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Thread: [GMS] MapleStory Formula Compilation

  1. #1

    [GMS] MapleStory Formula Compilation

    Originally posted by Technolink on SW:
    Quote Originally Posted by Technolink
    Well I noticed that we have quite a lot of maplestory's formulas cracked, the problem is between sleepy, lolbasil, mapletip, hidden-street, etc, its very hard to find a formula. I've even seen two people from different sites working on the same formula.

    I hope to eventually put this thread on all sites so maplestory knowledge can be spread and easily accessed from everywhere.

    Unsolved formulas will be detonated in red so perhaps we could get to work on those next!
    Please point out any errors that I have made, or equations you know of that aren't here. I will update this periodically with any new information.

    Equations/expressions/values in blue have not been verified and may be outdated
    Equations/expressions/values in red are incomplete, unconfirmed, or experimental

    General Damage Calculation


    Base Damage Equations


    Damage Modifiers


    Critical


    Other Damage Equations (damage per tick, healing, etc)


    Mob Damage


    Accuracy


    EXP Splitting


    EXP Required


    Stat Related Stuff


    Misc/Constants


    Contributors


    Not dealt with

  2. #2
    Quack! Devil's Sunrise is thinking about doing corrections
    IGN: Mondays
    Server: Bellocan
    Level: 170
    Job: White Knight
    Guild: Affinity
    Alliance: Honour
    norway

    Holy charge:
    [120% + (1.5% *(lvl)] - advantage
    [80% - (1.5% * lvl)] - disadvantage


    Slash blast FA:
    [FA multiplier]*(1+(1/3)^6-(1/3)^monsters) - Damage multiplier for Slash blast FA. Total damage on monsters (switch with amount of monsters).
    FA multiplier * 2 * (1/3)^monster# - Per monster. Monster# is the number of the monster hit. (1 = 1st, 2 = 2nd, etc...)
    Last edited by Devil's Sunrise; 2008-07-14 at 10:23 AM.

  3. #3
    Proton RFSurg is thinking about doing corrections

    IGN: MechaSurg
    Server: Khaini
    Level: 150+
    Job: Hero
    Guild: TurtleHeroes
    Alliance: KhainiHeroes

    Combo Attack
    Combo Multiplier = (115% + Advanced Combo % + 5% * number of orbs)

    Combo, if you have Max Combo Attack, would be 120% + AC percent + (5% * orbs 2-5) + (4% * orbs 6 - 10)

    The 120% would be the 1st orb wih just max Combo Attack and it grows with the AC percent
    -

    Finishers = Skill Description % * Combo Multiplier * number of orbs / 2

    This formula only works with max combo attack and a maxed finisher and stop working with AC orbs.

    From what I've seen This post is right

    Combo Effect % * Finsiher % * Orbs Multiplier

    The orb multipliers are:

    1 orb = 100%
    2 orbs = 120%
    3 orbs = 154%
    4 orbs = 200%
    5 - 10 orbs = 250%

  4. #4
    Proton GW2000 is thinking about doing corrections
    IGN: GW2003
    Server: Windia
    Level: 77/47/37
    Job: Priest/Assassin/I,L Wizard
    Guild: EternalHon0r
    Alliance: Tsundere

    Hands is used for the Maker alchemy skill. It's only released in kMS so far though.

  5. #5
    Neon Atom Technolink is thinking about doing corrections
    IGN: Technolink
    Server: Broa
    Level: 105
    Job: Sniper
    Guild: Marksmen
    Alliance: Dexterity

    Sap, might wanna keep Peirce at 1.18 for now, we have done 0 testing with 1.10, so it seems silly to think its soley a reversed IA.

  6. #6
    Helium Atom Kevvl is thinking about doing corrections
    IGN: Kevvl14
    Server: Bera
    Level: 14x
    Job: Marxist
    Guild: Typoists
    Alliance: Purified

    Wait, there's an avoid formula? I've seriously been wondering about that for like a year XD

  7. #7
    Quack! Devil's Sunrise is thinking about doing corrections
    IGN: Mondays
    Server: Bellocan
    Level: 170
    Job: White Knight
    Guild: Affinity
    Alliance: Honour
    norway

    also, just fyi:

    weapon damage:
    (Base Damage*Elemental Charge * Elemental (dis)Advantage - Defense Reduction) * (Attack Percent + Critical Bonus) * Effect Multiplier

  8. #8

    Might want to fuse 1H Axe and 1H Blunt Weapon as well as 2H Axe and 2H Blunt Weapon. They're calculated in the same way and that's just less text for the limit.

    Uhh.

    Shadow Partner does exactly 50% of whatever damage you inflict with skills, but exactly 80% of single star damage at max level. The damage is displayed well enough in the skill description, there's really not much of a need to add that.

    Shadow Meso damage is 10 * number of mesos thrown. When it does crit, it does 150% damage. It has its own critical system.

    Shadow Web does a weird HP percentage thing depending on its level, might want to look more into that, I know I've seen a table before.

