories for how to obtain their respective rerollers.



    Tiers in accessories
    Different accessory tiers do have a different effect, but is only practical if the bonus attributes are good! The following is sets of accessories that one could go.
    [Epic level 50] Absolute Accessories (Pendant, Earrings, Ring, Belt, Cape)
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    No Set Effect! But very easy to reroll. Recommended for Beginners and is good enough to last you until endgame.

    Obtained from: Level 50 Hard Dungeons and the Black Market.
    Rerollers obtained from: Sky Fortress Rumbles (1 player dungeons available once reached 'Trusted' with the respective Rumble NPC) and S/S+ on Level 50 Chaos Raids (fairly easy with Level 60 weapons)

    FAQ: Sky Fortress Rumble?
    Remember there was an exclamation mark on top of your character portrait and then you flew to a Sky Fortress?
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    As you do the story quests for that, you will unlock the ability to do some weekly and daily missions for them.

    Doing those will upgrade your trust to them, and becoming 'trusted' is enough to unlock their respective Rumble (1 player dungeon). Doing just the weekly for two weeks is enough! So it really isn't much. The rumbles can be found at the bottom of the level 50 dungeon list.
    3tznbL9l.png

    FAQ: But These are level 50 content. Shouldn't I be doing level 60 dungeons?
    Pros of level 60 hard dungeons:
    1. Provides better weapon/armor

    Pros of level 50 hard dungeons:
    1. Provides near equivalent accessories that can be tradable and A LOT easier to reroll (thus faster to get very good accessories)
    2. Are A LOT faster and easier to do

    I personally recommend you to do level 50 hard dungeons first, get some good accessories, do Sky Fortress Rumbles, get some good gemstones (see Gemstones below), then go for level 60 hard dungeons, as Absolute accessories from level 50 hard dungeons won't be replaced for the large portion of your maplestory 2 experience. If you already went ahead and did level 60 hard dungeons, no worries. You gotta do both eventually anyways.

    FAQ: How do you make these tradable? (Trader's Ribbon)
    Trader's Ribbons are found by clearing Level 50 chaos raid, you obtain 14 ribbons for your first clear each week. An example is the Shadow Altar Level 50 chaos raid. You also get 8 ribbons from each rumble for your first clear each week.
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    Note that these ribbons can only be used on Level 50 Gear. Nowhere else!
    [Legendary level 60] Centurion Set (Pendant + Cape + Earrings + Belt + Ring)
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    Recommended once you get to more endgame tier.
    Pendant + Earrings + Ring Set = 8 Accuracy + 8 Evasion
    Belt + Cape = 5% attack speed + 200 health

    Remember! Regardless that this is a legendary set, you still need good bonus attribute rolled on them for them to be good!

    Accessories obtained from: Eye of Lapenta dungeons including Emerald Prison, Azure Flux, and Terminus of Time.
    Rerollers obtained from: Rank S and S+ on Eye of Lapenta dungeons.
    Currently Untradable and no way to make them otherwise.
    [Epic level 60] Wayward Soul Accessories (Pendant, Earrings, Ring, Belt, Cape)
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    No Set Effect! They look the same as Absolute accessories but not recommended for anyone due to the lack of rerollers. However, they give a LOT of gearscore, so it's worthwhile to keep one of every piece simply to wear this accessory to meet a gearscore requirement, then to switch to better accessories once inside lobby.

    Obtained from: Level 60 Hard Dungeons
    Rerollers obtained from: S/S+ on Level 60 Chaos Raids (difficult!).
    Currently Untradable and no way to make them otherwise.
    [Ascendant] SoulRend Set (Pendant + Cape + Earrings + Belt + Ring)
    Super endgame and not recommended for anyone due to lack of ways to obtain both accesssories and rerollers.

