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- Maplestory Damage Chart
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- Maplestory Damage Skin
- Maplestory What Does Dmg Do Now
- Maplestory What Does Dmg Do For The Body
Nov 30, 2018 My macros are lucky star, shadow cutter, star chaser and cutter because thats the only way i can maintain my SP and my build is full dmg without death mark. I really dont know what i'm doing wrong this class isn't good at pvp, trash after awakening, does lower dmg than all dps so far and death mark barely helps party. What should i do to improve? The best (and easiest) way to play MapleStory on your Mac is via Nvidia’s new cloud-based streaming service, GeForce NOW for Mac. The service, currently available in beta form in the UK, Europe. Feb 28, 2017 0:00 - Introduction & Minimum requirements - For Dream Breaker, you must be level 220 and have the Lacheln questine finished up until you have the required quest to defeat lucid (you do not need.
It works when the game client running. It does 2 things: Scan all processes on your computer, and check if it's a cheating program. Scan all files under the directory of all running processes, and try to find out and cheating programs. The terrible thing is, it couldn't do the first thing well, but do the second thing 'well'.
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This guide will teach you all about Jewels in MapleStory M.Jewels are items that enhance a character's stats.
Jewel Guide[edit | edit source]
- Bag location. Mac os high sierra download.
- Daily Dungeons.
- Acquired jewels can be seen in the bag, in the [Other] tab.
- Jewels are items that give additional stats to a character.
- They can be received as a reward for completing Daily Dungeons.
- Jewels are placed in special Jewel slots on one of your Jewel Pages.
- Each character starts off with 2 Jewel Pages and can have up to 5 by purchasing additional pages from the Cash Shop.
- There are 5 Jewel slots in each page that unlock as you level:
- 1st Jewel Slot - Unlocks at Lv. 10 (?)
- 2nd Jewel Slot - Unlocks at Lv. 30
- 3rd Jewel Slot - Unlocks at Lv. 60
- 4th Jewel Slot - Unlocks at Lv. 90
- 5th Jewel Slot - Unlocks at Lv. 110
Jewel Types/Ranks[edit | edit source]
An example of grade 'A' Green Jewel set effect.
- There are 5 Jewel colours: Red, Blue, Green, Yellow, and Purple.
- Each jewel gives specific stats that are only available to their corresponding color.
- Jewel ranks are divided into five categories: C, B, A, S, and SS.
- The higher the jewel rank, the higher the stats provided. Example of a rank C red jewel.
- The higher the jewel rank, the higher the stats provided.
- You can use 5 jewels of the same rank and color to make a JEWEL SET.
RED | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PHY ATK | MAG ATK | CRIT DMG RES % | JMP % | ||||||||||||||||
C | B | A | S | SS | C | B | A | S | SS | C | B | A | S | SS | C | B | A | S | SS |
10 | 18 | 30 | 43 | 60 | 10 | 18 | 30 | 43 | 60 | 0.2 | 0.3 | 0.4 | 0.6 | 0.8 | 0.7 | 0.9 | 1.2 | 1.5 | 2 |
Set Bonus | A | PHY ATK +100, MAG ATK + 100, JMP +2% | |||||||||||||||||
S | PHY ATK +200, MAG ATK +200, JMP +5%, Crit DMG RES +2% | ||||||||||||||||||
SS | PHY ATK +300, MAG ATK +300, JMP +10%, CRIT DMG RES +4% |
BLUE | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SPD % | PHY DMG % | ACC % | MAG DEF | ||||||||||||||||
C | B | A | S | SS | C | B | A | S | SS | C | B | A | S | SS | C | B | A | S | SS |
