2008-09-18, 12:45 PM
(This post was last modified: 2009-09-22, 05:13 PM by KajitiSouls.)
[SIZE="5"]Skill Builds[/SIZE]
Skill builds are highly recommended methods for distributing your SP, but remember that they're just suggestions. You can alter them however you please for your character. Any SP leftover from the builds can be used for whichever skill you want, but only after you have taken care of the important skills first. Remember, once you apply your SP, you cannot take back your decision unless you purchase SP Resets of the appropriate level from the Cash Shop.
[SIZE="4"]Warrior Skill Builds[/SIZE]
These sets of skills are basically attacks, and a chain of prerequisite-required skills. The latter set of skills are mostly defensive and passive abilities that, in the long run, matter little. The exception is Improved Max HP Increase, which is an absolute must to have maximum SP in. Failure to do this will result in a Warrior with poor fortitude and laughable survivability.
Default Build
AFK Bonus Build
This build is a good idea for people who often afk or travel in the regions where the environment is hazardous. This is to prevent death and to make many accessible resting spots on ropes and ladders.
Iron Body Build
The Iron Body skill build is for people who want to use Iron Body for its benefits. The offensive capabilities take a large hit, but this can be remedied somewhat by salvaging SP from Booster and/or Final Attack, both of which are skills from your 2nd job. See the commentary for those two skills for details.
[SIZE="4"]Page Skill Builds[/SIZE]
Not much variation here. Ignoring skills using the opposite of your weapon of choice, you'll have maxed all of the skills given in 2nd job. That may not be optimal, but that's for you to decide. Power Guard is a vital skill to have if you plan on training via leech.
Default Build
Aggressive Build
The idea behind this skill build is to increase your damage output as soon as possible, so you can power through the levels. It's likely you'll suffer high potion expenses as you'll be taking more damage than usual compared to the default skill build, but it's a small price to pay when you're looking at the grand scheme of getting to 4th job.
Defensive Build
This build is ideal for those who are suffering financial problems. Shave off 40% of the contact damage forever! And the good news is that Power Guard will be quite effective until nearing 3rd job. Your leveling speed will suffer, but it's better than having a crippled leveling rate due to deficiency of potions and mesos.
FA-less/Threaten Build
The idea behind this build is mostly looking at the long-term. Or for people who are annoyed to hell and back by Final Attack. Since Final Attack will be rendered obsolete by the skills Blast and ACB at 4th job, you can use the extra SP salvaged by putting it into skills that you might use even at 4th job, such as Threaten or some of the 1st job skills. This build will really test the patience or social resources of players. If you're going hybrid between Swords and BWs, this skill build is recommended, and you can shave off SP from Booster. I won't help you any further however.
[SIZE="4"]WK Skill Builds[/SIZE]
There are lots of feasible variations in the skill build of your choice. It is heavily reliant on what monsters or activities you plan on doing however. Feel free to alter any of the skill builds presented here; after all, they're just examples.
Default: Fire Charge Build
The default build may change depending on the availability of elementally-weak monsters.
Default: Ice Charge Build
The default build may change depending on the availability of elementally-weak monsters.
Casual Fire Charge Build
This build is for people who aren't quite so hard core with training. It basically sneaks in a few points of Ice Charge so whenever you're traveling around, you can use your Ice Charge instead of Fire Charge.
1h Weapon Build
This build is for those who are 1h weapon users for life. If you're always going to use a shield, mind as well leech the benefits of Shield Mastery.
[SIZE="4"]Paladin Skill Builds[/SIZE]
The essence of these skill builds are basically the same between levels 120-140, but beyond that, it largely depends on your habits. Many of the skills in 4th job are useful, but not critical, and they are only effective depending on the nature of your routines.
Boss Hunter Build
This is probably what the majority of you will do since at this level, you should be clearly capable of killing major bosses. It's wise to wait until you have matured your essential skills, but more or less, bossing will be a lot quicker with the Power Stance skill.
Trainer Build
If all you do is train, train, train, then you'll want skills that will gear you for dealing with multiple enemies.
Time Temple Build
With some patience and persistence, you can go straight to the best Piece of Time farming map and reap in the goodies, but more importantly, the best solo experience flow for Paladins. The idea is to exploit big packages of mobs and HP by using the unique properties of Heaven's Hammer, which in return will give boat-loads of exp. However, you'll probably miss out on optimal partying opportunities at Skeles. Your attack power compared to Heaven's Hammer is fairly insignificant until level 150+.
[SIZE="5"]Training Areas[/SIZE]
In this section, the particular training monster followed by the maps will be suggested. Monster names that are blue and bolded are the hot spots for training. KS wars have a chance of occurring in these areas. If you can deal with pressure from other players, or have many friends and/or a party, you can reap the rewards of fast experience gains. Monster names that are bolded are recommended areas for training. Not as good as the hot spots, but they go for a decent leveling rate. Sometimes you might have to deal with KSers, but this shouldn't be the case. All other training spots listed here are just suggestions, depending on your mood. It is encouraged that you should experiment with these areas and other areas to see which training map gives you the best experience rate, but only if you do not train in the recommended areas.
Some general guidelines for training:
Training is the act of killing monsters in order to earn experience. Sounds simple, and it can be done nearly anywhere. The most ideal training spots can be hard to find at first, but there are a few conditions that make a training spot good:
"Why are there no level ranges?"