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    These accessories are difficult to obtain as they have a rarer drop chance. If they are a pendant, earring, or a ring, they must be fully 3 socketed to have the competitive edge over non-Named accessories (see Gemstone section for sockets). They are a great upgrade to any accessory that doesn't have a set effect (i.e. an absolute accessory).
    [Epic] Kandura's Pendant
    Has static stats: 5% attack speed, 7 accuracy, and 3% physical/magic damage, but decreases your health on hit. Best Pendant if a centurion set effect isn't being replaced. Cannot be rerolled!
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    Obtained from: Level 50 Hard dungeon BeyondLink Tris.
    [Epic] Frost Ring
    Has +2% piercing, but -4% accuracy. Pairs well with Kandura's pendant. Good if you are missing a bit of piercing.
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    Obtained from: Frostpillar Temple (Level 60 chaos raid)
    [Epic] Blizzard Belt
    Has +2% physical/magic attack, but -5% movement speed. Best permanent Belt if a centurion set effect isn't being replaced.
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    Obtained from: Icethorn Ridge and Malevolent Manor (Level 60 Hard Dungeons)
    [Epic] Siren's Necklace
    Has a chance to increase bonus attack by 180 for 15 seconds. Worse than Kandura's Pendant.
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    Obtained from: Song of the Oracles, Guardian of the Seas (Level 60 Hard Dungeons)
    [Epic] Madrakan Monarch Earrings and Madrakan Shadow Mantle (Cape)
    When both are equipped, many random effects can occur, ranging from 100% crit chance for 50 seconds to being stunned for 20 seconds. Not recommended unless you want RNG everywhere!
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    Earrings obtained from: Madrakan Rampart and Madrakan Heart (Level 60 Hard Dungeons)
    Cape obtained from: Madrakan Spire (Level 60 chaos raid)
    [Epic] Ariel's Wings
    Decreases weapon attack by 10%, increases defense by 10%, chance to decrease enemy defense by 5% for 10 seconds. Internal Cooldown low enough to have 100% uptime. Optimal to have one person of the party to have one to maximize party DPS, usually taken by a support class such as Priest.
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    Obtained from: Rock 'n' Rollin' Pink Bean (Level 60 chaos raid)
    Dark Descent Accessories
    These equipment gives a really big stat boost but requires you to do dark descent, 1 player dungeon to clear 30 floors with one life. Equipment here also is NOT permanent, requiring you to stay competitive. Not recommended for beginners.

    Old Fairy Belt (top 10 dark descent) (Expires 2 week): +3% piercing, +3 accuracy, +7% boss damage
    Old Fairy Kings belt (#1 dark descent) (Expires 2 week): +3% pierce, + 4 accuracy, +7% boss damage, + 3% attack speed
    Swallowed Darkness Gloves (600 havi fruit purchased from Queenstown) (Expires 3 days): +8% physical/magic piercing.


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    Gemstones fit under the sockets of an accessory. Gemstones directly grant stats (either main stat, bonus attack, or accuracy) and can be upgraded using gem dust.
    Unlocking Sockets
    Click on the Sockets/Gemstones button at the bottom of your inventory, then the sockets tab.
    fNbfKru.png

    You can unlock sockets of an accessory by using 2 duplicate copies of the same accessory (does not need same attributes). Beware that to unlock the second socket, you need 2 copies that are both one-socketed, and to unlock the third socket, 2 copies of two-socketed.
    1qYfvww.png

    Discounts are applied according to your prestige level and only applies to crystal fragment cost.
    Gem Dust and Gemstone Obtaining
    Three ways to obtain:
    1. Hard dungeons give you Gemstone boxes that give 1 gemstone or 60 dust of your choice = 30 gemstone or 1800 dust total per week as you can clear 30 hard dungeons a week for 30 boxes total.
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    2. You can buy 5 Stellar Glass (200k meso each) from the "Stellar Shop" right next to the "Stellar Chest" in the middle of Tria, then turn the stellar glasses into gem dust box using the Stellar Chest with 200 dust each. 1000 dust total per week .
    4j9laEj.png
    3. If you are in a guild, the guild shop (inside the guild house) has gem dust boxes, up to 20 boxes per week with 15 dust each = 300 total per week.

    Note: Since gemstones can be put into the bank and transferred to other characters, you can run alt characters and obtain more gem dust there and upgrade it.
    Which gemstones to use
    It depends on your weapon enchant level. In general, here's what it looks like, though you'd have to do specific math for your specific weapon if you really want to know for each enchant.
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    If you have a +10 legendary weapon or lower: 4 main stat (str/dex/int/luk) + 3 bonus attack + 2 accuracy gems
    +11 weapon: 5 main stat (str/dex/int/luk) + 2 bonus attack + 2 accuracy gems
    +12 weapon: 6 main stat (str/dex/int/luk) + 1 bonus attack + 2 accuracy gems
    +13 weapon or higher: 7 main stat (str/dex/int/luk) + 0 bonus attack + 2 accuracy gems
    If you want to just create a set of gemstones for the future, do 7 main stat + 2 accuracy.

