Damage Formula in MapleStory Classic World: Physical and Magic Damage Explained
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.
| Weapon | Main stat | Secondary |
|---|---|---|
| Sword, axe, blunt, spear, polearm | STR | DEX |
| Bow, crossbow | DEX | STR |
| Dagger, claw | LUK | STR + DEX |
| Wand or staff, physical whack | STR | DEX |
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.
| Weapon | Swing | Stab | Shoot |
|---|---|---|---|
| 1H Sword | 1.8 | 1.8 | - |
| 2H Sword | 2.5 | 2.5 | - |
| 1H Axe / 1H Blunt | 2.4 | 1.2 | - |
| 2H Axe / 2H Blunt | 3.0 | 2.0 | - |
| Spear | 1.5 | 3.5 | - |
| Polearm | 3.5 | 1.5 | - |
| Dagger | 1.0 | 2.0 | - |
| Bow, Crossbow, Claw | 1.0 | 1.0 | 2.5 |
| Wand / Staff (physical) | 1.8 | 1.8 | - |
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) | Min | Max |
|---|---|---|
| Basic attack, no mastery | 59 | 172 |
| Basic attack, mastery level 10 | 137 | 172 |
| Max-level Power Strike (260%), no mastery | 154 | 449 |
| Max-level Power Strike, mastery level 10 | 357 | 449 |
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:
- 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.
- 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%.
- 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.
- 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.
- Cap: each hit is rounded down and kept between 1 and 99,999. The old cap was 199,999.
What each stat does
| Stat | Damage role | Other roles |
|---|---|---|
| STR | Main stat for melee and wand/staff whacks; secondary for bows, daggers, claws | Weapon requirements |
| DEX | Main stat for bows and crossbows; secondary for melee, daggers and claws | Accuracy (non-Magicians), a little avoid |
| INT | Magic damage, counted twice | Magician accuracy |
| LUK | Main stat for daggers and claws | Accuracy 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.