Atticus' MapleDestiny Damage Reference (v3)

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

  1. Atticus Lee

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    Atticus' MapleDestiny Damage Reference (v3)

    Introduction
    Interpreting the Charts
    Main Charts (v3)
    Class Skills and Modifiers
    Equipments
    Credits
    Change Log
    Old Charts (v2)
    Old Charts (v1)



    ~ ~ ~ ~ ~
    Introduction
    Hello everyone and welcome to my MapleDestiny Damage Reference! Class balance has always been a thing of interest to me and so I've personally made some DPS charts to try quantifying and interpreting the "balance" between the main classes pre-BB Maplestory has to offer. These charts and numbers are first and foremost for my personal usage and are publically posted here as a reference for everyone. Disagreements and discrepencies may be brought up for discussion, but all changes are ultimately decided by me.


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    Interpreting the Charts
    Show Spoiler
    Every chart has a numberical DPS side on the left, and a compartive side on the right. The numberical DPS side is raw values based on the respective categorized equipment and class skills. The comparative side is simply the respective class' DPS divided by the respective column's Lunchbox Hero's DPS. The Strongest to Weakest charts uses Endgame values instead of Complete values.

    The Lunchbox Hero is used as the metric unit because: their damage uptime is incredibly consistent in all situations, they are capable of multi-bossing without any loss in damage, their base speed is already maxed so that compared values won't deviate too largely in the case of situational buffs (Speed Infusion), their base-stat modifier is closely median to the highest and lowest base-stat modifier, and they're easy to play in terms of playstyle and investment.

    Range: This is the visible range in the Ability UI. Any range with an asterisk (*) is the effective range that is used instead of the visible range.

    Column coloring is typically consistent: beige = regular, green = Sharp Eye, blue = Speed Infusion, red = w.att buff, purple = all present factors combined.
    In the case of the scaling charts: beige = earlygame, dark beige = midgame, purple = endgame, dark purple = complete.

    Earlygame refers to the period when players can begin early bossing (Zakum, MBPQ, Targa/Scarlion, CWKPQ, Bigfoot, Anego, Musha) and assumes "entry level" equipments.
    Midgame refers to the period where players are progressively upgrading their equipments. Their damage isn't terrible but is satisfactory. The player can typically join most boss runs (Horntail, Bodyguards, The Boss, HBPQ) supplemented by gelts.
    Endgame refers to the period where players have mostly finished upgrading their equipments. There may still be room for improvement but there's no pressure to keep improving. The player can join all boss runs accompanied by a good party/expedition (Pink Bean, HeBPQ, Hard Mode Zakum).
    Complete is more for just seeing just how high hardcore players can reach. It's not perfect and ideal equipments but should be close enough for realistic leeway.



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    Main Charts (v3)
    Strongest to Weakest Chart (DPS)

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    [​IMG]

    Strongest to Weakest Chart (Comparative)
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    [​IMG]

    Multi-Bossing Chart (Comparative)
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    [​IMG]

    Earlygame Chart: No Echo (note: all classes have their max skillset even if realistically they wouldn't have enough SP by this level)
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    [​IMG]

    Midgame Chart: No Echo
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    [​IMG]

    Endgame Chart: Echo
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    [​IMG]

    Complete Chart: Echo, no rage
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    [​IMG]

    Magician Chart
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    [​IMG]



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    Class Skills and Modifiers
    Show Spoiler
    Hero
    Brandish: x2.6 modifier, 2 lines
    Speed[2]: 95 hits per minute
    Speed[3]: 86 hits per minute
    Speed[4]: 80 hits per minute
    Final Mastery: 60%
    Advanced Combo Attack: Multiplies damage line by x1.9 when fully charged, then adds Critical Damage

    Notes: ACA doesn't modifiy Critical Damage like all other multiplier skills (Element Charge, Berserk, Bullseye, etc).

    Paladin
    Blast: x5.8 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
    Advanced Charged Blow: x3.5 modifier, 1 line
    Speed[2]: 100 hits per minute
    Speed[3]: 90 hits per minute
    Speed[4]: 83 hits per minute
    Speed[5]: 80 hits per minute
    Final Mastery: 60%
    Holy/Divine Charge: Multiplies final damage line by x1.85
    Off Element Charges: Fire, Ice, Lightning = x1.4
    Element [Dis]Advantage: Multiply final damage by x1.5 for advantage and x0.5 for disadvantage, damage is reduced to 1 fixed if mob is immune to element.

    Notes: Heaven's Hammer does 299,999 fixed damage to bosses but I didn't include it in because of it's 20 second cooldown use, slow cast animation, and out-damaged by gelted earlygame damage range.

    Dark Knight
    Crusher: x1.7 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%
    Berserk: Multiplies final damage line by x2.0 when HP falls below 60% of Max HP
    Beholder: Mastery + 20%

    Aran
    Regular Attack: x1.0 modifier, 1 line
    Double Swing(Overswing): x1.7 modifier, 2 lines, requires Regular Attack first
    Triple Swing(Overswing): x2.4 modifier, 2 lines, requires Double Swing first
    Over Swing Speed[2]: 47 hits per minute
    Final Mastery: 90%
    Critical: +2.0 modifier, 60% chance, requires 100+ combo
    Snow Charge: Multiplies final damage line 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.
    High Mastery: Mastery + 30%

    Notes:All attacks are 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 line.