0.7 | 0.9 | 1.2 | 1.5 | 2 | 0.1 | 0.2 | 0.3 | 0.5 | 0.7 | 0.4 | 0.6 | 0.9 | 1.2 | 1.6 | 23 | 43 | 73 | 103 | 143 |
Set Bonus | A | MAG DEF +100, PHY DMG +1% | |||||||||||||||||
S | MAG DEF +250, PHY DMG +3%, SPD +2% | ||||||||||||||||||
SS | MAG DEF +500, PHY DMG +5%, SPD +4%, ACC +3% |
GREEN | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
CRIT DMG % | MAG DMG % | EVD % | PHY DEF | ||||||||||||||||
C | B | A | S | SS | C | B | A | S | SS | C | B | A | S | SS | C | B | A | S | SS |
0.2 | 0.3 | 0.4 | 0.5 | 0.8 | 0.1 | 0.2 | 0.3 | 0.5 | 0.7 | 0.4 | 0.6 | 0.9 | 1.2 | 1.6 | 23 | 43 | 73 | 103 | 143 |
Set Bonus | A | PHY DEF + 100, MAG DMG +1% | |||||||||||||||||
S | PHY DEF +250, MAG DMG +3%, SPD +2% | ||||||||||||||||||
SS | PHY DEF +500, MAG DMG +5%, SPD +4%, ACC +3% |
Yellow | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
EXP % | PEN % | DROP RATE INC % | KNOCKBACK RES | ||||||||||||||||
C | B | A | S | SS | C | B | A | S | SS | C | B | A | S | SS | C | B | A | S | SS |
0.7 | 0.9 | 1.4 | 1.8 | 2.4 | 0.2 | 0.5 | 0.9 | 1.4 | 2 | 0.5 | 0.6 | 0.8 | 1 | 1.3 | 1 | 2 | 3 | 4 | 6 |
Set Bonus | A | Drop +1%, EXP +1% | |||||||||||||||||
S | Drop +2%, Exp +1.5%, KBK RES +100 | ||||||||||||||||||
SS | Drop +3%, EXP +3%, KB RES +200 |
Purple | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
CRIT RATE % | BOSS ATK INC % | BOSS DEF INC % | Block % | ||||||||||||||||
C | B | A | S | SS | C | B | A | S | SS | C | B | A | S | SS | C | B | A | S | SS |
0.2 | 0.3 | 0.4 | 0.5 | 0.6 | 0.2 | 0.3 | 0.5 | 0.7 | 1 | 0.2 | 0.3 | 0.4 | 0.6 | 0.8 | 0.4 | 0.6 | 0.9 | 1.2 | 1.6 |
Set Bonus | A | Block +4%, Boss ATK +1% | |||||||||||||||||
S | Crit DMG +2%, Boss ATK +2%, Boss DEF +2% | ||||||||||||||||||
SS | Crit DMG +2%, Boss ATK +3%, Boss DEF +3%, Crit Rate +2% |
![Maplestory What Does Dmg Do Maplestory What Does Dmg Do](/uploads/1/2/5/3/125388592/577751910.jpeg)
Register Jewels[edit | edit source]
- Access the Jewel menu under the Character Section of the Main Menu.
- Select a jewel in your inventory on the Equip Jewel page and tap [Register] the jewel.
- Tap the empty socket you'd like to put the jewel in and the jewel will be registered to it.
Remove Jewels[edit | edit source]
Maplestory Damage Chart
- Tap a jewel that's been registered on the Equip Jewel page to remove it.
- Removing jewels costs mesos.
- The higher the jewel's rank, the higher the cost is to remove it.
Jewel Fusion Guide[edit | edit source]
- Jewel Fusion is the process of fusing jewels of the same rank in order to upgrade them to the next rank.
- You can fuse jewels by selecting the Fuse tab of the Jewel menu.
- Jewel fusion costs mesos.
How to Fuse Jewels[edit | edit source]
- Fusing jewels requires three jewels of the same color and rank.
- Access the Jewel Fusion tool under the Fuse tab of the Jewel menu.
- Select the jewels to fuse. Only jewels of the same rank and color can be selected for fusion.
- Tap [Jewel Fusion] after checking the probability of success and the required amount of mesos to attempt a fusion.
- If a fusion fails, the first of the three jewels used will be returned.
- The returned jewel will be the same color but with a random bonus.
Jewel Modification Guide[edit | edit source]
- Three jewels of the same rank can be modified.
- The registered base jewel is modified into a random jewel of the same rank.
How to Modify Jewels[edit | edit source]
- Access the Jewel Modification tool under the Modify tab of the Jewel menu.
- Select the jewels to fuse. Only jewels of the same rank can be selected for modification.
