MapleStory Quest

Formulas & tables

Formulas

The maths the game runs when you swing, get hit, level up or wait for a map to refill. Each formula is written out as the client does it, with a calculator where there is something to try.
About this page

The formulas were reverse engineered from the Public Release client by the players credited on each section, and published on the OSMS data explorer. The numbers they run on here (skill levels, monster stats, map footholds) come out of the client’s own data files, read by this site’s extractor.

Where the release changed something Closed Online Test 2 did, both are shown. Older versions of the game worked differently again, so a number remembered from somewhere else may not apply.

What the Public Release changed

Against Closed Online Test 2

If you played the test, these are the numbers that moved. Everything not listed works the same as it did.

Formulas the Public Release changed
FormulaCoT2Public ReleaseWhat it means
Your accuracykept the fractionrounded downA fraction of a point, at mostAccuracy
Physical damagemastery × 0.8 (0.88 at mastery 10)mastery × 0.7 (0.77 at mastery 10)Lower minimum hits, same maximumDealing damage
Magic damageINT / 100, mastery × 0.8INT / 125, mastery × 0.7Every spell hits a bit softerDealing damage
Heal on undead(INT × 0.8–1 + LUK) / 200 + 3, half per target, Bless adds(INT × 0.1–1.2 + LUK) / 1000 + 2.5, ÷ 1.5 per targetWeaker alone, better on a crowdDealing damage
Iron Arrow4 monsters at ×1, 0.8, 0.6, 0.46 monsters at ×1, 0.8, 0.64, 0.512, 0.41, 0.33More of the line takes moreDealing damage
Blunt and Crossbow Mastery1–20% chance to skip weapon defenceCritical Damage +1–20% insteadNo more defence-ignoring procsDealing damage
A monster’s missed rollstill hits 8% of the timea 2–3% rescue roll first, then the 8%High avoid dodges a little lessDamage taken
Your defenceIncoming / (1 + Def / (5 × Level + 200 + 1.2 × Incoming))Incoming × (1 − Def / (Def + 2 × Incoming + 300)) − Def / 25 − Level / 10Small hits hurt less, big hits can hurt moreDamage taken
Invincible10–30% less physical damage1–20%Clerics take moreDamage taken
EXP from level 90× 1.0548 a level, cap 120× 2.1 a level, cap 100Level 90 costs twice as muchTables
Crafting10 levels8 levels, same EXP for 1 to 8Levels 9 and 10 are goneTables
Citizenship46,000 contribution for every grade128,000The top grades take far longerTables

The planner, published builds and the EXP table compute with the release column. The hunt stays on CoT2’s, like everything else in it.

Still unknown

  • How more players raise a map’s monster count. More players means more monsters, but the formula on the spawning page is a fit to a handful of counts.
  • Which monster attacks get the extra 50% miss check. Some hits that pass the roll are checked again; nobody has found which.
  • How Heal splits HP between players. The client gives the damage it does to undead. What each player gets back is decided elsewhere.
  • Attack speed in milliseconds. The character’s own animation timings are in the client (see attack speed), but how a weapon’s speed stage scales them is not.
  • Drop rates and shop stock. The server keeps those. The drop tables on this site are recorded, and each page that shows one says where it came from.

Formulas reverse engineered from the client by @Slash, @ohmi, @kirbypickr, @sublimerealist, @jimmybald, @cptbattler and @wolffy on the Classic World Discord, and published on the OSMS data explorer.