    Bowmaster
    Hurricane: x1.0 modifier, 1 line
    Speed[all]: 500 hits per minute
    Strafe: 1.0 modifier, 4 lines
    Speed[2]: 100 hits per minute
    Speed[3]: 90 hits per minute
    Speed[4]: 83 hits per minute
    Final Mastery: 90%
    Critical: +1.0 modifier per line, 40% chance
    Sharp Eye: +1.4 modifier per line, 15% chance
    Bow Expert: Mastery + 30%

    Marksman
    Strafe: x1.25 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
    Snipe+Strafe[2] Speed: 81 + 14
    Snipe+Strafe[3] Speed: 71 + 15
    Snipe+Strafe[4] Speed: 69 + 14
    Piercing Arrow: x8.5 modifier, deals increased damage across more mobs, charged percent is the damage percent from the max modifier (no charge = 100%, half charge = 50% of x8.5 modifier, etc)
    Speed[2] no charge: ~76 hits per minute
    Speed[3] no charge: n/a
    Speed[4] no charge: ~70 per minute
    Speed[2] max charge: 36 hits per minute
    Speed[3] max charge: 35 hits per minute
    Speed[4] max charge: 34 hits per minute
    Final Mastery: 90%
    Critical: +1.0 modifier per line, 40% chance
    Sharp Eye: +1.4 modifier per line, 15% chance
    Marksman Boost: Mastery + 30%

    Notes: Strafe, Snipe, and Piercing Arrow share the same attack speed. The attack speed total for Strafe+Snipe is in total no more than the hits/minute and assumes the attacker starts the combo with Snipe. In the v2 charts I did the speeds more in-line with my ingame testing, but for this v3 time around I'll be doing it by their sequenced cast speed. Individual in-game results will vary. Piercing Arrow's no charge time is actually done based on my in-game testing. Upon pressing the skill hotkey it automatically charges a little before you release so it's not realistically possible to spam it like the other skills without an illegal bot/macro. Turns out that maxing the charge time is better for DPS anyways and is more consistent for skill spamming since you can time when to stop the charge.

    Night Lord
    Triple Throw: x1.5 modifier, 3 lines, unique damage formula
    Speed[2]: 100 hits per minute
    Avenger: x1.8 modifier, 1 line
    Speed[2]: 95 hits per minute
    Final Mastery: 60%
    Critical: +1.0 modifier, 50% chance
    Shadow Partner: Multiplies final damage by x1.5, visually adds 3 lines 50% of previous 3 lines
    Triple Throw Formula: Max Range = (LUK*5)*(W.Att/100) Min Range = (LUK*2.5)*(W.Att/100)

    Shadower
    Assassinate: x6.0 modifier, 3 lines, requires Dark Sight
    Boomerang Step: x8.0 modifier, 2 lines
    Savage Blow: x0.8 modifier, 6 lines
    Combo1: Boomerang Step + Dark Sight + Assassinate
    Combo Speed[2]: 27 hits per minute (includes Dark Sight)
    Combo2: Boomerang Step + Savage Blow
    Combo Speed[2]: 42 hits per minute
    Final Mastery: 60%

    Corsair
    Battleship Cannon: x3.8 modifier, 4 lines
    Speed[2]: 100 hits per minute
    Speed[3]: 95 hits per minute
    Rapid Fire: x2.0 modifier, 1 line
    Speed[all]: 500 hits per minute
    Battleship Torpedo: x7.8 modifier, 1 line
    Speed[2]: 83 hits per minute
    Speed[3]: 76 hits per minute
    Final Mastery: 60%
    Bullseye: Multiplies final damage line by x1.2

    Buccaneer
    Demolition: x4.0 modifier, 8 lines, requires Super Transformation
    Speed[2]: 31 hits per minute
    Barrage: x2.3 modifier, 6 lines, 5th line is doubled, 6th line is quadrupled, 5th and 6th lines multiplies crit damage
    Dragon Strike: x8.1 modifier, 1 line
    Combo: Barrage + Dragon Strike
    Combo Speed[2]: 20 hits per minute
    Final Mastery: 60%

    Fire/Poison Arch Mage
    Paralyze: 240 basic attack
    Speed[4]: 83 hits per minute
    Speed[5]: 80 hits per minute
    Speed[6]: 74 hits per minute
    Big Bang: 450 basic attack at max charge
    Speed[2]: 34 hits per minute at max charge
    Elquines: 270 basic attack
    Paralyze Mastery: 60%
    Big Bang Mastery: 80%
    Element Amplification: Multiplies final damage line by x1.5
    Elemental Wand/Staff: Multiplies primary elemental spells by x1.25 and secondary elemental spells by x1.10
    Element [Dis]Advantage: Multiply final damage by x1.5 for advantage and x0.5 for disadvantage, damage is reduced to 1 fixed if mob is immune to element.