- Tap [Modify Jewel] after confirming the required amount of Mesos.
- Jewels used in jewel modification cannot be recovered.
Guides[edit | edit source]
![Maplestory what does dmg do download Maplestory what does dmg do download](/uploads/1/2/5/3/125388592/809398407.png)
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Maplestory What Does Dmg Do Mean
- Accounts and the Application - How to Install and Play the Game • Linking Mobile Accounts to MapleStory M • Unlinking Mobile Accounts from MapleStory M • Deleting a MapleStory M Account • Recovering a MapleStory M Account Scheduled for Deletion • The Options Menu
- Characters - Character Creation • Character Jobs • Character Stat Introduction • Skills • Delete Characters
- Main Menus - System • Main Menu
- System Elements - Map • Fever Buff • Auto Battle • Auto Quest System • Mailbox • Player Ranks
- Pets and Mounts - Pets (Guide) • Pets and Mounts
- Items - Item Types and Ranks
- Mechanics - Potential • Extraction • Lock • Gold Leaf • Jewels
- General Activities - Quests and Achievements • Missions
- Dungeons - Mini Dungeons • Elite Dungeons • Daily Dungeons
- Specific Locations - Storage • Trade Station • Nett's Pyramid • Mu Long Dojo • Star Force Field • Forge
- Community - Friends • Parties
[[1]]
Retrieved from 'https://maplestorym.gamepedia.com/index.php?title=Jewels&oldid=3812'
Maplestory What Does Dmg Do Free
Check out the patch notes for the v20 Lovely Update here: http://maplestory2.nexon.net/en/news/article/55909/lovely-update-v20
Damage formula
Maplestory Damage Skin
Since there was already a critical rate thread, I was thinking, why not damage formula too. The damage formula is essential for strategies involving min-maxing, to avoid having to try things out one by one. However, there does not seem to be any information regarding the damage formula, so I would like the help of beta testers to provide data in order to reverse engineer the damage formula. As I do not have a beta key, most of my information was obtained from CMS2, which has its disadvantages, so it would be preferable to have data from the global servers.
IMPORTANT: The attack score in your character window is NOT an accurate representation of your actual damage. The formula for attack score and formula for actual damage are very different from each other.
First of all, I would like to introduce some terms, so I can use them without sounding confusing:
PA- Physical attack, the stat in the detailed stats part of character info
MA- Magic attack, also the stat in the detailed stats part, which I assume archers don't ever use
AP- attribute points, the points you can assign to your stats
str, dex, int, luk, crit - the 5 stats you can assign AP to
CR- the rate at which your hits are critical hits, not to be confused with crit
CD- crit dmg taken as a decimal number rather than a percentage, i.e. 1.25 is the base CD
CE- crit evasion
DM - defense modifier
RM - resistance modifier
WA- total attack gained from equips. In the case of equips like weapons giving a range a~b, WA will be determined by (a+b)/2
A formula for actual damage will be something like this:
damage = A * WA * PA * (1 + (CD - 1) * actual CR) * accuracy * DM * RM * skill damage
First of all, we need to calculate MA and PA. These are affected by dex/str/int and equips as follows:
MA = 0.35 * int
PA = 0.63 * dex + 0.175 * str
*These formulae are incredibly accurate, and can be used as the exact ones. It takes at least 1140 int to make a difference in 1 magic attack(and you should not be adding int anyway). For dex, it is at least 905 for 1 attack difference, and at least 142 str per attack difference in error(you shouldn't be adding str either anyway). One thing to note, however, is that this is only based on data from the archer class, so if you are not an archerchange to a real class like archer this formula may not work for you, but do try to test and see if it does.
In the critical rate thread I have reverse engineered a formula of:
CR = luk/1000 + crit/1250
Crit damage as a stat from equips gives 0.1% CD per crit damage
Once again, this may not be correct, but the margin of error is very small(I believe somewhere along the lines of 100 luk to 1% crit rate, and 125 crit to 1% crit rate), so feel free to use it as if it were true. Do note that this is your BASE crit rate. There is crit evasion on enemies, which serve to reduce your actual crit rate.