    Note: If you have a Kandura's Pendant instead, replace one accuracy gem with a main stat gem
    Mathematics on Gemstones

    Main stat x Class Stat Coefficient = physical/magic attack
    Class Co-efficients
    Archer
    0.62
    Assassin
    0.63
    Knight
    0.63
    Thief
    0.62
    Berserker
    0.62
    Heavy Gunner
    0.62
    Priest
    0.45
    Rune Blade
    0.64
    Wizard
    0.56
    Soul Binder
    0.57
    Bonus attack x Weapon Coefficient = attack increase
    Legendary weapon Co-efficients
    Archer
    4.5
    Assassin
    4.3
    Knight
    4
    Thief
    4.5
    Berserker
    5
    Heavy Gunner
    5
    Priest
    4
    Rune Blade
    4.5
    Wizard
    5
    Soul Binder
    4.5

    So together we have

    (Minimum Weapon attack + Weapon Coefficient * Bonus attack) * (physical/magic attack)
    You can then compare and contrast between the different gemstones if you'd like.
  • battleflyerbattleflyer
    MapleStory 2 Rep: 600
    Posts: 5
    Maple Guide
    edited 3:21PM July 4, 2019
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    Pets are very important to your dps as well. While their attacks aren't too powerful, they grant you bonus attribute stats, and bonus attack based on how much you've leveled it. Here's examples of an exceptional and an epic pet.
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    Pet Fusion (Pet Enchanting)
    Pet gains experience to level themselves up as you gain experience, but to truly level them up at a proper pace, you need to sacrifice other pets to do so.
    S0R8fkI.png

    Under the pet menu, then the fusion tab:
    Top right corner (blue) has the list of pets you can fuse into
    Bottom right corner (purple) has the list of pets that you can use as food for the pet that's being fused
    Center left (red) is the count for your daily fusion number. The first 24 pets you fuse each day has massively boosted exp. It is recommended that you fuse 24 normal(white)/rare(green)/exceptional(blue pets) into a pet daily, even if you haven't found an epic one yet.
    Sources of pets
    Level 60 Epic Pets: Found in level 60 chaos raids and Eye of lapenta dungeons
    Level 60 Exceptional Pets: Found in level 60 hard dungeons and level 60 chaos raids.

    Other pets (used for pet fusion): capture them in the wild by throwing pet candy (purchased from a Supply Shop) at a hungry monster until the bar above it reaches full. It will then follow you around for a few seconds. Use this to lure it into a G1/G2/G3 snare after placing it on the ground! Snares can be obtained by Life Skills leisure tab or black market. Some pets are also tradable, and are also found on the black market if you are too lazy to catch some sacrificial pets.

    Note that the pets caught are level 50 pets, which are not great to keep for gearing, even if you managed to catch an epic one.
    wXighLK.pngrZ5gojR.pngctXKRIr.png
    Pet Bonus Attack
    Pet bonus attack is not only a value that determines how much the pet does, but also gives you a hidden 40% of its bonus attack to you!

    Level 50 epic pet bonus attack at max enchanted level = 1700 pet bonus attack = 680 bonus attack to player
    Level 60 epic pet bonus attack at max enchanted level = 1994 pet bonus attack = 797.4 bonus attack to player

    Therefore it is best if you get a level 60 pet.
    Note that even though some pets require level 60, pet themselves can only be enchanted to level 50.
    Pet Bonus Talents (Bonus attributes)
    Ordered Importance from 1 being most important. Ignore the ones that are not for your class.
    1. Piercing - 4% MAX (All Classes)
    2. Critical Damage - 180 MAX (Only for assassins)
    3. Attack Speed - 5% MAX (Runeblade, Wizard)
    4. Total Damage - 4% MAX (All Classes)
    5. Ranged/Melee Damage - 4.2% MAX (All Classes, with their respective ranged/melee)
    6. Attack Speed - 5% MAX (Other Classes than Runeblade and Wizard)
    7. Physical/Magic Attack - 16 MAX (All Classes)
    8. Accuracy - 5 MAX (All Classes, but the max is low so not preferable)
    9. Physical/Magic Piercing - 5% MAX (All Classes, ONLY if you haven’t capped 15% yet)
    Pet abilities
    Auto-revive: When you are tombstoned, the pet breaks the tombstone for you instead of other players breaking it. Beware that if you already have the tombstone debuff AND THEN get tombstoned, your pet cannot revive you and neither can your teammates. You have to press the safe revive button.