I've seen a wide variety of level ranges people have recommended for many monsters, and sometimes they include their justifications based on "decent" characters. I will not adhere to this pattern since when it comes to training, there are three main questions that you need to ask yourself before you go off trying a training ground:
[SIZE="3"]--Slimes[/SIZE]
Ellinia : Dungeon : Southern Forest IV
![[Image: melliniadungeonsouthernbu5.png]](http://img530.imageshack.us/img530/2886/melliniadungeonsouthernbu5.png)
This map is a large column inside a tree south of Ellinia, bordering Henesys' opening fields. Inside are a series of platforms of jumping Slimes that usually collect near the bottom of the two main platforms (middle of the minimap and the bottom). Slimes are plentiful, have a practical amount of HP and one of the lowest HP/EXP ratios. If you need to take a break, stand in the little niche at the far left on the middle main platform.
[SIZE="3"]--Pigs/Ribbon Pigs[/SIZE]
Hidden Street : Pig Beach / Henesys: The Rain-Forest East of Henesys
![[Image: mhenesystherainforesteami4.png]](http://img511.imageshack.us/img511/5130/mhenesystherainforesteami4.png)
You can access the hidden map through a patch of yellow flowers in the 3-Way Road-Split outside of Lith Harbor. The pigs are a bit fast, but they have some of the lowest HP/EXP ratios, and there are plenty of them. The only practical safe way to afk on the map is to hang on the ropes and ladders, so having the skill Endure is a nice bonus to have. Nearly the only large pain about training in this map is the occasional appearance of an Iron Hog, which is a good 30 levels higher than the Pigs.
A good alternative is the Rain-Forest map. It's a lot smaller, but it contains Pigs and Ribbon Pigs nevertheless. And there is a large safe platform on top.
[SIZE="3"]--Horny Mushrooms/Zombie Mushrooms[/SIZE]
Dungeon : Ant Tunnel 1
![[Image: msleepywooddungeonanttumk3.png]](http://img509.imageshack.us/img509/1382/msleepywooddungeonanttumk3.png)
This is a semi-popular spot for players to gather and train. Because there are sometimes people here, the spawn rate in this particular training map can be fairly high. The Horny Mushrooms have a decently low HP/EXP ratio, but the Zombie Mushrooms are average. Still, it is mostly the high spawn rate that draws players to train here.
[SIZE="3"]--Wooden/Rocky Masks[/SIZE]
Perion : Excavation Site III
![[Image: mperionexcavationsiteiigm9.png]](http://img88.imageshack.us/img88/34/mperionexcavationsiteiigm9.png)
This map features three main platforms with many Rocky Masks and some Wooden Masks. The middle platform however is lacking in comparison to the top and bottom platforms. Both have more or less average HP/EXP ratios, but the main attraction to this area is the large amount of monsters. It can also be divided nicely with parties.
[SIZE="3"]--Brown Teddies[/SIZE]
Ludibrium : Terrace Hall
![[Image: mludibriumterracehalluz3.png]](http://img444.imageshack.us/img444/3097/mludibriumterracehalluz3.png)
The spawns, HP/EXP ratios and the terrain here aren't particularly appealing. However, the potion shop in Ludibrium has discount potions. It is mostly about saving mesos when training in this map.
[SIZE="3"]
--Block Golems/King Block Golems[/SIZE]
Hidden Street : Hidden Tower
![[Image: mludibriumhhiddentowered2.png]](http://img521.imageshack.us/img521/9481/mludibriumhhiddentowered2.png)
Access this map via 8th floor of Eos Tower. You have a chance of getting a Red Whip from the King Block Golems. The other main attraction are the two Rombots that spawn in this map, which you can change channels to find. Many bosses in general have a low HP/EXP ratio. Other than that, you get small mob portions per floor on this map.
[SIZE="3"]--Straw Target Dummies[/SIZE]
Mu Lung : Practice Field Beginner
![[Image: mmulungpracticefieldbegff6.png]](http://img524.imageshack.us/img524/5754/mmulungpracticefieldbegff6.png)
Straw Target Dummies are abbreviated to STDs. Fun. Anyways, this map is one big flat area, and there are large amounts of Dummies around the field. They aren't particularly fast, so you shouldn't expect many monsters to run into your mob while you are killing them. But really, you could just jump and get into range of another STD.
[SIZE="3"]--Luster Pixies/Lunar Pixies[/SIZE]
Orbis : Cloud Park IV
![[Image: morbiscloudparkivlg6.png]](http://img219.imageshack.us/img219/6235/morbiscloudparkivlg6.png)
The Luster Pixies have a high HP/EXP ratio, but they and the Lunar Pixies tend to be concentrated in small mobs on the myriad of platforms in the area. Luster Pixies also are one of the few low to mid level monsters that drop Dark Crystal Ores. It is advisable to save up on the ETC drops, so that when you return to town, you can talk to the exchange quest NPC Staff Sergeant Charlie and exchange the ETC items for potions, forging materials, and experience.
[SIZE="3"]
--Hectors/White Fangs[/SIZE]
El Nath : Icy Cold Field
![[Image: melnathicycoldfieldcy4.png]](http://img184.imageshack.us/img184/8836/melnathicycoldfieldcy4.png)
Hectors have a poor HP/EXP ratio, but otherwise both monsters form a decent concentration of monsters. Just like the Luster/Lunar Pixies, save up on the ETC drops so you can do the exchange quest with Staff Sergeant Charlie.
[SIZE="3"]--Mixed Golems/Dark Golems (FoG)[/SIZE]
Dungeon : Forest of Golems
![[Image: msleepywooddungeonthefovc0.png]](http://img518.imageshack.us/img518/2799/msleepywooddungeonthefovc0.png)
There are lots and lots of Mixed Golems here. The HP/EXP ratio isn't attractive, but the sheer number of monsters and the possibilities for a variety of parties makes this map a great place to go to. You also have an opportunity to get 60% glove wAtk scrolls.