Apparently there is a crit evasion stat. We do not yet know exactly how it works, but it should be one of the two models below:
actual CR =( luk/1000 + crit/1250 - (effect of CE)) and
actual CR =( luk/1000 + crit/1250) * (effect of CE)
As Crit evasion is not a stat we know for any monster, this can only be tested in PvP, where you know your opponent's crit evasion.
DM = 1/(defense * (1 - piercing))
RM = 1 - resistance(1 - resistance piercing) / 1500
How to collect data:
- If you create a new character, check your stats before equipping the weapon in the tutorial, as you will not be able to unequip it until lvl 5 or so.
- When gathering data, first unequip all stat boosting equips and make sure you have no buffs. Your PA should not have a (+x) beside it.
- It would be helpful to add your AP 1 by 1, in different combinations of str, dex and crit.
- Make use of stat boosting equips to further vary your stats.
- Make sure you are an archer, as i believe wizards and archers have different values, not sure about other classes. Data from other classes is welcome, but please indicate if you are not an archer.
Thank you for your time
Thanks to @DrYoshiyahu for providing some data, which helped greatly in finding the values.
IMPORTANT: The attack score in your character window is NOT an accurate representation of your actual damage. The formula for attack score and formula for actual damage are very different from each other.
First of all, I would like to introduce some terms, so I can use them without sounding confusing:
PA- Physical attack, the stat in the detailed stats part of character info
MA- Magic attack, also the stat in the detailed stats part, which I assume archers don't ever use
AP- attribute points, the points you can assign to your stats
str, dex, int, luk, crit - the 5 stats you can assign AP to
CR- the rate at which your hits are critical hits, not to be confused with crit
CD- crit dmg taken as a decimal number rather than a percentage, i.e. 1.25 is the base CD
CE- crit evasion
DM - defense modifier
RM - resistance modifier
WA- total attack gained from equips. In the case of equips like weapons giving a range a~b, WA will be determined by (a+b)/2
A formula for actual damage will be something like this:
damage = A * WA * PA * (1 + (CD - 1) * actual CR) * accuracy * DM * RM * skill damage
First of all, we need to calculate MA and PA. These are affected by dex/str/int and equips as follows:
MA = 0.35 * int
PA = 0.63 * dex + 0.175 * str
*These formulae are incredibly accurate, and can be used as the exact ones. It takes at least 1140 int to make a difference in 1 magic attack(and you should not be adding int anyway). For dex, it is at least 905 for 1 attack difference, and at least 142 str per attack difference in error(you shouldn't be adding str either anyway). One thing to note, however, is that this is only based on data from the archer class, so if you are not an archer
In the critical rate thread I have reverse engineered a formula of:
CR = luk/1000 + crit/1250
Crit damage as a stat from equips gives 0.1% CD per crit damage
Once again, this may not be correct, but the margin of error is very small(I believe somewhere along the lines of 100 luk to 1% crit rate, and 125 crit to 1% crit rate), so feel free to use it as if it were true. Do note that this is your BASE crit rate. There is crit evasion on enemies, which serve to reduce your actual crit rate.
Apparently there is a crit evasion stat. We do not yet know exactly how it works, but it should be one of the two models below:
actual CR =( luk/1000 + crit/1250 - (effect of CE)) and
actual CR =( luk/1000 + crit/1250) * (effect of CE)
As Crit evasion is not a stat we know for any monster, this can only be tested in PvP, where you know your opponent's crit evasion.
DM = 1/(defense * (1 - piercing))
RM = 1 - resistance(1 - resistance piercing) / 1500
How to collect data:
- If you create a new character, check your stats before equipping the weapon in the tutorial, as you will not be able to unequip it until lvl 5 or so.
- When gathering data, first unequip all stat boosting equips and make sure you have no buffs. Your PA should not have a (+x) beside it.
- It would be helpful to add your AP 1 by 1, in different combinations of str, dex and crit.
- Make use of stat boosting equips to further vary your stats.
- Make sure you are an archer, as i believe wizards and archers have different values, not sure about other classes. Data from other classes is welcome, but please indicate if you are not an archer.