    Auto-potion: Select two consumables (i.e. potions) to be used when your health is below a certain amount. This way your pet can automatically heal you instead of you tapping that white potion.

    Auto-loot: Goes to dropped items and loots for you.
    Pet Tricks
    Not all pets have a pet trick, but they are essentially additional buffs that your pet can give when summoned and the only difference between pets of the same tier. Here's some of the more important pets:

    Obtained from level 60 chaos raids:
    Bjorn: Defense +2% for 10 seconds whenever you miss an attack
    Lukarax: Movement Speed +5%
    Pink Bean: Crit rate +50 whenever your health is below 30%

    Obtained from Eye of Lapenta dungeons:
    Euphoria: Increases bonus attack by 150 and accuracy by 5. Heals 200hp every 5 seconds whenever your health is below 30%. Cooldown 1 minute.
    Landevian: Increases bonus attack by 150 and attack speed by 3%. Chance to inflict bleed for 6 seconds when the pet attacks.
    Ishura: Increases bonus attack by 150 and boss damage by 3%. Chance to increase attack speed by 4% for 5 seconds.

    It is generally agreed that Ishura has the best pet trick, therefore generally the best pet, though Landevian and Euphoria are also considered very good pets.



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    Lapenshards are shards that you can equip (in your skills tab) to give you a various power boost ranging from passive stat boosting to active abilities. You can obtain them from various raids and dungeons, and can upgrade them using duplicate copies and their respective crystal colour. The number in the brackets are the value of a max leveled lapenshard.

    There’s slots for 2 red, 2 green, and 2 blue lapenshards on each character. The red and green lapenshards are the same across all classes but blue lapenshards may not be.
    Red Lapenshard - Active skills
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    Lumarigon’s Pride
    Increases your physical/magic attack by 36 (216 max level) but decreases defense by 50%. Cooldown: 60s
    Obtained from: Madrakan Spire (Chaos Raid)

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    Pride Bolt
    Shoots a bolt forward 9m, and the first enemy hit is inflicted with 158% (335% max) damage, and then deals 158-335% damage every sec for 20 sec. Cooldown: 60s
    Obtained from: Madrakan Heart (Hard Dungeon)

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    Sword of Time (Optional alternative to Energy of Deimos)
    Shoots a sword forward 9m and gains 2% attack speed for 3 seconds. The first enemy hit is dealt 162% (243% max), then 243% (366% max), then 408% (612% max). This skill has 20 charges and replenishes 1 charge every 18 seconds. Inflicts double damage in "Emerald Prison" dungeon.
    Required for a skill break* in “Emerald Prison” Eye of Lapenta dungeon.
    Obtained from: Terminus of Time, completion of epic quest, and Storm’s eye shop
    Green Lapenshard - Passive skills
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    Euphoria’s Protection
    Grants you a permanent boost of 1% (6% max) physical/magic attack and 220 health (1332 health max). If your health drops below 20%, you will be inflicted with a poison, dealing 1.5% of your total health per sec for 20 sec. Effect doubled in "Azure Flux" dungeon.
    Required for a skill break* in “Azure Flux” eye of lapenta
    Obtained from: Emerald Prison, completion of epic quest, and Storm’s eye shop

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    Guardian’s Rage
    Grants you a permanent boost of 1% (6% max) physical/magic attack but decreases your defense by 1% (6% max).
    Obtained from: Guardian of the seas (Hard Dungeon)
    Blue Lapenshard - Proc skills
    Blue Lapenshards uses certain skills to proc their effects. Therefore depending on what skills your class will use, your lapenshards will be different. After awakening (level 60), there are two different columns of skills and you can focus your skill points on one of the two columns (trees).

