Home › Beginner Guides › Formulas

Classic World Formulas

Every formula this site uses, on one page: accuracy and avoid, the hit check, physical and magic damage, the EXP table, scroll rates, HP and MP gains and AP. Each block links to the guide that explains and sources it, and to the tool that runs it. Nexon doesn't publish these; they're the community-documented Classic World versions our guides checked, not the old GMS ones.

Accuracy, avoid and the hit check

Base accuracy per class (Magicians use INT where others use DEX). Each result rounds down; gear and skills add on top.

ClassBase accuracy
Beginner(1.2 × DEX + 2 × Level + 0.6 × LUK) / 2.5 + 5
Warrior(1.2 × DEX + 2 × Level + 0.6 × LUK) / 2.5 + 10
Bowman(1.2 × DEX + 2 × Level + 0.6 × LUK) / 4.8 + 20
Thief(1.2 × DEX + 2 × Level + 0.6 × LUK) / 4 + 15
Magician(1.2 × INT + 2 × Level + 0.6 × LUK) / 5.1 + 20

Avoid: floor(LUK / 3) + floor(DEX / 6) + 5

Hit check:

  1. If the monster is L levels above you: scaled ACC = ACC × 100 / (10 × L + 255) (L = 0 at or above its level).
  2. Spread: 0.15 + 0.20 / (1 + e^(D / 12)), where D = scaled ACC − monster avoid.
  3. Hit if scaled ACC × a random number between (1 − spread) and (1 + spread) reaches the monster's avoid.

Spells use the same check, so Magicians can miss. How a monster's accuracy works against your avoid is not confirmed for Classic.

Damage

Physical

  • MAX = Skill% × W.ATK × (1.0 + (Main × Multiplier + Secondary + 2 × Attack Power) / 100)
  • MIN = Skill% × W.ATK × (0.8 + (Main × Multiplier × Mastery + Secondary + 2 × Attack Power) / 100)
  • Mastery factor = (0.1 + mastery level / 10) × 0.7: 7% with no mastery skill, 77% at mastery level 10. Mastery only raises your minimum.

Magic

  • Magic total = floor(INT / 2) + Magic Attack
  • MAX = Skill% × Magic total × (1 + INT / 125)
  • MIN = Skill% × Magic total × (1 + INT × Mastery / 125)

Then, on the monster:

  1. Defense: damage × 100 / (defense + 100)
  2. Element: × 1.25 weak, × 0.75 strong, × 0 immune
  3. Level gap (monster D levels above you): ÷ (D² × 0.005 + 1) when D < 10, ÷ (D × 0.05 + 1) at 10+
  4. Crit: × (1 + crit damage)
  5. Cap: rounded down, kept between 1 and 99,999 per hit

Weapon multipliers (by animation; melee swings about 60% of the time and stabs 40%):

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.

EXP table, death and party

The EXP table comes straight from the game data (levels 1–99; 100 is the cap). One community source writes it as four formulas, and our guide checked that they reproduce all 99 values:

LevelsEXP to next level
1 to 5(floor(level² / 2) + 15) × level
6 to 50q = floor(level² / 3), then (q + 19) × q
51 to 89previous level × 1.0548, truncated
90 to 99previous level × 2.1, truncated

Level 1 to 30 is 548,637 EXP; level 1 to 100 is 18,194,778,397.

  • Death: up to 10% of your current level's EXP, never a level. A Safety Charm prevents it. A LUK-based model exists but has only one source.
  • Party bonus: exists, but the exact numbers aren't official and sources disagree.

Scroll success rates

TierSuccessOn failure
Lesser100%Can't fail
Intermediate60%Item is safe
Greater10%Item is safe
Chaos10%50% chance the item is destroyed
  • Expected gain per scroll = bonus × success rate. Intermediate beats Lesser on every ladder except HP/MP.
  • Chaos: each attempt has a 45% chance of losing the item (90% fail × 50%).

HP and MP per level

ClassHP per levelMP per level
Beginner+16+12
Warrior+28+12
Bowman+22+17
Thief+22+17
Magician+16+22

Fixed gains, no RNG, and INT doesn't add MP. 2nd job paths use their base class rates. Max HP / MP Increase is a flat % of your pool (up to +25%), so old-style HP washing doesn't work.

Stats and AP

  • No dice: every stat starts at 4, plus 9 free AP (25 total at level 1).
  • +5 AP per level: total AP = 25 + 5 × (level − 1).
  • Community data: STR adds weapon defense (floor(STR / 4)), INT adds magic defense (floor(INT / 4)).

Attack speed

Lower number = faster. In the game data, Faster is 2 or 3, Fast is 4 or 5, Normal is 6, Slow is 7 or 8. Booster takes 2 off and must match your weapon. Community testing says Magician spells ignore weapon speed.

FAQ

Are these the official MapleStory Classic World formulas?

Nexon hasn't published them. Every formula here is the community-documented version our guides checked against the Grand Launch game data or against more than one source. Where sources disagree, the linked guide says so. Numbers that come straight from the game files (EXP table, scroll success rates, monster stats) are marked as game data.

Is the old GMS damage formula still right for Classic?

No. Classic World changed it: Attack Power counts double, defense is a percentage, elements are ±25% instead of ±50%, monsters above your level cut your damage, and the cap is 99,999. Old damage calculators are off.

What is the accuracy formula in Classic World?

Base ACC = (1.2 × DEX + 2 × level + 0.6 × LUK) / class divisor + class bonus (Magicians use INT instead of DEX), rounded down. Then the hit check scales your ACC by the level gap and rolls against the monster's avoid.

How much EXP is level 1 to 100?

18,194,778,397 EXP in total, from the game's EXP table. Level 1 to 30 is 548,637.

Sources: game data v1.0.0 (EXP table, scroll rates, skill data) and the sources listed in each linked guide. Names and game content © Nexon, used for informational purposes.