Accuracy Calculator
Enter your level and total ACC to see, for every monster in Classic World, the ACC you need to hit it 100% of the time at your level and roughly how often you hit it now. In Classic your level is part of the check, so the same mob gets easier to hit as you out-level it. Tick the filter to list only the monsters you never miss.
Level 20, 50 ACC, physical attacks. Hit chances are approximate (see below).
| Monster | Lv | Avoid | ACC for 100% | Your hit chance |
|---|---|---|---|---|
| Snail | 1 | — | — | No avoid data |
| Tutorial Jr. Sentinel | 1 | — | — | No avoid data |
| Blue Snail | 2 | — | — | No avoid data |
| Shroom | 3 | — | — | No avoid data |
| Red Snail | 4 | — | — | No avoid data |
| Stump | 5 | — | — | No avoid data |
| Slime | 6 | — | — | No avoid data |
| Pig | 7 | — | — | No avoid data |
| Orange Mushroom | 8 | — | — | No avoid data |
| Ribbon Pig | 10 | 6 | 21 | 100% Always hits |
| Dark Stump | 11 | 5 | 17 | 100% Always hits |
| Octopus | 12 | 7 | 24 | 100% Always hits |
| Green Mushroom | 14 | 8 | 27 | 100% Always hits |
| Bubbling | 15 | 9 | 31 | 100% Always hits |
| Axe Stump | 17 | 8 | 27 | 100% Always hits |
| Blue Mushroom | 19 | 11 | 37 | 100% Always hits |
| Ghost Stump | 19 | 7 | 24 | 100% Always hits |
| Manoboss | 20 | 13 | 44 | 100% Always hits |
| Stirge | 20 | 13 | 44 | 100% Always hits |
| Jr. Necki | 21 | 14 | 49 | 100% Always hits |
| Horny Mushroom | 22 | 13 | 47 | 100% Always hits |
| Dark Axe Stump | 23 | 11 | 42 | 100% Always hits |
| Wooden Mask | 23 | 14 | 52 | ~93% Sometimes misses |
| Rocky Mask | 24 | 14 | 54 | ~87% Sometimes misses |
| Zombie Mushroom | 24 | 14 | 54 | ~87% Sometimes misses |
| Wild Boar | 25 | 15 | 60 | ~67% Sometimes misses |
| Evil Eye | 27 | 16 | 68 | ~42% Mostly misses |
| Iron Hog | 28 | 17 | 74 | ~23% Mostly misses |
| Fairy 2 | 29 | 20 | 90 | 0% Can't hit |
| Fairy 3 | 29 | 20 | 90 | 0% Can't hit |
| Fairy 4 | 29 | 20 | 90 | 0% Can't hit |
| Ligator | 31 | 21 | 99 | 0% Can't hit |
| Fire Boar | 32 | 21 | 102 | 0% Can't hit |
| Curse Eye | 33 | 22 | 110 | 0% Can't hit |
| Jr. Wraith | 34 | 25 | 127 | 0% Can't hit |
| Jr. Boogie 1 | 35 | 26 | 136 | 0% Can't hit |
| Jr. Boogie 2 | 35 | 26 | 136 | 0% Can't hit |
| Stumpyboss | 35 | 24 | 125 | 0% Can't hit |
| Lupin | 37 | 27 | 148 | 0% Can't hit |
| Lorang | 38 | 24 | 135 | 0% Can't hit |
| Cold Eye | 40 | 25 | 147 | 0% Can't hit |
| Mushmomboss | 40 | 29 | 169 | 0% Can't hit |
| Zombie Lupin | 41 | 29 | 173 | 0% Can't hit |
| Skeledog | 44 | 27 | 172 | 0% Can't hit |
| Copper Drake | 45 | 28 | 181 | 0% Can't hit |
| Tortie | 46 | 25 | 166 | 0% Can't hit |
| Mummydog | 47 | 29 | 195 | 0% Can't hit |
| Shadeboss | 48 | 35 | 238 | 0% Can't hit |
| Wraith | 48 | 32 | 219 | 0% Can't hit |
| Clang | 49 | 30 | 209 | 0% Can't hit |
| Drake | 50 | 27 | 192 | 0% Can't hit |
| Croco | 52 | 31 | 228 | 0% Can't hit |
| Malady | 55 | 33 | 255 | 0% Can't hit |
| Zombie Mushmomboss | 55 | 37 | 284 | 0% Can't hit |
| Stone Golem | 56 | 30 | 236 | 0% Can't hit |
| Skeleton Soldier | 57 | 34 | 271 | 0% Can't hit |
| Dark Stone Golem | 58 | 31 | 252 | 0% Can't hit |
| Red Drake | 60 | 35 | 292 | 0% Can't hit |
| Wild Kargo | 62 | 36 | 309 | 0% Can't hit |
| Officer Skeleton | 63 | 37 | 322 | 0% Can't hit |
| Tauromacis | 70 | 41 | 391 | 0% Can't hit |
| Commander Skeleton | 73 | 42 | 416 | 0% Can't hit |
| Taurospear | 75 | 48 | 485 | 0% Can't hit |
| Jr. Balrogboss | 80 | 49 | 526 | 0% Can't hit |
How it works
- ACC for 100% is the lowest ACC that always passes the hit check at your level: your ACC scaled by 100 / (10 × levels the mob has over you + 255), times the low end of the random roll, must reach the monster's avoid. Monster level and avoid come from the game data.
- Your hit chance runs the same check with your ACC and assumes the roll is spread evenly between its low and high end, the same way our accuracy guide works its examples.
Caveats: the formula is community-documented, not published by Nexon, and it's documented for physical attacks. Our sources say spells use the same check in Classic (a Magician's ACC just comes from INT), but one older pre-launch reference disagrees, so spell results are less certain. Hit chances under 100% are estimates. Monsters with no avoid value in the game data (Snail, Tutorial Jr. Sentinel, Blue Snail, Shroom, Red Snail, Stump, Slime, Pig, Orange Mushroom) show no numbers.
Missing a lot? Train on monsters at or below your level first. See accuracy and hit rate explained and the damage calculator.
FAQ
How much accuracy do I need in MapleStory Classic World?
It depends on the monster's avoid and how many levels it has over you. Enter your level in the calculator and the "ACC for 100%" column shows the exact number for every monster. For example, a Zombie Mushroom (level 24, avoid 14) needs 54 ACC at level 20 but only 47 at level 25.
Why does my level change the ACC I need?
Classic scales your accuracy down for every level a monster has over you: your ACC is multiplied by 100 / (10 × levels above you + 255). Each level of gap raises the ACC you need by about 4%. Monsters at or below your level get no gap penalty.
Is the hit chance exact?
No, it's approximate. It runs the community-documented hit check from our accuracy guide and assumes the random roll is spread evenly. The 100% threshold uses the same check we validated against published examples; the percentages below 100% are a model, not a measured rate.
Does this work for Magicians?
Yes, with a caveat. The formula is written for attacks in general, and three community sources in our accuracy guide say spells use the same hit check in Classic, so magic can miss. A Magician's ACC is built from INT instead of DEX (pick Magician in the "work out my ACC" helper). One older pre-launch reference says magic never misses, so treat spell results as less certain than physical ones.
Where do I find my total ACC?
Your character's stat window shows your accuracy. Or tick "work out my ACC" to use the per-class formula from our accuracy guide, then add your gear and skill ACC on top.