    Left Tree Blue Lapenshards
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    Erda's Chill
    Has a chance to deal an additional 169% (1012%) damage to the enemy. Cooldown 10 seconds.
    Obtained from: Icethorn Ridge (Level 60 Hard dungeon)

    Skills that proc this:
    Knight - Conviction Strike
    Berserker - Aerial Smash
    Wizard - Ice Cream Time
    Priest - Light Spear
    Archer - Flame Arrow
    Heavy Gunner - Fire Bomber
    Thief - Savage Strikes
    Assassin - All-in-One
    Runeblade - Blade Whip
    Soul Binder - Split Crush
    Striker - Shockwave Punch

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    Master's Malice
    Has a chance to deal 843% (5058%) damage and to decrease enemy's physical and magic attack by 2% for 8 sec. Cooldown 60 seconds.
    Obtained from: Malevolent Manor (Level 60 hard dungeon)

    Skills that proc this:
    Knight - Light Bringer
    Berserker - Parry the Moon
    Wizard - Perfect Storm
    Priest - Heaven’s Wrath
    Archer - Multi-Drive Shot
    Heavy Gunner - Demolition cannon
    Thief - Volatile Vials
    Assassin - Binding Punishment
    Runeblade - Phantom Slash
    Soul Binder - Spirit Bound
    Striker - Double-Fist Smash


    Right Tree Blue Lapenshards
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    Bjorn's Artistry
    Has a chance to increase attack speed by 3% (18%) for 20 sec. Cooldown 60 seconds.
    Obtained from: Frostpillar Temple (Level 60 chaos raid)

    Skills that proc this:
    Knight - Heaven’s Judgement
    Berserker - Blood Slash
    Wizard - Little Meteor
    Priest - Divine Wave
    Archer - Spiral Arrow
    Heavy Gunner - Hyper Giga Cannon
    Thief - Deadly Strikes
    Assassin - Assassin’s Circle
    Runeblade - Rune Ignition
    Soul Binder - Soul Harmony
    Striker - Spin Kick

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    Pink Bean's Prank
    Has a chance to increase physical and magic attack by 5% (33%) and increase body size by 30% for 8 sec. When you’re bigger, your character hitbox increases, but your abilities don't get extra range, even though the animations seem to shoot further. Cooldown 45 seconds.
    Obtained from: Rockin' 'n' Rolling Pink Bean (Level 60 chaos raid)

    Skills that proc this:
    Knight - Cyclone Shield
    Berserker - Squall
    Wizard - Barbeque Party
    Priest -Purifying Light
    Archer - Piercing Arrow
    Heavy Gunner - Sky Hunter
    Thief - Shadow Step
    Assassin - Dark Mire
    Runeblade - Dimension Blade
    Soul Binder - Soul Flock
    Striker - Setup Kick


    Both Tree Blue Lapenshards
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    Space Rift
    Has a chance to deal 281% (1686%) damage. Inflicts double damage in "Terminus of Time" dungeon. Cooldown 20 seconds. This is a good lapenshard to replace any of the lapenshards above, feel free to replace one of your 2 lapenshards for your tree.
    Required for a skill break* in “Terminus of Time” Eye of Lapenta.

    Skills that proc this:
    Knight - Divine Retribution & Guardian’s Wings
    Berserker - Skull Splitter & Raging Soul
    Wizard - Dual Cast & Ember
    Priest - Scathing Light & Vitality
    Archer - Ranger’s Focus & Greater Sharp Eye
    Heavy Gunner - Focused Fire & Plasma Chain
    Thief - Battle Plan & Critical Slice
    Assassin - Redoubled Pain & Shadow Stance
    Runeblade - Quintuple Cut & Rune Trigger
    Soul Binder - Vision Torrent & Triune Link
    Striker - Meridian Flow & Spiral Cannon
    NOTE: If the skill is a passive skill, it means that any skill in that tree procs it, for example, Soul Binder's Triune Link.
    *Skill Break refers to a mechanic in Eye of Lapenta dungeons. At certain intervals, the bosses puts a shield around themselves or an entity, and the shield must be broken to proceed with clearing the boss, and it must be broken with a specific lapenshard.


    You've reached the end of the guide! Thanks for reading, and let me know if you have any questions below


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