[SIZE="3"]--Water Goblins[/SIZE]
Zipangu : Vanished Village
![[Image: mzipanguvanishedvillagesz0.png]](http://img215.imageshack.us/img215/5914/mzipanguvanishedvillagesz0.png)
Water Goblins come in a flat map and are fast. Generally you can get varying sizes of mobs, but sometimes you can build really large mobs. Beware, a mix of Samihoes are also here, and they can curse you.
[SIZE="3"]--Voodoos or Hoodoos[/SIZE]
Haunted House : Sophilia's Bedroom / Haunted House : Vanity Room
![[Image: oopswg4.png]](http://img517.imageshack.us/img517/8422/oopswg4.png)
These twin monsters are found in those two small rooms that are really small, almost to the point where it's nearly one screen large. There are only four of them, but they have an incredibly low HP/EXP ratio for their level.
[SIZE="3"]--Windraiders[/SIZE]
Crimsonwood Mountain : Lower Ascent
![[Image: mmasterialowerascentrz3.png]](http://img242.imageshack.us/img242/82/mmasterialowerascentrz3.png)
The terrain is generally bad, but if you have the Mark of Heroism, there is a teleport connecting the bottom and the top of the map. The platforms with the monsters are somewhat spread out, but the monster HP/EXP ratios are low, and Windraider HP/EXP ratios are outrageously low! Monster HP/EXP ratios at their level (70) are roughly 50-60, peaking at 75, and Windraider HP/EXP ratios are 20!
[SIZE="3"]--Yetis/Yeti and Pepes[/SIZE]
El Nath : Ice Valley II
![[Image: melnathicevalleyiibe8.png]](http://img301.imageshack.us/img301/9528/melnathicevalleyiibe8.png)
There is a high spawn rate in this map, and the compound monster Yeti and Pepe split into two separate monsters when you damage them sufficiently. You can create really large mobs in this map. Unfortunately that's where the good things end. Everything else is not as great, and the monster levels vary greatly. On the other hand, there is a potion shop near the top of the map, but the potions are a bit more expensive.
[SIZE="3"]--Gobies (leech)[/SIZE]
Aqua Road : Deep Sea Gorge II
![[Image: maquaroaddeepseagorgeiiwy4.png]](http://img301.imageshack.us/img301/3623/maquaroaddeepseagorgeiiwy4.png)
As a White Knight, you'll be more of a leech than a party member, since there are no elemental weaknesses for you to exploit. The idea with Gobies is that they come in packs of six when you crack open a Bombing Fish House, which this map has an abundance of. The total HP/EXP ratio is lower than normal, which makes these monsters ideal to train on. Generally you should not afk in this map since Gobies can swim anywhere.
[SIZE="3"]--Harps (leech)[/SIZE]
Leafre : Sky Nest II
![[Image: mleafreskynestiity7.png]](http://img338.imageshack.us/img338/9927/mleafreskynestiity7.png)
You must have a Bishop or an I/L Arch Mage spamming their ultimate AoE for this map to be of any decent experience. You'll also be leeching from your party mate.
[SIZE="3"]--Birks[/SIZE]
Leafre : Forest Crossroad
![[Image: mleafreforestcrossroadsm3.png]](http://img442.imageshack.us/img442/3623/mleafreforestcrossroadsm3.png)
Birks are one of the first ice-weak monsters you can train on. They have a slightly low HP/EXP ratio, and there are moderately high numbers of Birks. The big drawback are the Dual Birks on the bottom of the map. It is recommended to try to get a party member to deal with the Dual Birks while you attack the Birks.
[SIZE="3"]--Dual Ghost Pirates[/SIZE]
Hidden Street : Unbalanced Time
![[Image: mludibriumhunbalancedtiwv1.png]](http://img184.imageshack.us/img184/980/mludibriumhunbalancedtiwv1.png)
Access this map by finding the hidden entrance at the top of Warped Path of Time (3). Dual Ghost Pirates come in sizable mobs. It's possible to kill these one at a time when you're at a low level (so you can avoid the obscenely high HP/EXP ratios of the lvl 7x monsters), but you can also attempt to kill them in mobs. As long as you aren't far away and you're at their elevation, they can't use their magic attacks on you, making these specially rigged monsters for Warriors. When you reach the bottom, you can change channels and you'll appear near the top of the map instead of climbing to the top. Additionally, you can get a party of 2-3 other attackers and a Priest, and you'll have really fast spawn rates. Organizing a party like this is very difficult however.
[SIZE="3"]--Blue Kentauruses[/SIZE]
Leafre : Area of Blue Kentaurus
![[Image: mleafreareaofbluekentauwe4.png]](http://img223.imageshack.us/img223/1687/mleafreareaofbluekentauwe4.png)
Blue Kentauruses come in great mobs in this particular map. This is a viable option if for some reason circumstances dictate this to be a feasible training area, but these monsters can really sting you.
[SIZE="3"]--Red Kentauruses[/SIZE]
Leafre : Area of Red Kentaurus
![[Image: mleafreareaofredkentaurhu0.png]](http://img440.imageshack.us/img440/1893/mleafreareaofredkentaurhu0.png)
Red Kentauruses are one of the many monsters weak to ice. They also collect in incredibly large mobs on the lower level. Despite your ability to freeze them and have damage advantage, you may still experience lots of damage however.
[SIZE="3"]--Gigantic Spirit Vikings[/SIZE]
Hidden Street : Twisted Time
![[Image: mludibriumhtwistedtimefn6.png]](http://img90.imageshack.us/img90/1461/mludibriumhtwistedtimefn6.png)
Access this map at the top of Warped Path of Time (4). You can get some large mobs if you can deal with suffering from damage. Gigantic Spirit Vikings also have a fair number of unique drops. If you reach the bottom of the map, you can change channels to end up back at the entrance of the map at the top.