    Ice/Lightning Arch Mage
    Chain Lightning: 210 basic attack
    Speed[4]: 86 hits per minute
    Speed[5]: 80 hits per minute
    Speed[6]: 76 hits per minute
    Big Bang: 450 basic attack at max charge
    Speed[2]: 34 hits per minute at max charge
    Ifrit: 300 basic attack
    Chain Lightning Mastery: 60%
    Big Bang Mastery: 80%
    Element Amplification: Multiplies final damage line by x1.5
    Elemental Wand/Staff: Multiplies primary elemental spells by x1.25 and secondary elemental spells by x1.10
    Element [Dis]Advantage: Multiply final damage by x1.5 for advantage and x0.5 for disadvantage, damage is reduced to 1 fixed if mob is immune to element.

    Bishop
    Angel Ray: 240 basic attack
    Speed[6]: 74 hits per minute
    Big Bang: 450 basic attack at max charge
    Speed[4]: 33 hits per minute at max charge
    Bahamut: 230 basic attack
    Angel Ray Mastery: 60%
    Big Bang Mastery: 80%
    Element [Dis]Advantage: Multiply final damage by x1.5 for advantage and x0.5 for disadvantage, damage is reduced to 1 fixed if mob is immune to element.

    Evan
    Illusion: 130 basic attack; 4 lines
    Speed[3]: 36 hits per minute
    Speed[4]: 33 hits per minute
    Speed[5]: 31 hits per minute
    Speed[6]: 29 hits per minute
    Final Mastery: 90%
    Magic Amplification: Multiplies final damage line by x1.35
    Fury: Multiplies final damage line by x1.1 when MP falls between 50% and 80% of Max MP; suspected to apply twice
    Critical: x1.5 modifier, 30% chance

    Notes: Evans aren't in the Maplestory v83 but I thought it'd be somewhat worthwhile to see how they actually compare since they were included pre-BigBang. Phantom Imprint may have been a worthwhile skill to also add but I don't know how bonus damage works; how much more bonus damage, if the effect only works once, if only the bonus damage applies to the player or whole party. The actual skill descriptions for AMP is x1.2 but the actual in-game multiplier is x1.35. I didn't have a lot of testing with Fury, but using a different pre-Bigbang server with Evans shows actual results are higher than x1.1 and were closer to x1.2, so I suspect that code-wise Fury may multiply both the skill basic attack by 1.1 and the final damage by 1.1 (resulting in x1.21 total).

    Notes: Magician critical damage is used as a multiplier instead of additive like the physical classes. With SE, Evan Crit becomes x1.9 modifier.
    Magician summons are unaffected by Amplification and Elemental Wand bonuses and hits 19 times per minute.



    ~ ~ ~ ~ ~
    Equipments
    Values

    Show Spoiler
    AP Stats [Primary], [Secondary]
    Earlygame
    DEX Main: 852, 45
    non-DEX Main: 839, 62
    Thief: 839, 106
    W.Att: 52

    Midgame
    DEX Main: 1090, 80
    non-DEX Main: 1068, 104
    Thief: 1064, 201
    W.Att: 84

    Endgame
    DEX Main: 1373, 122
    non-DEX Main: 1337, 157
    Thief: 1329, 255
    W.Att: 274 (154 + gelt)

    Complete
    DEX Main: 1428, 108
    non-DEX Main: 1421, 108
    Thief: 1409, 194
    W.Att: 327 (187 + Naricain)


    Magicians [M.Att AM | M.Att Bishop | M.Att Evan] :: [INT]
    Earlygame: 1066 | 1019 | 1054 :: 844
    Midgame: 1371 | 1344 | 1379 :: 1125
    Endgame: 1958 | 1954 | 1990 :: 1399
    Complete: 1999 | 1999 | 1999 :: 1451


    Weapons [Earlygame], [Midgame], [Endgame], [Complete]
    Lunchbox[2]...........92*, 114, 114, 114
    Executioner[3].......108, 119, 119, 131
    Stonetooth[3].........101, 106, 106, 106
    Nibleheim[4]..........110, 121, 121, 133
    Bardiche[4]............--, --, 119, --
    Tabarzin[4]............--, --, 123, --
    Allargando[4]........--, --, 119, --
    Bellocce[5]............--, --, 123, --

    Sky Ski[4].............94, 99, 99, 99
    Alchupiz[5]...........112, 123, 123, 135
    Fishing Pole[3]......--, --, 72, 72
    PSB[2]..................99, 104, 104, 104
    Engaw[4]..............105, 116, 116, 128
    Black Beauty[4]....108, 119, 119, 131
    Lampion[2]............54, 65, 65, 77
    Pescas[2].............105, 116, 116, 128
    Equinox[3]............82, 93, 93, 105
    Blindness[3].........82, 93, 93, 105
    *The Lunchbox isn't used for Earlygame but instead the Pyrope Sword is instead due to sharing the same attack speed

    Elemental Wand....145, 150, 150, 150
    Aeas Hand............135, 146, 146, 161
    Doomsday Staff.....--, 123, --, --
    Pyrope Staff...........93, --, --, --


