Damage Formula in MapleStory Classic World: Physical and Magic Damage Explained

Valid forClassic World v1.0.0 (Grand Launch)
Last checked2026-10-22
Sources4 cited sources

In MapleStory Classic World, a physical hit is your Weapon Attack times a random base of 0.8 to 1.0 plus your stats: your main stat times a weapon multiplier, plus your secondary stat, plus double your Attack Power, all over 100, times the skill's percentage. Magic is built from INT and Magic Attack instead. The formulas are not the old GMS ones, so old damage calculators are off.

Quick answer:

  • Physical MAX = Skill% × W.ATK × (1.0 + (Main × Multiplier + Secondary + 2 × Attack Power) / 100)
  • Physical MIN = same, but with a 0.8 base and the main-stat term multiplied by your mastery factor
  • Magic MAX = Skill% × (floor(INT / 2) + Magic Attack) × (1 + INT / 125)
  • Then: defense, element, level gap, crit, and a cap of 1 to 99,999 per hit.

Most community write-ups of these formulas agree. Where one older reference differs, we say so.

Physical damage

Every physical hit makes two independent random rolls: a base between 0.8 and 1.0 of your Weapon Attack, and a stat roll between your minimum and maximum stat contribution. Because they're separate draws, hits bunch toward the middle of your range instead of spreading evenly.

  • Weapon Attack multiplies everything. It sits outside the bracket, so it scales every other input. Early on, a better weapon matters even more than it used to.
  • Your main stat gets the weapon multiplier. The secondary stat is added flat.
  • Attack Power counts double. It's a separate stat from W.ATK that comes from buffs and some passives. Sources disagree on the weight: most say 2:1, one older reference counts it 1:1.
WeaponMain statSecondary
Sword, axe, blunt, spear, polearmSTRDEX
Bow, crossbowDEXSTR
Dagger, clawLUKSTR + DEX
Wand or staff, physical whackSTRDEX

Weapon multipliers

The multiplier depends on the attack's animation, not the skill. Ordinary melee attacks swing 60% of the time and stab 40%. Bows, crossbows and claws use 2.5 when they shoot.

WeaponSwingStabShoot
1H Sword1.81.8-
2H Sword2.52.5-
1H Axe / 1H Blunt2.41.2-
2H Axe / 2H Blunt3.02.0-
Spear1.53.5-
Polearm3.51.5-
Dagger1.02.0-
Bow, Crossbow, Claw1.01.02.5
Wand / Staff (physical)1.81.8-

Lucky Seven uses 3.0 instead of the claw's 2.5. Sword users get the steadiest damage because swing and stab are the same.

Mastery

Mastery only raises your minimum. Your maximum never moves. Most sources write the mastery factor as (0.1 + mastery level / 10) × 0.7, so with no mastery skill your minimum counts 7% of your main-stat term, and at mastery level 10 it counts 77%. One older reference uses 0.8 instead of 0.7.

A community worked example shows why it matters. A level 30 Warrior with 132 STR, 30 DEX and a clean 47 W.ATK Gladius:

Setup (community example)MinMax
Basic attack, no mastery59172
Basic attack, mastery level 10137172
Max-level Power Strike (260%), no mastery154449
Max-level Power Strike, mastery level 10357449

Same ceiling, much higher floor. That example puts the average hit about 34% higher.

Magic damage

Magic skips W.ATK and weapon multipliers entirely:

  • Magic total = floor(INT / 2) + all your Magic Attack from gear, scrolls and buffs. Put simply, 2 INT is worth 1 Magic Attack.
  • MAX = Skill% × Magic total × (1 + INT / 125)
  • MIN = Skill% × Magic total × (1 + INT × mastery / 125)

INT counts twice, once in the magic total and once in the multiplier, and LUK doesn't count at all. Your wand's speed doesn't change spell timing either; see attack speed. One older reference shows a different magic formula.

After the roll: defense, elements, level gap, crits

These apply in this order:

  1. Defense: damage × 100 / (defense + 100). Defense is a percentage now, so it never reduces a hit to zero. For example, a defense 15 Mushmom takes 87% of your damage.
  2. Element: × 1.25 if the monster is weak, × 0.75 if it resists, × 0 if immune. That's half as strong as the old ±50%.
  3. Level gap: if the monster is D levels above you, divide by (D² × 0.005 + 1) when D is under 10, or (D × 0.05 + 1) at 10 or more. That's about 11% less damage at 5 levels, a third less at 10, and half at 20.
  4. Critical hit: damage × (1 + crit damage). Every class can crit in Classic. Community data lists a base of 5% crit rate and +20% crit damage before gear and passives.
  5. Cap: each hit is rounded down and kept between 1 and 99,999. The old cap was 199,999.

What each stat does

StatDamage roleOther roles
STRMain stat for melee and wand/staff whacks; secondary for bows, daggers, clawsWeapon requirements
DEXMain stat for bows and crossbows; secondary for melee, daggers and clawsAccuracy (non-Magicians), a little avoid
INTMagic damage, counted twiceMagician accuracy
LUKMain stat for daggers and clawsAccuracy and avoid for everyone

Community data also lists STR adding weapon defense (floor(STR / 4)) and INT adding magic defense (floor(INT / 4)). For how this turns into AP choices, see starting stats and AP. For hit chance, see accuracy.

Frequently asked questions

What is the damage formula in MapleStory Classic World?
Physical MAX is Skill% × W.ATK × (1.0 + (main stat × weapon multiplier + secondary + 2 × Attack Power) / 100). MIN uses a 0.8 base and multiplies the main-stat term by your mastery factor.
Does mastery increase max damage in Classic?
No. Mastery only raises your minimum hit. Your maximum stays the same, so your average goes up.
Is W.ATK or main stat better?
W.ATK multiplies the whole formula, so it usually wins on the same gear slot. Check with a damage calculator for your exact numbers.
What is the damage cap in Classic World?
99,999 per hit, down from the old 199,999. You won't hit it at launch.
Does LUK affect magic damage?
No. Magic uses INT and Magic Attack only. LUK still feeds a Magician's accuracy.
How much damage do you lose hitting higher-level monsters?
About 11% at 5 levels above you, about a third at 10, and half at 20.

Sources: NiaMeowDB [1] · MapleClassic Wiki [1] · Henesys.gg [1] · MetaRoad [1]. Names and game content © Nexon, used for informational purposes. The explanations on this page are our own.