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.
| Class | Base 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:
- If the monster is L levels above you:
scaled ACC = ACC × 100 / (10 × L + 255)(L = 0 at or above its level). - Spread:
0.15 + 0.20 / (1 + e^(D / 12)), where D = scaled ACC − monster avoid. - 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.
Guide: accuracy and hit rate · Tools: accuracy calculator, avoidability calculator
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:
- Defense:
damage × 100 / (defense + 100) - Element: × 1.25 weak, × 0.75 strong, × 0 immune
- Level gap (monster D levels above you): ÷
(D² × 0.005 + 1)when D < 10, ÷(D × 0.05 + 1)at 10+ - Crit: × (1 + crit damage)
- 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%):
| 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.
Guide: damage formula explained · Tools: damage calculator, one-hit calculator, skill damage table
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:
| Levels | EXP to next level |
|---|---|
| 1 to 5 | (floor(level² / 2) + 15) × level |
| 6 to 50 | q = floor(level² / 3), then (q + 19) × q |
| 51 to 89 | previous level × 1.0548, truncated |
| 90 to 99 | previous 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.
Guides: EXP table, death and EXP loss · Tools: EXP calculator, grind tracker
Scroll success rates
| Tier | Success | On failure |
|---|---|---|
| Lesser | 100% | Can't fail |
| Intermediate | 60% | Item is safe |
| Greater | 10% | Item is safe |
| Chaos | 10% | 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%).
Guides: scroll tiers explained, scrolling guide · Tool: scroll simulator
HP and MP per level
| Class | HP per level | MP 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.
Guide: HP and MP gain explained
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)).
Guide: starting stats and AP · Tool: skill planner
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.