    Oh, Elemental Amplification does not apply to 4th job summons for Mages.

    I think the 55.2 accuracy formula is more correct than the 55.0 accuracy formula, you'd have to get some second opinions on that though.

    I'm pretty sure Arrow Bomb has two classifications of splash damage. It's one of two attacks that can break the damage barrier in a single hit (as in, the numbers can reach over 99,999 - the other being Piercing Arrow). But that's another formula, another day. I'm more interested in a concrete representation of charge skills and Meso Explosion. Or multi-target Heal.

    Regardless, keeping tabs on every formula in Maple is no simple task. Good luck.

  9. #9
    Proton RFSurg is thinking about doing corrections

    IGN: MechaSurg
    Server: Khaini
    Level: 150+
    Job: Hero
    Guild: TurtleHeroes
    Alliance: KhainiHeroes

    Since all Weapon Damage formulas follow the same base with just different primary stats, secondary stats(str + dex for thieves), and multipliers, wouldn't it be cleaner and easier to just post the base formula and the different stats/multipliers for different weapons?

  10. #10

    That is true.

    Updating thread.

    Quote Originally Posted by Devil's Sunrise View Post
    also, just fyi:

    weapon damage:
    (Base Damage*Elemental Charge * Elemental (dis)Advantage - Defense Reduction) * (Attack Percent + Critical Bonus) * Effect Multiplier
    Those are included in Effect Multiplier (which is everything in the 'Effect Multiplier' spoiler tag except actual attack skills). As for whether they come before the defense reduction and everything else, I'd doubt it. As far as I know, all multipliers come after defense, and everything other than the actual attack skill's damage comes after critical as well.

  11. #11

    Combo Attack:
    If Orbs = 0

    100%

    Else

    Level 1:
    95% + Orbs * 5%
    1 < Level < 10
    97% + Orbs * 5% + Level
    10 <= Level < 21
    102% + Orbs * 5% + (Level - 1) / 2
    Level > 20
    105% + Orbs * 5% + (Level / 3);

    Advanced Combo Attack:
    Orbs < 6
    115% + Orbs * 5% + Level
    Orbs > 5
    120% + Orbs * 4% + Level

  12. #12
    Quack! Devil's Sunrise is thinking about doing corrections
    IGN: Mondays
    Server: Bellocan
    Level: 170
    Job: White Knight
    Guild: Affinity
    Alliance: Honour
    norway

    Quote Originally Posted by Russt View Post
    That is true.

    Updating thread.


    Those are included in Effect Multiplier (which is everything in the 'Effect Multiplier' spoiler tag except actual attack skills). As for whether they come before the defense reduction and everything else, I'd doubt it. As far as I know, all multipliers come after defense, and everything other than the actual attack skill's damage comes after critical as well.
    Elemental charge + Elemental advantage has always been added in before weapon reduction for white knights and paladins, at least.

    accuracy To 100% = (55.2 + (2.15 * lvlDifference)) * mavoid / 15;

    if lvlDifference is less than 0, put it 0 instead.

    chance to hit:
    2 * (accuracy - (accuracyTo100% / 2)) / accuracyTo100% ;

  13. #13

    Dragon Roar ~ no slash/stab, uses spear/PA though
    Primary: 4*STR
    Secondary: DEX

    I've been working on the monster damage formula but it's a lot more complicated than I initially expected.

    A decent approximation is
    base max: (atk^2)/120 + atk/15*classmod
    base min: 0.945 * max
    max = base max - 0.5*def
    min = base min - 0.4*def
    * classmod = 1 for warriors, 0.8 for thief, 0.7 for bowman, 0.4 for mages, 0.01 for beginners - may change by level, I haven't done extensive testing on low level characters because they die too fast on anything strong enough for the effect to be measurable.
    The actual formula has 5 factors that I can find:
    (monster)
    [M]ATK
    (player)
    STR
    [M]DEF
    CLASS
    LEVEL

    The trouble is figuring out how these play off each other - what I do know is that there's a "baseline" defense/str, where a class takes normal reduction (0.5*def), and a "baseline" class specific increase to damage, which may or may not directly be affected by level (I've seen a chart that was in the wz that listed specifics for each class at certain levels but I can't confirm whether it's used).
    STR and Defense are somehow working together, so that the ideal situation is to have as much as possible of both (higher STR = higher damage reduction per defense point). The extent of this is not currently known to me except for some vague formula which may or may not be accurate: 0.5*DEF+STR/2000*(DEF-K)
    K is some value that seems to depend on class & level, I suspect it's in the range of 500 defense for high level warriors but other than that I can't say.
    Last edited by Stereo; 2008-07-16 at 07:43 PM.


    Level 128 night lord.Level 152 paladin.
    ..OoohPaladinEctopusBrawler.CultDark Knight
    ..MlLFFighterBironicI/LWhormonesCrossbowman
    TawmetB/W...SawbonesCleric
    FewmetN.LordPentanolHunter..OcohDawn Warrior



    Bain Log
    26 Rare
    7 gloves - 4 weapons - 3 shoes - 1 top - 2 bottoms - 5 overalls - 1 hat - 1 shield - 2 earrings
    8700 Collars.