    Unique W.Att [Earlygame], [Midgame], [Endgame], [Complete]
    Warrior Shield:...10, 18, 36, 40
    Shad Shield:......25, 30, 44, 48
    Night Lords:.......29, 30, 30, 30
    Archers:.............10, 10, 10, 14
    Corsair:..............20, 20, 20, 20
    Arans:................20, 20, 20, 20

    Items
    Show Spoiler
    Earlygame
    W.Att

    +4 Popsicle
    +1 Evolve Ring
    +12 BoF
    +10 Gloves
    +2 Shoes
    +3 Cape
    +10 MoN
    +10 Weapon Scrolling
    AP Stats [Primary], [Secondary], [Thieves]
    718 Base (4) [29]
    +71 MW20 (0) [2]
    +5 MoN (5) [10]
    +5 Evolve Ring (5) [10]
    +4 Curse Breaker Medal (4) [8]
    +13 Overall (8) [8]
    +27 Helm (+13/26 Second) DEX MAIN
    +17 Helm (+27/40 Second) NON-DEX MAIN
    +4 Aura Ring (4) [8]
    +2 Yellow Belt (2) [2]
    +(3) DEX Earring (3) [3]

    Midgame
    W.Attack

    +5 Popsicle
    +1 Evolve Ring
    +2 Wedding Ring
    +15 BoF
    +15 Gloves
    +14 Shoes
    +12 Cape
    +20 Weapon Scrolling
    AP Stats [Primary], [Secondary], [Thieves]
    868 Base (4) [29]
    +86 MW20 (0) [2]
    +37 HTP+2 (37) [74]
    +2 Wedding Ring (2) [4]
    +5 Evolve Ring (5) [10]
    +4 Side Ring
    +30 Overall/TopBottom (10) [10]
    +29 Helm (+15/30 Second) DEX MAIN
    +17 Helm (+29/44 Second) NON-DEX MAIN
    +4 Aura Ring (4) [8]
    +8 Weapon Scrolling
    +3 Blue Belt (3) [6]
    +(10) DEX Earring (10) [10]
    +4 STR/DEX Goggles [4]

    Endgame
    W.Att

    +6 Popsicle
    +5 lv200 medal
    +5 Pet Equip
    +1 Evolve Ring
    +5 Wedding Ring
    [+120 Gelt]
    +19 BoF
    +24 Gloves
    +24 Shoes
    +20 Cape
    +45 Perf. Weapon
    AP Stats [Primary], [Secondary], [Thieves]
    999 Base (23) [29]
    +149 MW30 (3) [3]
    +52 HTP+3 (52) [104]
    +5 Wedding Ring (5) [10]
    +5 Evolve Ring (5) [10]
    +6 Side Ring
    +60 Overall (10) [10]
    +38 Helm (+15/30 Second) DEX MAIN
    +17 Helm (+35/48 Second) NON-DEX MAIN
    +4 Aura Ring (4) [8]
    +27 Perf. Weapon
    +5 Black Belt (5) [10]
    (+15 DEX Earring) (15) [15]
    +8 STR/DEX Goggles (0) [8]

    Complete
    W.Att

    +6 Popsicle
    +7 HMZak Medal
    +5 Pet Equip
    +1 Evolve Ring
    +5 Wedding Ring
    [+140 Gelt]
    +20 BoF
    +30 Gloves
    +30 Shoes
    +30 Cape
    +45 Perf. Weapon
    +8 Belt
    AP Stats [Primary], [Secondary], [Thieves]
    999 Base (23) [29]
    +149 MW30 (3) [3]
    +53 HTP+3 (53) [106]
    +5 Wedding Ring (5) [10]
    +5 Evolve Ring (5) [10]
    +6 Side Ring
    +78 Overall (10) [10]
    +5 HMZak Medal (5) [10]
    +49 HMZak Helm DEX MAIN
    +42 MAIN NON-DEX MAIN
    +4 Aura Ring (4) [8]
    +27 Perf. Weapon
    +15 MAIN Earring
    +12 STR/DEX Goggles (0) [8]
    +21 Petx3



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

    Ayumilove: Their Attack Speed List and Formula Compilation were invaluable for me to have done all this testing.
    Hiddenstreet: Their Before-Big-Bang database
    Fiel from Southperry: Various attack speeds and hitbox range

    angeloman, corsetti, Jay, Nimbus, Rapture, Slazzy, Sweetpayback, Cipher, Exodus, Indie



    ~ ~ ~ ~ ~
    Change Log
    Show Spoiler
    May 13, 2018 v2 -> v3
    -Added Evans.
    -Changed equipments of Earlygame, Midgame, Endgame, and Complete.
    -Changed Buccaneer's Barrage+DStrike combo to 20 per minute (was 21).
    -Changed Marksman's Combo speed (see their section notes).
    -Updated skills to reflect custom DMS skill changes (MM Strafe, Paladin charges)
    -Comparison charts are now accurate to LB Hero's DPS in the same column, versus the v2 chart which compared to an unbuffed LB Hero's DPS.
    -Added several mobbing abilities for several classes.
    -Added a couple more weapon options for warriors on Endgame chart.
    -Changed wording "Full" to "Complete"
    -Endgame will now be used as the regular scale in place of the previous Full
    -Removed Main Skill [Disadvantage] for mages in favor of Big Bang which is a slightly better option DPS-wise.