[SIZE="3"]--Grim Phantom Watches[/SIZE]
Hidden Street : Forbidden Time
![[Image: mludibriumhforbiddentimbi9.png]](http://img530.imageshack.us/img530/6831/mludibriumhforbiddentimbi9.png)
Grim Phantom Watches may attract Priests, but otherwise they have a little lower HP/EXP ratio. They are primarily good for saving money when you are resorting to fire, since they only employ their magic attacks when they're facing left. Be careful however, they have a much higher KB value than usual, and they are pretty fast.
[SIZE="3"]--Himes[/SIZE]
Zipangu : Encounter with the Buddha
![[Image: mzipanguencounterwiththtv5.png]](http://img443.imageshack.us/img443/3003/mzipanguencounterwiththtv5.png)
If you don't have Holy Charge as a Paladin, you'll mostly be here as a leecher rather than an attacker. Priests flock here for fast, easy experience, since Himes are really fast and have low damage hits. Gathering mobs with a Priest can happen really fast, and you can make incredible amounts of kills and experience! Beware however, Black Crow spawns in this map, and it is a very nasty boss, hitting for 8500 damage!
[SIZE="3"]--Brextons[/SIZE]
Leafre : Dragon Forest III
![[Image: mleafredragonforestiiiaq8.png]](http://img524.imageshack.us/img524/2390/mleafredragonforestiiiaq8.png)
Brextons are yet another monster weak to ice. They have a high concentration, and they have a semi-low HP/EXP ratio. Aside from having to deal with the few Dark Cornians (high Avoid) in the middle of the map, you can get some decent experience here. Brextons are the exclusive suppliers of Shadow Claw 20 Mastery Books.
[SIZE="3"]--Red Wyverns[/SIZE]
Hidden Street : Red Wyvern's Nest
![[Image: mleafrehredwyvernsnestgv2.png]](http://img101.imageshack.us/img101/7084/mleafrehredwyvernsnestgv2.png)
Access the map via the top of Leafre : Canyon : West Road. Red Wyverns are yet another monster weak to ice. They're not much different from Brextons, but they do have better drops, and more devastating, generally undodgeable magic attacks. The map they are in has three levels of Red Wyverns.
[SIZE="3"]--Blue Wyverns[/SIZE]
Hidden Street : Blue Wyvern's Nest
![[Image: mleafrehbluewyvernsnestbs4.png]](http://img201.imageshack.us/img201/2341/mleafrehbluewyvernsnestbs4.png)
Access the map via the top of Leafre : Canyon : East Road. Blue Wyverns have a lower HP/EXP ratio than Red Wyverns, but they can deal much more damage since you'll have to resort to Charge Blow to keep them under check. You can get a little more experience from Blue Wyverns, but at a high monetary price.
[SIZE="3"]--Jr. Newties[/SIZE]
Leafre : Destroyed Dragon's Nest
![[Image: mleafredestroyeddragonnwb0.png]](http://img100.imageshack.us/img100/5462/mleafredestroyeddragonnwb0.png)
Jr. Newties have absolutely no elemental preference, so you'll be doing less damage than many of the other classes that train at this map. You may run into really low leveled Bowmen or Hermits, but you can also run into an Arch Mage or Bishop spamming their ultimate AoE attacks. You may party here to encourage spawning, but you'll suffer from killing one monster at a time. Jr. Newties are also auto-aggro, meaning they will attack on sight, and they will do it fairly often since they are close to each other. The upper and left-most reaches of the map are safe, although you shouldn't stay on the ground floor.
[SIZE="3"]--Skelegons/Skelesauruses[/SIZE]
Leafre : The Dragon Nest Left Behind
![[Image: mleafrethedragonnestlefua6.png]](http://img87.imageshack.us/img87/3999/mleafrethedragonnestlefua6.png)
Skeles have one of the best HP/EXP ratios at their level, and since you hold a great advantage with Holy Charge and ACB, you'll feel right at home here! Just be careful of their unusually high damage from their laser attack skills. You can benefit from a few extra stats in Jump in order to scale some of the platforms in the upper middle portions of the map, and that extra Jump can also be used to jump over the Skeles's laser attacks. Bishops are not an uncommon sighting in this area, and they are capable of generating the highest experience rates in the game right in this map.
[SIZE="3"]--Chief Oblivion Guardians[/SIZE]
Time Lane : Road to Oblivion4
![[Image: minimapcanvas.png]](http://img3.imageshack.us/img3/1875/minimapcanvas.png)
Oblivion 4, as this training area has become to be known as, sports the highest level regular mobs, and with that, comes with really big numbers. These monsters can do an upper range of 4600 damage and higher, and it could prove to be a scary nightmare for the unprepared Warrior. With Paladins, they will be abusing max level Heaven's Hammer here if they want optimum experience, since the Hammer is usually capable of practically destroying the mobs by the time you've gathered them up (and this is one of the few places where Heaven's Hammer really shines). Oblivion 4 is also a popular spot for hunting Pieces of Time. Don't forget to take advantage of the teleports for your training cycle.
[SIZE="5"]Hunter's Compilation[/SIZE]
This section is dedicated to displaying the technical details that go on when you hit a monster, receive damage, and other stuff, in case you aren't sure how exactly your skills will work.
[SIZE="4"]Damage Flow Charts[/SIZE]
Charge Blow: Monsters in range that are hit are stunned at a certain probability rate. If you KB mobs while they are stunned (or frozen), their animation looks as though the monster has turned around in reaction to your attacks, but all other manner of game mechanics, such as hit boxes and collision detection do not behave with respect to the animation. A good example of this are Guardian monsters in Time Temple.
