4th job Single Target DPS
Last updated: July 14, 2010
Last updated: July 14, 2010
3.05 <- For Big Bang, but incomplete; Dual Blade, Shadower, Mech missing in large chunks
Excel Spreadsheet Version 2.14 (Excel 2007)
Excel Spreadsheet Version 2.14 (Excel 1997-2003)
Cygnus version
The spreadsheet is in .xls format, compatible with Excel 97 or newer, and some other programs I don't know much about. There are a few things of interest. There are three sheets, an analysis sheet, a base damage sheet, and a %dps sheet. On the analysis sheet, you can change variables such as whether to include SE and SI, what element the boss is weak to, whether to include skills like Concentrate. On the other two sheets, there isn't much to see other than where the numbers came from. Edit them if you notice something wrong or would like to experiment with different scenarios that I haven't provided.
[imgspoiler=A screenie:]http://img405.imageshack.us/img405/1918/dps20.png[/imgspoiler]
First update in nearly a year! Version 2.0 is out, courtesy of KaidaTan.
Version 2.01-2.11 changes:
1. Minor typo fixes, formula changes, error fixes, etc.
Version 2.0 changes:
1. This spreadsheet is now a joint effort by KaidaTan and I. I stopped playing MapleStory quite a while ago and I have not been keeping up to date with the changes. Luckily, there's someone who has. The spreadsheet has gone through a major overhaul - it was actually recreated from scratch, copying over old formulas. Many things have been reorganized and it is (at least in my opinion) much better looking and easier to use.
2. Aran, Evan, and Dual Blades added. Yes, they are overpowered.
3. The custom equip section has been completely revamped. The old system with predefined equips has been tossed in favor of letting you define the equips to your liking. Hopefully, this will be easier to use and understand. As a bonus, this saves space in the file, and it is now slimmer by a whole couple of kilobytes. Yay efficiency!
4. Many formula errors/oversights fixed. Please let us know if we missed any.
5. Support for items that increase critical damage/rate added. Critical Adventurer rings are currently the only functioning item that does this. Durability weapons are supported and exist in the database, the checkbox has been disabled until we learn more about them.
6. Skills updated according to the latest KMS balance patch. This means Dual Charge*, Dark Sight delay reduction, Rapid Fire damage increase, among other things.
7. Octopus added! I didn't know how that worked at all. It may be a little confusing, because Octopus's DPS output will vary depending on conditions. This is because casting Octopus consumes a significant amount of time, unlike other summons.
8. Some behind the scenes stuff changed so that the file is smaller and that future additions will be easier to make.
*Dual Charge is calculated based on multiplied charges. Whether this is how it actually works is currently unknown.
Version 1.5 changes:
1. Included all KMST 1.2.190 skill changes (5 second Snipe atm). MW 30 included even though it's currently impossible to obtain, I'm assuming we'll get that shortly.
Version 1.4 changes:
1. Equip quality is now something you can control. Everything is balanced based on equal scrolling, but you can pick from predefined settings or choose your own. The custom equip box is between the sandbox and the toolbox/info box.
2. Cannon speed corrected
3. Snipe merged to 199k Snipe only
4. Some interface changes
Version 1.3 changes:
1. Added a sandbox on the bottom, to save those who wanted to do their own calculations the trouble of making a whole new sheet. Some examples of what you can do are on there. Also unlocked all the stats on the other pages so you can play with different equips and levels as a basis for comparison. Decided against unlocking everything because I don't want the sheets modified.
2. Added Rage and Hex of the Beholder.
3. Changed the magic damage formula.
4. Fixed Ifrit. I had it listed at 270 Basic Attack instead of 300.
4. Minor interface adjustments.
Version 1.2 changes:
1. Fixed the issue with Paladin attack speeds and Elemental charges.
2. Added Archmages and Bishops. Archmages come in 130 LUKless wand and 163 LUK wand flavors, and Bishops come in Doomsday Staff and Maple Wisdom Staff flavors. Yummy.
3. More playing with the interface. Somehow managed to get everything added without stretching the page horizontally at all.
Version 1.1 changes:
1. Fixed calculation errors with Sacrifice and Assassinate.
2. Fixed AP errors with archers and Buccaneers.
3. Removed Barrage + DU. Three reasons:
- It trailed Barrage + DS by a small margin no matter what the stats were
- I fail to see a situation in which DU would be preferred to DS, given its range
- I needed to make room for a future addition of a combo involving Energy attacks.
4. Added summons for archers. Need a minimum damage formula for Corsairs.
5. Since Paladins are no longer the only class to use elemental attacks, I changed how the elemental stuff works. All the elements are listed in the >>toolbox<<, and you can change elemental affinity for each element on an individual basis. Elemental charge for Paladins selects the most powerful elemental charge based on the numbers you feed it.
6. Lots of interface changes. I hope the new look is better.
Version 1.0 changes from "beta"
1. Added 10 ATT to both archer classes to account for Expertise/Boost.
2. Added Enrage and Concentrate.
3. Added Defense.
4. Added Elemental charges for Paladins.
Enjoy!
Introduction
Devil's DPS Thread was a good compilation of data on the single target DPS of different classes. However, in the end, there were too many errors, most resulting from the over-simplification of damage formulas, and there was an overall sense of bias in the party damage calculations.
Commonly Asked Questions
(I will add any questions asked in this thread)
What is a DPS calculation, and what is its point?
All classes are not created equal. A DPS calculation for MapleStory typically answers the question, "How much damage per second would each class deal to monster X at level X with these (listed) equips?" This spreadsheet aims to allow the player to adjust the numbers for different situations, and discover overall how well different classes fare with different buffs and equipment. The numbers provided for damage will differ from actual results by quite a lot, but the overall ranking should not change much. The equips of the individual player should also not change the overall order significantly.
Why is it so important to use the exact formulae for all DPS?
Assuming that all players can perform their attack combos perfectly creates a margin of error. Assuming that all equipment is scrolled equally creates a margin of error. By the time we get to the finalized number for DPS, there is potential for the numbers to be way off. Using the exact formulae for damage minimizes the chance that our numbers are way off.
Why didn't you use Maple Shields in your calculation? And lunchboxes? Snowboards? ...
I didn't include event items because:
1. They aren't all obtainable for everyone.
2. They break class balance. Many lunchboxes are being scrolled with 10% GM scrolls. That may make the specific character stonger, but the purpose of this thread is to compare the intrinsic strengths of each character. This can obviously be pulled in different directions by whatever is released in GMS.
3. If I include event items that exist right now, I have to update every time an event item that beats the current standards comes out. If in March we get some earrings that give 5 attack, but are untradeable, and only come from a specific event, I have to reconfigure the data to work with that item. By leaving things standard, the data lasts longer.
Is class A has higher DPS than class B, does that mean class A is better?
NO. It means on average, class A does more damage than class B to a boss snail at level 200. This data says nothing about the overall worth of the class, nor does it apply to training situations at all.