    ~ ~ ~ ~ ~
    Old Charts (v2)
    v2 Charts


    v2 Text
    Show Spoiler
    v2 Stats/Equipments

    Weapons (Midgame, Endgame, Full): Reverse weapons are base stat+11, non-Reverse weapons are base stat+5
    Weapons (Earlygame): All weapons at base stat

    Primary Stats: [DEX Main], [non-DEX Main], [Thieves]
    Earlygame: 793, 790, 790
    Midgame: 1057, 1047, 1043
    Endgame: 1361, 1325, 1317
    Full: 1399, 1363, 1355
    Secondary Stats: [DEX Main], [non-DEX Main], [Thieves]
    Earlygame: 36, 39, 97
    Midgame: 92, 102, 167
    Endgame: 129, 166, 270
    Full: 129, 166, 270
    W. Att
    Earlygame: 40
    Midgame: 80
    Endgame: 155
    Full: 277

    v2 Class Skills and Modifiers
    Same as v3 except:

    Paladin Holy Charge: x1.5
    Marksman Combo:
    Strafe[2]+Snipe Speed: 79 + 15
    Strafe[3]+Snipe Speed: 70 + 15
    Strafe[4]+Snipe Speed: 67 + 15
    Buccaneer Combo:
    Combo Speed[2]: 21 hits per minute


    v2 Class Overview
    Heroes: The stereotypical, fantasy, sword-wielding warrior. They don't particularly excel at bossing, mobbing, or support, but don't particularly fall in those fields either. They have reliable damage output that doesn't fluctuate and their soon-to-stack Rage buff isn't as good as Sharp Eye, but +12 Weapon Attack is still something the entire party will appreciate. In terms of roleplay and gameplay they are the perfect baseline class.

    Paladins: The supposed "magic" Warrior. Elemental attacks add an air of magic to them and oddly enough, also buffs their useless Magic Attack stat. Their single-target Blast skill, potential Element Advantage, and lack of party support skills seems to push them towards being a bossing or upper-damage-level class, but the actual gameplay numbers fail to deliver it. Like Heroes they get a new skill during 4th job which is stronger than Brandish, but their multiplier wasn't made to catch up. Both warriors' multipliers are 1.4x in 3rd job, but in 4th job Heroes increases to a whopping 1.9x meanwhile Paladins only go up to 1.5x. Even Dark Knights gets a whole 2x multiplier under the right conditions. While they do get a huge damage boost over Heroes with Element Advantages, the way things are now they are often inferior to Heroes at designated endgame bosses except if you only plan to solo Bigfoot your entire Maple career. The soon-to-stack Lightning/Thunder charge is supposed to rectify this but only time will tell.

    Dark Knights: The "support" Warrior. Their Hyper Body skill is often mandatory for early/middle game parties to survive any relevant bosses. They require more attention to play for damage since their HP needs to be below a certain amount to activate their damage multiplier. For such an important party skill, their damage is actually very decent and can match Heroes with SE and SI support. The only big downside to them is that HB becomes useless when the party has enough HP to survive bosses without it, which then means it'd be better for the party to find a stronger class.

    Arans: Something of a class oddity in that they excel both at bossing and mobbing, and have a decent support skill. They already slightly outmatch a Lunchbox Hero's DPS with their base skillset, becomes incredibly strong with SE support, and then obscene with an Element Advantage. Their Combo Barrier isn't as mandatory as Hyper Body but blocking 20% of all damages is still decent. Just like Hyper Body the skill mostly becomes useless if the party has enough HP to survive all hits. The only real downsides to them are "meta" reasons such as needing to wash more HP than a regular warrior and that playing them requires the attack button to be pressed for every attack rather than being kept pressed down like all other classes.

    Bowmasters: The stereotypical, fantasy, bow-wielding archer. Their skillset seems to push them towards bossing and the gameplay definitely delivers. They outmatch a Lunchbox Hero's DPS with their support skill Sharp Eye, and due to an unintentional oversight by Nexon, gives incredible party offense support and even more if party members include Night Lords and/or Arans. Normally their long-range hitbox would make up for their low HP, but in a game like Maplestory the only thing that matters is if you get hit or not, and if you have enough HP or not.

    Marksmen: Despite what traditionally follows with their class names, Marksmen aren't cut out to boss as their bow-counterparts are. Their main draw seems to be more mobbing, considering how strong Piercing Arrow is and how it gets even stronger across each mob it hits. For roleplay reasons it makes sense that they'd have a skill like Snipe, but its flat damage scales poorly the closer they to endgame damage range. As support they're a good alternative to Bowmasters for their Sharp Eye skill, but only does "decent" compared to a Lunchbox Hero but for the purpose of endgame there aren't any reasons for picking Marksmen over their bow-counterparts.

    Night Lords: The most controversial class in the game. Their base skillset slightly outmatches a Lunchbox Hero's DPS and with SE support they become half-time stronger. Their high Avoid stat and long-range hitbox means they require less effort to play than other classes. Their main attacks also uses a unique formula that scales very well with their primary stats and weapon attack, moreso than most other classes. Low effort and low investment for the technically-third strongest class in the game. Their low HP should be considered a downside, but every single other long-range class has that as well so the point becomes moot.