Heaven's Hammer: Monsters in range will be determined if hit. Monsters that are special in some way, aside from boss monsters, are not subject to the attack's full effects, and may escape harm entirely. Otherwise, the server calculates damage based on HH hitting for maximum damage, with exceptions of monsters never dying (1 HP) and that the damage cap (200k) is not exceeded. Monsters affected behave as though they were hit for 1 damage for purposes of KB. If used in conjunction with Ice Charge, monsters that suffer HP deduction are frozen.
Rush: Monsters in range will be determined if hit. Monsters that the player misses simply avoid damage. With exception to stationary monsters and mobs in the state of being KBed, all mobs (including those the player missed) affected by Rush will be pushed back a set distance, although monsters that were jumping land first before being affected by Rush. Monsters that somehow act in the middle of being pushed stop immediately instead of being pushed the full distance, and sometimes monsters currently performing an attack are pushed extra far (what precisely causes this has yet to be determined). If used in conjunction with Ice Charge, monsters that suffer HP deduction are frozen.
Under construction...
[SIZE="4"]Boss Characteristics[/SIZE]
Boss monsters are unlike the regular monster fodder you meet in the Maple world. Not only are they usually mean and large, they also resist some of your skills. In the end, it may just be one harsh brawl.
This section of the guide is dedicated to the describing the ins and outs of the big bad bosses of MapleStory. This includes anything that is exceedingly dangerous and/or will take at least a few minutes to kill for the average Warrior, and doesn't not include smaller stuff such as Mushmom or Crimson Balrog. Many of the major bosses out there have plenty of surprises up their sleeves. It's not entirely unexpected that you'll die in the first encounter and be humiliated by defeat, but in this guide you should be able to make plans for the boss encounter and prepare ahead of time.
Remember though, the best teacher is experience. While the bosses may be harmless exhibits here, real battles are often fast and furious and perhaps fatal.
Typical bosses have the following traits:
Bosses have the following attacks and skills:
NOTES: Attacks that do damage and status inflictions at the same time have to be able to hit you, or they don't work. Status infliction skills that don't do damage can hit you regardless, as long as you are within range. Sometimes a regular monster may have a skill listed above, such as Typhons having Super KB or Sharks having Dispel.
The following skills and conditions are changed by bosses:
[SIZE="6"]Calculations, Comparisons, and Formulas[/SIZE]
List of CCF Articles:
Base damage formulas*
Accuracy Requirements and Percent Hit-Rate Formulas*
Proof for optimizing damage: 100% accuracy
[COLOR="DarkRed"]Minimum and Maximum Max HP/MP Formulas for Warriors
STR and wAtk ratios[/COLOR]*
Attack speeds for different weapons*
[COLOR="DarkRed"]Max HP/MP plot
INT requirements for complete HP-washing
Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. (Fast (4)) Red Katana[/COLOR] [SIZE="1"]Different Warriors[/SIZE]
Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. Fast (5) 1h Swords vs. (Fast (4)) Red Katana [SIZE="1"]Same Warrior[/SIZE]*
[COLOR="DarkRed"]Stonetooth Sword vs. Night Raven's Wing
Monster wAtk-to-Damage Formula[/COLOR]*[SIZE="1"]
*These articles have references from elsewhere in the guide.[/SIZE]
[SIZE="4"]Base damage formulas[/SIZE][1W60M]
[SIZE="4"]Accuracy Requirements and Percent Hit-Rate Formulas[/SIZE][4S40D]
Having a lot of accuracy isn't everything, the level difference between you and the monster also matters quite a bit. Result answers for accuracy requirements are rounded off for the final answer. The formulas presented here may or may not be the exact formulas, but they come incredibly close to the real deal.
[SIZE="4"]Proof for optimizing damage: 100% accuracy[/SIZE]
DEX may not matter much when you're looking to increase damage, but if you can't hit the monsters very well, STR isn't going to do you much good either. This is the nightmare many no-DEX Warriors are looking to avoid, and massive damage won't happen if they can't hit anything.
Assume player and monster levels aren't an issue.
We'll alter the formula a bit by taking a look at what happens when you take away from DEX and increase STR.
Next, we'll use derivation to find out the change in the total damage output, but in order to save us as much ugly math as possible, we'll break down the equation into simpler components for derivation. If you don't know what derivation is, but you know precisely what position, velocity and acceleration measure, think of velocity as the derivation of position, and acceleration as the derivation of velocity. This isn't exactly right in terms of math, but it will do. Otherwise, just bear with it for now.
At this point, I'm getting sick of looking at all this clutter. So let's plug in the numbers and see what we get.
In the next step, we'll find where dy/dx = 0. When dy/dx = 0, that means the tangent line at that point in the equation has a slope of 0 and is a point of interest. It is also the point where the slope of the original equation switches direction. For the people who are less oriented with math, when dy/dx = 0, that means we've found the "peak of the mountain" for the original equation (the second formula in this CCF entry). Technically it could also be the "very bottom of an ocean trench", but I'll let you know the original equation looks more like a very narrow rainbow (parabola) for any amount of STR, DEX or Mastery, where DEX isn't insanely higher than STR.
In order to find where dy/dx = 0, we'll drop the end of the derivative equation, since it doesn't really matter what this comes out as for the purposes of finding dy/dx = 0 (if dy/dx =/= 0, then it will matter). We'll also assume that x = 1, meaning that in the original formula you subtract DEX and .8 Accuracy, but add to STR. This actually creates an illegal character in the game as it already has 4 DEX to begin with, but this is all in the name of theory.