Thank you for your time
Thanks to @DrYoshiyahu for providing some data, which helped greatly in finding the values.
Maplestory What Does Dmg Do Now
Comments
Maplestory What Does Dmg Do For The Body
- MapleStory 2 Rep: 9,195MemberI'll dump some screenshots in here for you. Hopefully these are somewhat helpful. I'd do some calculations myself, but I really should be doing essays and exam prep, right now.
EDIT: I'll also mention that, according to the descriptions of the stats, Intelligence only increases magic attack and magic resistance, which is irrelevant for Archers since none of our skills are magical.
Luck increases the physical attack of only Wizards, Thieves, Assassins, and Heavy Gunners. It does however, affect Critical Rate, which makes it relevant for Archers.
So I made a new character at level 1. Here are the character stats with and without the tutorial bow:
Back on my main character (level 50), I took all my skills to 0, removed all my attribute points, and all my armour. Then I took all my points and put them into STR, DEX, and Crit Rate. Here are the results:
Clean:STR:DEX:LUK:Crit Rate:
Then I took each of my items and re-equipped them one at a time, showing the stats as I went:
Bow:
Overalls:
Hat:
Gloves:
Boots:
Other (Inconsequential) items:
Finally, with all my equipment back on, I put my points into STR, DEX, and Crit Rate once more:
Clean:STR:DEX:LUK:Crit Rate: - Thanks for the data! It helps to have data from high level people where small errors are magnified. It also helped me realise the 2% buff in CMS had messed up one of my data points, which was why I failed miserably. Hopefully I can figure out everything else soon. I also have exams to study for, but this is technically related to my exams haha.It does however, affect Critical Rate, which makes it relevant for Archers.
If luk invisibly affects crit rate, this would surely add complications in finding the crit formula. - @DrYoshiyahu If it's not too troublesome for you, is it possible for you to add str/dex 1 by 1 and tell me your physical attack(the one displayed in the stat sheet), just like what you did for crit and luk? Without equipping your weapon as it has bonus physical attack.
- MapleStory 2 Rep: 9,195MemberEDIT: Apparently I'm actually just terrible at reading, so below is the Attack Score (ATT) and the Physical/Magic Attack of STR, DEX, and INT without my weapon equipped. You should be aware that the numbers I previously gave you for CRIT and LUK were the Attack Score, and not the Physical Attack stat. I included INT, since I've only just realised that the Attack Score takes Magic Attack into consideration. This is actually unhelpful because Archers have no magical attacks.
I don't know if you think I have the weapon I have, so here's a picture of my current weapon. You'll notice that, with it equipped, my Bonus Attack stat is 0. The same is true even with all my equips on. It does, however, set my Physical Attack to +17. 8 of which is coming directly from the weapon, and the other 9 is coming from the +14 DEX. I also made sure Attack Speed didn't affect any stats, and based on the 3% buff from Precision Shooter, I don't believe it does.
Clean Stats:
STR:
DEX:
Without a weapon (because apparently I can't read simple instructions):
Clean Stats:
STR:
DEX:
INT: - EDIT: Apparently I'm actually just terrible at reading, so below is the Attack Score (ATT) and the Physical/Magic Attack of STR, DEX, and INT without my weapon equipped. You should be aware that the numbers I previously gave you for CRIT and LUK were the Attack Score, and not the Physical Attack stat. I included INT, since I've only just realised that the Attack Score takes Magic Attack into consideration. This is actually unhelpful because Archers have no magical attacks.
I don't know if you think I have the weapon I have, so here's a picture of my current weapon. You'll notice that, with it equipped, my Bonus Attack stat is 0. The same is true even with all my equips on. It does, however, set my Physical Attack to +17. 8 of which is coming directly from the weapon, and the other 9 is coming from the +14 DEX. I also made sure Attack Speed didn't affect any stats, and based on the 3% buff from Precision Shooter, I don't believe it does.
Clean Stats:
STR:
DEX:
Without a weapon (because apparently I can't read simple instructions):
Clean Stats:
STR:
DEX:
INT:
Thanks alot for these data, will look into them when I'm free. The jump in attack is interesting though, it's probably caused by rounding somewhere. Just to be sure, are your physical attack and magic attack both increased at the same time as your attack score? (that means that you didn't get, say 8 magic attack and 228 ATT at 27 int). As for crit and luk, no worries, I was looking at attack score. I also wasn't very clear, next time I will say attack score, physical and magic attack to refer to them.