    Shadowers: The stereotypical, fantasy, dagger-hiding thief. Traditional to their archetype, they are not as strong as a Lunchbox Heroes. But also contrary to their archetype, their attacks are flashy and slow. You'd think they'd have some sort of sneak or speedster niche to balance their lower damage output but unfortunately Maplestory doesn't have any sort of mechanics or features that caters to those, so gameplay-wise Shadowers are just like normal bossing classes. As mentioned, they are not as strong as a Lunchbox Hero, and they can somewhat mob as well but also not as well as a Lunchbox Hero. Their only "support" skill is only support in theory, but realistically doesn't have any support values as it only has a 10% uptime. They are essentially a poorman's Hero and has little gameplay reasons to choose over any other bossing classes.

    Corsairs: The stereotypical, fantasy, gun slinger who also has a nice boat. Corsairs were absolutely made for bossing; their attacks hit fast and hard, they have zero support skills, and a good self-reliant skillset for mobility and mobbing. Outside of Critical Shenanigans and Aran's power-creep, they are one of two classes that hugely deviates from the Lunchbox Hero's baseline DPS. Unfortunately this is all only true while they're attacking from their boat, but even their off-boat skill Rapid Fire is decent and still matches up to the Lunchbox Hero.

    Buccaneers: Super Saiyans. For all intent and purposes Buccaneers are Super Saiyans; they have transformations, they have earth-shattering attacks, energyball shooting attacks, an attack so-fast-your-eyes-can't-even-keep-up, and a support skill that makes them and their party hit even faster. Just like Heroes they don't have any damage-fluctuating factors, but since their attack speed peaks with their own support skills, they don't have the same upper-damage potential as non-Lunchbox Heroes. They are very even with Lunchbox Heroes but don't do as well for mobbing. Their support skill Speed Infusion however is a huge boon for any party members whose attack speed doesn't naturally peak.


    v2 Offensive Support Skills Overview
    Sharp Eye: Adds 15% Critical chance and 140% Critical damage. Since Critical attacks work off of damage lines, the overall damage increase is dependent on the receiving classes which can range anywhere from an ~3% to ~10%, and ~50% in the case of Night Lords and Arans who already have innate Critical skills. BMs themselves get around ~40% and MMs get ~30%.

    Rage: Soon-to-stack and adds 12 Weapon Attack at the cost of 12 Weapon Defense. Using the Full Endgame values, most classes get more or less an ~3% with just a couple instances of upper 4%. Not as glaringly great as Sharp Eye but with a full party, that may add up to around an ~18% damage increase.

    Threaten: Decreases monster defense by 20%. Due to how defense reduction works, typically Threaten will be more useful the lower the attacker's base damage range is and the more defense the monster has, and inversely less useful the higher the attacker's base damage range is and the less defense the monster has. Assuming a Paladin is bossing at the appropriate places (with the appropriate party):

    [Full] Endgame: Threaten will save about 1% per attacker totaling ~6% at HT and PB. If Hsalf is involved, it'd be about 5% per attacker totaling ~30%.

    Midgame + Gelt: Threaten will save about 1.5% per attacker totaling ~9% at HT and PB, and about 1% per attacker totaling ~6% at Zakum/CWK. If Hsalf is involved, it'd be between 6%-9% depending on the attacking class, totaling ~45%.

    Earlygame + Gelt: Threaten will save about 1%-2% per attacker totaling ~9% at HT/CWK. If Hsalf is involved, it'd be between 10%-15% depending on the attacking class, totaling ~75%. I won't include HT or PB here because the Earlygame is valued at level 140 and anybody those levels have no business doing HT/PB so early.
    Speed Infusion: Adds 2 Weapon Speed and stacks with Weapon Booster. Overall damage increase is dependent on the receiving classes which can range anywhere from ~6% to ~16%. On paper it's a very good sounding support skill, but there are only a few classes that benefits from it. That being non-Lunchbox warriors, Dark Knights, Marksmen, and Corsairs. The damage potential could be hit or miss depending on the party composition.

    Smokescreen: Creates a small area of smoke that protect party members inside of it from damage-based attacks and reactors. Doesn't work against status effects or HP-direct attacks. This one is harder to define as a "support" skill because it realistically only helps against bosses that spam stun statuses (Pink Bean, Zakum, Papulatus, etc), tight areas where players may fall off the platform from knockbacks (Horntail, Zakum Arms, Papulatus, etc), and Bowmasters so they don't need to restart Hurricane. The skill also only lasts for one minute...and has a cooldown time of ten minutes. It's hard to try and quantify how much offensive support the skill gives due to limited realistic usage, but it's clear that the amount of "extra" damage in that one whole minute that has to carry for ten whole minutes doesn't stack up against the 100% uptime skills Sharp Eye, Rage, and Speed Infusion.