That is accuracy only Bowmen can even hope for. Let's see what happens when x = -116, which makes the character 652 STR, 120 DEX:
Pretty much the same result as far as Warriors are concerned. Since the left of where dy/dx = 0 on the x-axis has a positive slope, we can be assured that increasing your DEX, and thus your accuracy, results in more damage than increasing your STR. This holds true until you have a hit-rate of 100% for any monster (except the "invincible" monsters, which require about 1832 Accuracy to hit 1% of the time).
Keep in mind that this proof only takes into account what happens if you substitute AP (such as with AP resets). It cannot easily predict what will happen if you upgrade your equipment.
[SIZE="4"]Minimum and Maximum Max HP/MP Formulas for Warriors[/SIZE]
We can only speculate at the Minimum Max HP formula at this time. There's no good reason why we need to know this anyways.
There are two reasons for the Maximum Max HP/MP being known: those numbers have been listed on the website at some point, and players have managed to reach the limit.
The Minimum Max HP/MP is more of a mystery, since it requires AP resets to test and encounter. The most logical assumptions are defined along what the minimum Max HP/MP you can gain per level. Minimum Max MP should be 4, so the coefficient for the level variable is 4. Same goes with the minimum Max HP, only the coefficient is 24 instead. The constant, C, is calibrated so as to take into account the initial 50 Max HP and 50 Max MP that you start with, plus the bonus Max HP/MP that comes with job advancement. We're most likely to know what C is if we can determine what the absolute minimum Max HP/MP is at the level where you complete your job advancement. C changes when you advance jobs.
[SIZE="4"]STR and wAtk ratios[/SIZE][7S01A]
Below is the summary of STR/wAtk ratios.
If you have low DEX, you can get a good estimate of the STR/wAtk ratio for your character by dividing STR by wAtk.
[SIZE="4"]Attack speeds for different weapons[/SIZE][5B43S]
These results are obtained by holding down the attack key on the minute, and continuously spammed until a minute has passed. Any error in measurement will always result in a larger amount of fractions of Blasts attacks. Errors can, at the largest, be 1 Blast/min.
[INDENT]
[/INDENT]
[SIZE="1"]*Weapon was tested using the Booster buff, which increases weapon speed by 2.
**There are actually two speed values. You'll have to test out the weapon in order to determine what the actual speed value is.
*^Source: http://www.southperry.net/forums/showpos...ostcount=1
***This weapon speed, while possible to achieve in theory, isn't possible to achieve due to game limitations.[/SIZE]
[SIZE="4"]Max HP/MP plot[/SIZE]
Wondered where you stand with your HP and MP as a proud Paladin? You can find out here! Data is compiled assuming that the skill Improved Max HP Increase was maxed as soon as possible, INT is 0 (which is impossible in-game), and that you did not tinker with the Max HP and Max MP in any way. All Warriors gain 200-250 Max HP upon 1st job advancement. This data also applies to Spearmen/Dragon Knights/Dark Knights, but it does not apply to Fighters/Crusaders/Heroes since they get a 300-350 Max HP increase instead of a 100-150 Max MP increase for the 2nd job advancement.
One particular column of interest in the Table Data is the Low MP column. In order to HP-wash at least once, you'll need to have 4 more Max MP than what is dictated in this column for your level.
Max HP gained per level: 64-68
Max MP gained per level: 4-6
[SIZE="4"]INT requirements for complete HP-washing[/SIZE]
Ever wanted to HP-wash for the benefits of having Maximum Max HP? This topic looks specifically into this subject. You can either have 18750 HP and have HB carry you up to 30k HP, or go all the way to the top and have 30k HP without HB. These set of calculations assumes that the Minimum Max MP, MP earned per lvl up, and MP earned per AP in this guide are true.
For the sake of simplicity, we'll assume that the warrior has already advanced to 2nd job and has maxed the skill Improved Max HP Increase, as well as assuming that Max HP earned by AP and Max HP/MP earned by level will always be the average result. For this equation, we'll use the mathematical notation Δ (delta) to signify the difference between the initial and the final value of the variable. For example, ΔLevel between 2nd and 3rd job advancement would be 40. It's a lot more convenient than having to write out Target Level - Current Level or something like that over and over. For clarification in the order of operations, ΔLevel * 4 = (Target Level - Current Level) * 4.
First, we'll have to find out how much AP it will take to reach your target HP desired via HP-washing. We'll do this by finding out the total HP that needs to be covered after leveling up, then find out how much AP it will take to make up for the difference.
Next, we'll find out how much spare Max MP is already in store by comparing the current Max MP and the minimum Max MP formula. We'll also add spare MP you may earn by leveling.
From those two numbers, we can determine how much more INT is needed to scrap up enough Max MP to convert into AP. Convert the AP required for the Max HP into Max MP, then find out how much Max MP you need to generate using INT, then distribute this amount over the amount of levels you plan on doing this for.
In conclusion, it's rather easy to HP-wash up to 18750 base Max HP; roughly less than 30 INT if you've had a good start. HP-washing up to 30k base Max HP is nearly 3 times harder though.
Keep in mind that 10 INT upon leveling up gives you 1 extra Max MP. This is a fact generally accepted by the community as a guideline, but we do not know how the exact mechanism works. To compensate for this error, just round up to the nearest 10 INT. Better be safe than sorry!
In addition, in the older days of Maplestory, new characters started with 50 Max MP. As of currently, all newly generated characters start with 5 Max MP. If you had an old character that started with 50 Max MP instead, that's 11 additional HP washes!
[SIZE="4"]Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. (Fast (4)) Red Katana[/SIZE]
[SIZE="3"]Different Warriors[/SIZE] [2H120S]
For the most extreme scenarios, we'll assume that the Warriors in both instances have the maximum strength they can have at level 150 without the help of equipment enhancements or buffs. Realistically, you'd have at least 50 DEX as a no-DEX Warrior, but this is for demonstration purposes.
