Data
Please download the spreadsheet or refer to the screenshot for a quick sypnosis of the data.
Analysis
The numbers here compare damage on single targets only. In general, the classes that are poorer at dealing single target damage are better mobbers, which makes sense. The discrepancies in this theory can generally be explained by factors like differences in defensive ability or some limit to the amount of time one attack can be used. For example, Shadowers and Buccaneers generally do less damage than Heroes and DrKs on same-sized mobs but they make up for it with their avoid. Corsairs have absurdly high numbers with Cannon but are limited by their Ship's HP. NLs have low solo DPS but they get assistance from Venom while training and a huge damage boost with Sharp Eyes.
When comparing bossing ability, classes are better grouped based on their attack style rather than which job they belong to. Buccaneer skills have little in common with Corsair skills and have more in common with Shadowers. Kind of the same deal with Shadowers and NLs. Classes are best compared to other classes of the same type.
The types of classes in MS:
Warrior
Includes the three Warrior classes (obviously). Generally deal high damage to single targets but are best suited to destroying small mobs. Have extremely high HP, can tank their way through most attacks thanks to Stance, and have Rush.
Light Melee
Includes Shadowers and Buccaneers. Mediocre single target damage dealers and entirely focused on small mobbing. They make up for their lower damage with incredible survivability and defensive skills that allow them to gracefully and cheaply kill bosses that would otherwise be very difficult or pot-expensive, such as Bigfoot. They also have a handful of ranged attacks that give them more attack options than warriors.
Ranged
Bowmasters, Marksmen, Night Lords, and Corsairs. Ranged classes dominate the single target damage charts in MapleStory, with all four doing more damage than any other type of class in 1v1 situations. This is a big advantage since currently, most bosses in MS are single-target oriented. Ranged classes are generally poor mobbers, though not always so: Corsairs and MMs both have very powerful mob skills, though they can't be used with the kind of freedom that melee classes can use their mob attacks. Ranged classes have extremely low HP and depend heavily on a combination of staying out of range of attacks, distraction, evasion, and Hyper Body to survive against many bosses.
Magic
The three Magician classes are poor single target damage dealers. Bishops are by nature support classes at bosses and by rule not given powerful 1v1 attacks, but Archmages are not much better off. Not only do they require an elemental advantage against monsters to even deal damage comparable to Warrior classes (in a battlefield where most bosses are either neutral or resistant to Poison/Lightning), but they do not have pots like Onyx Apples which physical-based classes rely on for an enormous damage boost. However, mages are incredible mobbers and can rapidly destroy boss summons if they are in the way.
Potential Problems
- Attack speeds may not be 100% accurate. All of the attack speeds listed are from LazyBui's Attack Speed Reference.
- Durability weapons currently in limbo. They're in the spreadsheet, but there are many issues with them.
- Dual charge may work differently than calculated.
- Buccaneers are currently able to take advantage of Thorns. This may not be true.
Credits
(I will add anyone who contributes in this thread)
- Fiel for the handy Fourth Job Skill Tables thread.
- LazyBui for testing all the attack speeds.
- Devil for creating the DPM thread, which proved to be a decent reference tool.
- Takebacker for clarifying how Energy Charge and Transform work.
- KaidaTan for suggesting that defense and summons be added in the calculations.
- TLeviathan for pointing out some errors involving equipped stats of the characters.
- JoeTang, Shidoshi, Russt, and Lerk for informing my uninformed self about magicians, and correcting the resulting errors.
Please download the spreadsheet or refer to the screenshot for a quick sypnosis of the data.
Analysis
The numbers here compare damage on single targets only. In general, the classes that are poorer at dealing single target damage are better mobbers, which makes sense. The discrepancies in this theory can generally be explained by factors like differences in defensive ability or some limit to the amount of time one attack can be used. For example, Shadowers and Buccaneers generally do less damage than Heroes and DrKs on same-sized mobs but they make up for it with their avoid. Corsairs have absurdly high numbers with Cannon but are limited by their Ship's HP. NLs have low solo DPS but they get assistance from Venom while training and a huge damage boost with Sharp Eyes.
When comparing bossing ability, classes are better grouped based on their attack style rather than which job they belong to. Buccaneer skills have little in common with Corsair skills and have more in common with Shadowers. Kind of the same deal with Shadowers and NLs. Classes are best compared to other classes of the same type.
The types of classes in MS:
Warrior
Includes the three Warrior classes (obviously). Generally deal high damage to single targets but are best suited to destroying small mobs. Have extremely high HP, can tank their way through most attacks thanks to Stance, and have Rush.
Light Melee
Includes Shadowers and Buccaneers. Mediocre single target damage dealers and entirely focused on small mobbing. They make up for their lower damage with incredible survivability and defensive skills that allow them to gracefully and cheaply kill bosses that would otherwise be very difficult or pot-expensive, such as Bigfoot. They also have a handful of ranged attacks that give them more attack options than warriors.
Ranged
Bowmasters, Marksmen, Night Lords, and Corsairs. Ranged classes dominate the single target damage charts in MapleStory, with all four doing more damage than any other type of class in 1v1 situations. This is a big advantage since currently, most bosses in MS are single-target oriented. Ranged classes are generally poor mobbers, though not always so: Corsairs and MMs both have very powerful mob skills, though they can't be used with the kind of freedom that melee classes can use their mob attacks. Ranged classes have extremely low HP and depend heavily on a combination of staying out of range of attacks, distraction, evasion, and Hyper Body to survive against many bosses.
Magic
The three Magician classes are poor single target damage dealers. Bishops are by nature support classes at bosses and by rule not given powerful 1v1 attacks, but Archmages are not much better off. Not only do they require an elemental advantage against monsters to even deal damage comparable to Warrior classes (in a battlefield where most bosses are either neutral or resistant to Poison/Lightning), but they do not have pots like Onyx Apples which physical-based classes rely on for an enormous damage boost. However, mages are incredible mobbers and can rapidly destroy boss summons if they are in the way.
Potential Problems
- Attack speeds may not be 100% accurate. All of the attack speeds listed are from LazyBui's Attack Speed Reference.
- Durability weapons currently in limbo. They're in the spreadsheet, but there are many issues with them.
- Dual charge may work differently than calculated.
- Buccaneers are currently able to take advantage of Thorns. This may not be true.
Credits
(I will add anyone who contributes in this thread)
- Fiel for the handy Fourth Job Skill Tables thread.
- LazyBui for testing all the attack speeds.
- Devil for creating the DPM thread, which proved to be a decent reference tool.
- Takebacker for clarifying how Energy Charge and Transform work.
- KaidaTan for suggesting that defense and summons be added in the calculations.
- TLeviathan for pointing out some errors involving equipped stats of the characters.
- JoeTang, Shidoshi, Russt, and Lerk for informing my uninformed self about magicians, and correcting the resulting errors.