    Threaten Support (Defense Chart)
    The way monster defense seems to work in DMS is that it's calculated before any damage or skill modification, which is to say that the applied defense is just a slash off the damage range you see in the Skill UI (or the effective range if a skill has a unique formula). So despite common beliefs, skills that multi-line do not suffer from "applying defense multiple times" since the defense was already applied. Each level difference below the monster becomes a straight % reduction (8 levels below the monster is 8% off your damage).

    Some things to note about the charts below is that the Raw DPS will be slightly different from previous charts since I used my newer-fixed calculator. It doesn't matter much since every chart before this are consistent with each other in terms of compared %, but the ones here are only comparative with the class's own DPS to show the loss in damage. The skill used also doesn't matter and are only there for numbers sake, as stated above, defense reduction only matters in regard to the damage range.

    Heroes and Paladins share the same damage range so the % loss is the same, hence why I didn't include Nibelheim for Paladins. The (Effective Range) listings are for the invisible range that the main skills for those respective classes use. Marksmen have two entries because Snipe bypasses defense.

    *edit*
    Monster defenses seem to cap at 1999 even if they were coded with higher defense.

    Boss Defense Reference

    Scarlion/Targa - 570

    Nirg - 1000
    Margana, Relik, Azure Ocelot, Scarlet Phoenix - 800
    Papulatus (1) - 1000
    Papulatus (2) - 800
    Zakum Arms (various) - 1050
    Zakum Arms (various) - 800
    Zakum - 1000 / 1100 / 1200

    Ariel - 1700
    Pink Bean - 1700
    HT Preheads, A, C - 1760
    HT Head B - 1840
    Bigfoot - 1400
    Munin, Rex the Wise - 1580
    Hugin - 1600
    Solomon - 1540

    Anego - 3000
    BGB - 3100
    Kachuu Musha - 3200

    BGA - 3600
    Boss - 5000
    Castellan Toad - 4300

    Hsalf - 8000


    v2 Flaws
    -The calculator I used didn't account for secondary stats.
    -I had manually typed the numbers out from using my calculator so a typo is possible.
    -Comparative section are only based on the Lunchbox Hero and didn't account for same-buffs of the Lunchbox Hero. It was an active decision on my part to do this to showcase the increase in damage for all classes from non-buffed values.



    ~ ~ ~ ~ ~
    Old Charts (v1)
    Show Spoiler
    v1 Charts
    DPS
    Comparative

    v1 Flaws
    These charts only used primary stats and w.att and were used more of a quick baseline for my personal reference. v2 was obviously a huge expansion to be more "accurate and encompassing". v1 charts are absolutely obsolete.
     
    Last edited: May 14, 2018
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  2. Sir

    Sir Literally Jesus Forum mod Staff

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

    Atticus Lee Oldie 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.
     
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  4. Monoscope

    Monoscope Getting involved

    Can you rerun the Shadower numbers with the recent changes to boomerang step and SE?
     
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  5. Tengzilla

    Tengzilla Well-Known

    I believe you were considering F/P and I/L regarding paralyze and chainlightning respectively. Does this include the elemental wands (assumed 25% attribute for bossing), booster, and element amplification? I am presuming that end game mages have both 1 ice and 1 lightning wand respectively (1 for spamming, 1 for bossing).

    Wondering if its also possible to include the numbers when using magic claws for both mages and bishops, since things such as crimson guardian are immune to all elements and you are forced to use magic claws there.
     
  6. Magic claw is roughly 27%/29%/33% of Para/CL/AR dps respectively with their appropriate amp and ele wand boosts. If you want to hit guardians, you might want to consider investing in Big Bang, which is actually a pretty underrated skill and does more than double single target dps (65%/71%/87% of Para/CL/AR) compared to magic claw. Plus it's a mobbing skill.
     
    Last edited: Dec 18, 2017
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  7. Atticus Lee

    Atticus Lee Oldie Event Winner

    It's been a while since I posted these charts, but I am working on a more-accurate Reference Chart. Will post soon(tm) when I finish.


    Yes I will be adding a bunch of closer-ingame-reflected numbers and will be including DMS's balance changes.

    The numbers do include the best ewand for the 1v1 skills (Ewand6 and Ewand8), booster, multiplier, and subani's cauldron.

    I had forgotten about element-immune bosses. I might consider adding Magic Claw. I'm not too sure about Big Bang since its damage fluctuation depends on how long its charged, and I don't have the formula for that.

    Honestly I'm not too personally concerned for mages. I added them in just for comparison, and I doubt there will be balance changes to make them stronger since it'd be difficult to completely balance them with the physical attackers.
     
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  8. The Big Bang charge takes exactly 1 second and the animation is just as fast as magic claw. The damage formula seems to be a bit weird though. At 0% charge it's around 12% of your max damage, at 50% it's around 60% and at 80% it's something like 85% and drops a lot when you get closer to 100%. I imaging piercing arrow and corkscrew blow use the same formula. Doesn't really seem to be worth it if you don't fully or nearly fully chage it.

    It also has 80% mastery, which seems to be more like 90% mastery because your min damage is around 90% of your max.
     