Now let's add the touch of reality:
Note that in all of the calculations above, (5.5 / Blast) wasn't necessary, but was included for the sake of completeness.
In conclusion, if the three weapons were on equal footing with wAtk, the Red Katana would pull out pretty far ahead, and the Stonetooth Sword beats a regular 2h sword.
Of course, we know the Red Katana is actually level 70 and is really far behind (even with the help of an 19 wAtk shield, an avg RK would only match wAtk with an avg Stonetooth), while there are better 2h swords than the Stonetooth.
[SIZE="4"]Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. Fast (5) 1h Swords vs. (Fast (4)) Red Katana[/SIZE]
[SIZE="3"]Same Warrior[/SIZE][4S10W]
In this scenario, let's say you have 120 DEX. Sure, you could be using a very high wAtk 2h sword or maybe a 1h sword + wAtk shield setup, but how much is a Stonetooth Sword worth to you?
In this first step, we calculate the damage output of the four weapons using Blasts/min. Assume all figures are with Booster included.
Next, we'll compare the weapons with each other and find out how much wAtk one weapon needs to at least match each other.
Variable x is the amount of wAtk needed to match the other weapon. This value may come up negative, in which case the weapon with x is actually stronger than the other weapon.
Keep in mind, wAtk in the next calculations represent the first weapon's wAtk, while the other weapon's wAtk is actually (wAtk + x)
To put this into a better perspective, assume x = 1.
This means that every 9.75 wAtk the Stonetooth Sword has, the Regular 2h Sword needs 1 more wAtk to compensate for the damage output. Since an avg Stonetooth is 101 wAtk, you'll need 10.359 more wAtk, or the combined equivalent of wAtk, for a regular 2h sword to match the damage output.
Here are more calculations regarding the rest of the weapons. These are NOT all of the possibilities.
Actually, some of those calculations are unnecessary. If you are proficient with manipulating variables with more advanced mathematics, you'll find that the universal formula for wAtk ratios for variable x (NOT 1/x, which is the wAtk = ### figure) is the following:
Where:
DPS = Damage over time. Units do not matter as long as DPS1 and DPS2 use the same units.
c1 = STR coefficient for the original weapon's type's average damage.
c2 = STR coefficient for the new weapon's type's average damage.
See [1W60M] for details on where these coefficients come from. To help make calculations easier, if you're only calculating same weapon types but different speeds, you only have to calculate DPS1/DPS2. If you're only calculating same speed but different weapon types, then the DPS variables can be left out.
[SIZE="4"]Table summary of comparisons[/SIZE]
NOTE: Weapons grayed out are the weapons that will probably be rarely referenced.
Take the weapon you have on the first column, then go across the row to the weapon you want to compare it with. Divide your wAtk (not from just your weapon, your other equips and pots count too) by the number in that particular cell, and that's the amount of wAtk the other weapon should supply more of in order to at least match your current weapon's damage output.
For example: I have a 106 Stonetooth Sword (Fast(5) 2h sword), and I'm comparing it to a 113 Devil Sunrise (Normal(6) 2h sword). The number I see is 9.750. Dividing 106 by 9.750, I get 10.872 as a result. That means I'll need a 117 Devil Sunrise in order to match my Stonetooth's damage output, so the 113 Devil Sunrise I'm seeing is not a good weapon to switch to. Conversely, if I had a 113 Devil Sunrise and I was planning to switch to a Stonetooth, I would need a Stonetooth that has 103 wAtk.
Flaws in these calculations:
This table is always accurate between the 2h weapons and between the 1h weapons, no matter what stats you have. However there's a small difference when comparing the 2h weapons with the 1h weapons. If you have more DEX and less STR than the 652 STR and 120 DEX Warrior used here, the damage output difference between the 2h and 1h weapons will become smaller, and the opposite holds. It may make a difference if you have something like 50 AP or more in deviation. Lets not forget that these tables ignore the monster's wDef stats. The higher leveled monsters (lvl 80+) take out a few hundred damage per attack.
[SIZE="4"]Stonetooth Sword vs. Night Raven's Wing[/SIZE]
NOTE: Even though I don't have the Night Raven's Wing listed in my appendix or anywhere else in the guide, I'll still include it here since it's been in the eyes of interest amongst fellow Heroes and Paladins. Just in case you don't know what the Night Raven's Wing is, it's a lvl 90 fast (5) 2h sword that has 95 wAtk that requires 95 DEX.
Both the Stonetooth Sword and Night Raven's Wing are 2h swords with a weapon speed of fast(5), and they're both pretty high level with DEX requirements. Some people at first glance would exclaim that the Night Raven's Wing is the ultimate weapon. These calculations makes or breaks this myth.
The 35 extra STR you salvage from using the Night Raven's Wing apparently isn't enough compared to 6 wAtk. You should even be able to see this if you know your STR to wAtk ratios. Actually, the Night Raven's Wing would have to have just above 97 wAtk in order to match the damage of an average Stonetooth Sword, so the difference isn't that great.
The next scenario is impossible for the Night Raven's Wing since it's an item supposedly obtained by forging, but let's look at the case where both weapons are 5 wAtk above the average :
The gap is closed slightly, value-wise and percent-wise, but in conclusion, the Stonetooth Sword still reigns supreme. Both weapons are incredibly hard to come by in the first place however, so if you find one or the other, consider it an opportunity.
[SIZE="4"]Monster wAtk-to-Damage Formula[/SIZE][2H54T]
[SIZE="6"]Frequently Asked Questions (FAQ)[/SIZE]
Q.) How do you use Charge Blow skill? I'm confused...