EDIT: 1 str = 0.174 ~ 0.182 physical attack, this would mean 1 dex = 0.628895 ~ 0.630977 physical attack. Their numbers have more decimal places than I expected.
EDIT 2: My hypothesis of PA = 0.63 * dex + 0.175 * str agrees completely with your data! Since the margin of error is 905 dex to 1 physical attack(and 142 str to 1 physical attack, but seriously who even adds that much str), I believe we can treat this formula as the real formula, so I have updated my original post accordingly.
EDIT 3: int = 0.35 MA, with an error margin of 1140 int per MA. Also, MA is useless for archers lol. - A formula for actual damage will be something like this:
damage = A * (1.07 * WA + PA)
It's not. It's WA * PA and not WA + PA. Confirmed by my own testing and a bunch of Korean server researchers. Displayed attack <IS> WA + PA though which makes it really inaccurate for gauging damage. (For example early lvl 50 you could easily have something like 700 WA and 300 PA. Which means +1 PA would give more than twice the damage of +1 WA even though they both show up as +1 attack on your character sheet.)
Also, if 'A' happens to be the hidden class-specific damage multiplier I've got some of the Korean numbers but I don't know how useful that is because we might have completely different numbers on our patch than Korean server. It's an easy way to balance the classes' dps numbers a bit. (Though I heard we'll release on the same patch as CMS so if we found some chinese numbers it could be more useful) Also note that there could be multiple factors instead of just 1 (A*B*C instead of A) so the class multiplier might be just one part of it. At least knowing you've got a class-specific component might make it easier to test. I have NO IDEA whether the multiplier is displayed in VA or only actual damage numbers.
The multipliers I remember:
Berserker 1.05
Knight 0.85
Thief 0.9
Archer 0.89 (80% confidence in this number)
I don't remember the other classes but I know nobody has as high as the berserker. I think Heavy Gunner might be the second highest at something like 1.00 but I have no confidence about that. - A formula for actual damage will be something like this:
damage = A * (1.07 * WA + PA)
It's not. It's WA * PA and not WA + PA. Confirmed by my own testing and a bunch of Korean server researchers. Displayed attack <IS> WA + PA though which makes it really inaccurate for gauging damage. (For example early lvl 50 you could easily have something like 700 WA and 300 PA. Which means +1 PA would give more than twice the damage of +1 WA even though they both show up as +1 attack on your character sheet.)
Also, if 'A' happens to be the hidden class-specific damage multiplier I've got some of the Korean numbers but I don't know how useful that is because we might have completely different numbers on our patch than Korean server. It's an easy way to balance the classes' dps numbers a bit. (Though I heard we'll release on the same patch as CMS so if we found some chinese numbers it could be more useful) Also note that there could be multiple factors instead of just 1 (A*B*C instead of A) so the class multiplier might be just one part of it. At least knowing you've got a class-specific component might make it easier to test. I have NO IDEA whether the multiplier is displayed in VA or only actual damage numbers.
The multipliers I remember:
Berserker 1.05
Knight 0.85
Thief 0.9
Archer 0.89 (80% confidence in this number)
I don't remember the other classes but I know nobody has as high as the berserker. I think Heavy Gunner might be the second highest at something like 1.00 but I have no confidence about that.
I see, time to delete everything about the displayed attack then. As for A, I just meant to say that it is proportional to all the stats I have listed. A could depend on multiple factors, but I put it there just to say that your damage increases proportionately if you increase those other stats in the formula. - I was actually a little bit wrong about the class damage multipliers. Berserker wasn't the highest like I remembered. I found the full list:
Knight 0,85
Berserker 1,05
Ranger 0,89
Heavy Gunner 1,06
Wizard 1,10
Priest 0,76
Assassin 0,86
Thief 0,90
It's useful to mention in the post though that displayed attack is misleading and why it's wrong. So people avoid just staring at it when they start min-maxing.