  14. #14
    Neon Atom Technolink is thinking about doing corrections
    IGN: Technolink
    Server: Broa
    Level: 105
    Job: Sniper
    Guild: Marksmen
    Alliance: Dexterity

    Would you mind passing your data onto us? Perhaps we could help ya out.

    I actually remember there being an addition to the wz files for armours, something that made it more advantagous to wear armour of your level (it gives less defence if it isn't your level bracket).

    Perhaps you should work on naked tests first.

  15. #15
    Helium Atom EndlessAxis is thinking about doing corrections
    IGN: Genesis Rhapsodos
    Server: Banora
    Level: She guides us to bliss, her gift everlasting
    Job: Reciting LOVELESS
    Guild: Project-G
    Alliance: LOVELESS

    Ohhh Thanks , Very usefull was lookin for this

  16. #16

    Quote Originally Posted by Technolink View Post
    Would you mind passing your data onto us? Perhaps we could help ya out.
    3 sections; the 0 stats ones are where I reached the 94.5% figure for minimum damage based on max.
    1) Bains. 425 atk, 0 stat damage is to a level 200 character with 0 wdef, 0 luk, 0 dex, 0 int. STR varied as shown, all STR figures are with 1 wdef.
    Bain obs max obs min str
    Beginner
    1535 1453 0
    1537 1454 5000
    WK
    1566 1485 0
    1604 1519 2000
    1658 1569 5000
    Mage
    1553 1464 0
    1620 1532 5000

    2) Jr. Cerebes. 132 atk, same character, same order of observations.
    jr cerebes obs max obs min
    148 140
    149 141
    172 163
    197 189
    237 229
    161 152
    208 200

    3) Horntail's Tail (1750 atk). Level 200 WK, 20000 STR, 0 dex/luk/int. All numbers are maximum hit recorded, to within about 20.
    0 wdef: 26500
    500 wdef: 22000
    1000 wdef: 16000
    1500 wdef: 10000
    1999 wdef[max wdef]: 4000



    Oh and one final thing - most of my testing was done dually with level 0 and level 120 gear having identical stats - there was no observed difference in damage taken, the idea of gear level mattering is a myth.


    Level 128 night lord.Level 152 paladin.
    ..OoohPaladinEctopusBrawler.CultDark Knight
    ..MlLFFighterBironicI/LWhormonesCrossbowman
    TawmetB/W...SawbonesCleric
    FewmetN.LordPentanolHunter..OcohDawn Warrior



    Bain Log
    26 Rare
    7 gloves - 4 weapons - 3 shoes - 1 top - 2 bottoms - 5 overalls - 1 hat - 1 shield - 2 earrings
    8700 Collars.

  17. #17
    Neon Atom Technolink is thinking about doing corrections
    IGN: Technolink
    Server: Broa
    Level: 105
    Job: Sniper
    Guild: Marksmen
    Alliance: Dexterity

    lvl 120 gear with the stats of lvl 0 gear O-o

    This is actual observed right? I assume tespia?

  18. #18

    Consider:
    (Base Damage * Elemental Advantage * Multipliers - Defense Reduction) * (Skill% + Critical% + Sharp Eyes%)
    If Elemental Advantage and Multipliers are calculated before Defense Reduction for White Knights and Paladins. Of course, the only attacks that have Multipliers are Charges, Combo, Berserk, and Shadow Partner (I think).

  19. #19

    Magic Damage Formula found by Kyran

    Max Power = (.005979 x Magic)˛ + (.0359 x Magic)
    Min Power = (.005979 x Magic)˛ + (.0359 x Magic x Spell Mastery)

    There are others since the magic formula is quadratic but this is awfully close.


    A magic damage calculator made by Crovie that uses the formula.

    http://img263.imageshack.us/img263/3589/magicwo3.swf

    ----

    I found this to be more close than the one on HS.

  20. #20

    Quote Originally Posted by JoeTang View Post
    Consider:
    (Base Damage * Elemental Advantage * Multipliers - Defense Reduction) * (Skill% + Critical% + Sharp Eyes%)
    If Elemental Advantage and Multipliers are calculated before Defense Reduction for White Knights and Paladins. Of course, the only attacks that have Multipliers are Charges, Combo, Berserk, and Shadow Partner (I think).
    I lump IA multipliers and such in with the others, since it just logically makes more sense to me if every single multiplier that has any effect on damage is put in the same place.
    So that includes IA and Pierce, as well as SBFA, Heal, Amp, and everything else of that sort.
    On a semi-related note, Shadow Partner damage is most definitely calculated after defense. Then again, since SP just copies the numbers, it doesn't actually follow the order of operations. It just takes the damage number from below it and multiplies by the thing in the skill description.

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