Picture a coordinate plane in your head. Your Maple character is standing on the coordinate plane, with the bottom center of his feet located at (0, 0), or the origin. In order to define the hitbox, Maplestory defines two points on the coordinate plane - the "left top" point and the "right bottom" point. It might help you if you have a piece of graph paper to do this. For now, let's have a look at maces.
Another odd thing that Maplestory does is flip all of the coordinates about the X axis (multiplies the y-coordinate by -1). So, by performing this mirroring across the X-axis, here's how it looks:
So, now we have two points in which to define our box - The left top point (-77, 61) and the right bottom point (0, 9). To define the other two coordinates, we simply have to imagine the "right bottom" point extending forever upwards and forever leftwards, and imagine the "top left" point extending forever to the right and forever downwards. The points in which these four lines intersect creates our box.
Now, the reason for the addition that I had below each set of coordinates is simple. Remember, your character is standing on the x-axis of the coordinate plane facing toward the left. In order to find the width of the box, you must add the x-coordinate of the point in front of you (-77) and the x-coordinate of the point behind you (0). But, since it is impossible to have a negative width for a box, we instead take the absolute value of both coordinates to give us the correct width (77). To get the height, take the y-coordinate value of the point in front of you (61) and the point behind you (9) and add them together. We still need to take the absolute value of both numbers, but this does not affect the end result of the correct height (70). So now we have our height and width and can calculate the area of the box.
Just reread everything carefully, and apparently I got it, xD.
Btw do you have the numbers for other animations for all warrior weapons? It would be nice to know.