    Last edited: Dec 20, 2017
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  9. Atticus Lee

    Atticus Lee Oldie Event Winner

    I've updated the charts to include DMS' Shadower and Buccaneer change. I changed the endgame numbers a little and also added some more charts concerning Earlygame, Midgame, and damage scaling and some of my thoughts on the classes. I decided to not include mages but their old info is still available on the old chart.
     
  10. Atticus Lee

    Atticus Lee Oldie Event Winner

    Added chart for Cruel and Critical rings and hypothetically adjusted values ( chance/damage ; 20/1; 15/5 ; 5/15 ; 1/20 )


    Threaten Support chart coming soon(tm)
     
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  11. Atticus Lee

    Atticus Lee Oldie Event Winner

    Added chart for Threaten support, which can double as an Applied Defense Chart. The expected "saved damage" can be found under the Offensive Support section.

    Mage DPS chart coming soon(tm)
     
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  12. That's just sad. I wouldn't be surprised if jumping down at HT to threaten it nullified the DPS benefit from it.
     
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  13. Atticus Lee

    Atticus Lee Oldie Event Winner

    So I was just told that monster def. gets capped at 1999 if goes any higher. I tested it ingame and it's true. So that actually kinda hurts Threaten Support too since it won't ever "potentially" really help since no mobs can go above that limit :c
     
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  14. Atticus Lee

    Atticus Lee Oldie Event Winner

    Added chart for Mages


    not sure if some other chart will be coming or not soon(tm)
     
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  15. BlazeWizard

    BlazeWizard Community Member

    What is the total amount of weapon attack needed for fishing pole to beat sky ski
     
  16. SweetPayback

    SweetPayback Literally Jesus

    The question is how much range do you need. The attack of the weapon doesn't determine it. (I think).

    There is an old forum mod(@Mnemosyne) who made a comparison about weapon attack an another private server. (Although i don't really get what he calculated).

    Info (open)

    Pole vs Sky ski
    Clean
    31 (72 + x) = 28 (99 + x)
    (31 * 72) + 31x = (28 * 99) + 28x
    3x = (28 * 99) - (31 * 72)
    x = [(28 * 99) - (31 * 72)] / 3
    x = 180

    Perfect
    31 (112 + x) = 28 (139 + x)
    (31 * 112) + 31x = (28 * 139) + 28x
    3x = (28 * 139) - (31 * 112)
    x = [(28 * 139) - (31 * 112)] / 3
    x = 140

    tl;dr
    Basically, Sky Skis will beat Dragon fairly quickly (NOTE: this is not the case with Reverse or Timeless!). The Pole will need to be perfected and you will need to use an apple for it to beat the Dragon, but will not yet beat the Sky Skis. If you have a perfect Pole, godly gear and are appling (gaining a total of 140 or more weapon attack), then the Pole becomes the strongest. If you have Speed Infusion, Sky Skis win hands down.


    If you want the source you can message me i guess, can't post a link of another private server in here
     
    Last edited: Mar 18, 2018
  17. panatown

    panatown Community Member

    actually, mnemosyne made a thread on this forum too regarding sky ski and fishing pole vs timeless alchupiz.

    http://mapledestiny.net/forum/threads/11266/

    assuming im right about how to read the graph,

    then based on a perfect timeless alchupiz (180wa), perfect sky ski (144wa), and perfect fishing pole (im not too sure about this, ill take it as 117wa) ,

    fishing pole beats sky ski at 274.5 external wa (meaning from pots, blessing of fairy, and other equips)
    fishing pole beats alchupiz at 339.75 "external wa"
    sky ski beats alchupiz at 397.5 "external wa"

    for completeness, with speed infusion,
    fishing pole needs 733.5 external wa to beat alchupiz,
    sky ski needs 355.5 external wa.
     
  18. Atticus Lee

    Atticus Lee Oldie Event Winner

    Updated charts to v3.
    Show Spoiler
    -Added Evans.
    -Changed equipments of Earlygame, Midgame, Endgame, and Complete.
    -Changed Buccaneer's Barrage+DStrike combo to 20 per minute (was 21).
    -Changed Marksman's Combo speed (see their section notes).
    -Updated skills to reflect custom DMS skill changes (MM Strafe, Paladin charges)
    -Comparison charts are now accurate to LB Hero's DPS in the same column, versus the v2 chart which compared to an unbuffed LB Hero's DPS.
    -Added several mobbing abilities for several classes.
    -Added a couple more weapon options for warriors on Endgame chart.
    -Changed wording "Full" to "Complete"
    -Endgame will now be used as the regular scale in place of the previous Full
    -Removed Main Skill [Disadvantage] for mages in favor of Big Bang which is a slightly better option DPS-wise.



    - - - - -
    Numbers are more or less the same but stark differences are: comparative numbers are slightly lower than v2 numbers due to matching equal-buffed LB Hero, removal of buff combinations, and removal of hypothetical stacks not named Rage. I'm going to bring everything back eventually (scaling chart, hypothetical SE, hypothetical stacks, etc) but I had wanted to push correctly changed numbers first for the upcoming MM and Paladin changes. The old v2 charts and text are still there and semi-relevant if there's a need for referencing them before I add v3 versions.
     
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  19. panatown

    panatown Community Member

    Thanks atticus
     
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