A.) You need to have any of the element charges: Fire Charge, Ice Charge, Lightning Charge, or Holy Charge.
--Bind Charge Blow to a key on the keyboard and your element charge on another key.
--Cast the element charge buff.
--Walk up to a monster, then hit the Charge Blow key.
--Repeat the previous two steps to use Charge Blow again.
Of course, you don't need to keep recasting the element charge if you have maxed Advanced Charge.
Q.) What elemental charge should I start maxing first?
A.) I would recommend either Fire Charge or Ice Charge. The main question to ask is if you can sustain your training for several levels. If you answered no, then it would be wise to choose Ice Charge, as you'll save enough money to buy potions for training. Even if you didn't suffer from financial problems, I should warn you there aren't any good ice-weak monsters to train off of in the early 7x levels, so training can be slow. There are plenty of fire-weak monsters to train on however, and Fire Charge is stronger than Ice Charge.
Q.) Does Magic Crash dispel Zakum/Pianus's Super mDef/mAtk Null buff?
A.) No. Not even maxed Magic Crash can do anything, and a Priest/Bishop's Dispel doesn't work either.
Q.) What is faster, Brandish or Blast?
A.) There's some controversy to this debate, and unfortunately I only have Blast/min. statistics atm. Without precise measurements to back it up, I went with an easy method and grabbed a Hero friend. We both have weapons of the same speed, and we proceeded to spam each other with Blasts/Brandishes. Listening for the attack sound, it seems that they're the same speed. Somewhat surprising for me.
Q.) What has more range, Blast or Brandish?
A.) Brandish has more range, vertically and horizontally. Sorta defies physics, but it's MapleStory.
Q.) Why would anybody choose a Paladin? They're too reliant on elemental advantages and stuff, and Heroes will pwn them...
A.) It's entirely up to you to choose whether to play a Paladin or a Hero. With that said though, some people play the Paladin to see really high damage numbers, some people play because they like the hybrid warrior/mage concept, and some people play because Paladins are a rare class. Some might argue that they're very useful when it comes to elementally weak bosses such as Pianus. As for me ... I'll be honest. I chose Paladins unwittingly back at 2nd job because Spearmen attack too slowly, and Fighter sounded too generic, not knowing what was in store for Pages. I'm not saying I regret that choice, but on the contrary I like it.
Q.) What should I choose: 117 atk 6 str Dragon Claymore or 108 atk 4 str Sparta and 12 atk 6 str Stolen Fence?
A.) Ignoring the range difference, you can use the CCF calculations to help you decide, specifically the summary table at the end of this topic [4S10W], and the STR and wAtk Ratios topic [7S01A]. I would look at the first one before looking at the second one, and only use the second one if it looks like a really close call between the 2h sword and 1h sword + shield. I'll help you out with this one. Assuming you don't have a ridiculous amount of DEX, you should choose the Dragon Claymore.
Q.) Why do some of the icons and stuff don't show up?
A.) The image database hosting those images are having issues. Most of the time I found it's just them being goofy. They'll come back. Try refreshing the page later. And if they don't come back, (most likely due to reshuffling of their directories) I'll just re-host them I guess.
Some of you might be saying "wouldn't it be easier use the item images from the sp.net databases?". You guys and gals do have a point. However, I'm taking the liberty to spare Fiel the extra bandwidth if I can by having my guide download the images from elsewhere. Call it my little contribution if you will. Additionally, they're all altered into 40x40 pixel pictures, which is the size of the largest item out there, the Timeless Claymore (the Stonetooth Sword comes close). Last but not least, should the unthinkable happen, the images will still be there.
Q.) OMFG, you can use Hammer and kill the bosses in two hits!?!?
A.) Um, no. The pictures don't tell you the whole story =P You'll still have to fight the bosses just like any other class or player. See the Heaven's Hammer description for more details.
Q.) What are these quests that I need to do to get [insert item]?
A.) Look it up somewhere, preferably global.hidden-street.net, then ask other people on MS-related forums. I will not list the quests themselves since they would most likely be common knowledge, or they are something that you'll look at once then you'll look at it never ever again, or it would be out of your capacity to finish regardless of material wealth. The Lunchboxes are a notorious example since they appeared in a 15 day attendance event quest in September 2008 where you had to deal with losing use of 6 etc. inventory slots until the last day.
Q.) What do I need to forge [insert item]?
A.) I believe in any case where you can forge new items via NPCs, they will tell you what you'll need in order to make the desired product. You can always find what you need to know in-game, or if you can't reach the NPC, it won't matter anyways. Should you be too lazy to actually visit the NPC in-game, global.hidden-street.net should have most of the forging lists, while various forums should have the rest of the info.
Q.) I upgraded an equipment, but my scroll bonuses are gone! What gives?
A.) The NPCs would have told you this in EVERY circumstance that this will happen. I will tell you a more compelling reason though (but it's not the only one). Due to the nature of the game, there's no way it could really find out what stats are altered due to scrolls, or what kind of scrolls you slapped onto the equipment. This is especially true when it comes to Chaos Scrolls, and even more so true considering that equipment can come clean with randomized stats, as well as having different amount of slots. Therefore the best solution around this headache is to just save the current state of the equipment, as it's impossible to deduce what scrolls were used by looking at the stats and the number of scrolls that worked when given any arbitrary equipment.
Q.) The weapon speed times you gave don't match up. Who's right and who's wrong? Fix it please!
A.) I'm well aware of that issue. All I know are what I've gotten for results for Blast/Minute and average "realistic" time. The method the cited source uses is not clear to me, but I believe they made a video of the attack, using a 100 frames per second setting, then analyzed it frame-by-frame. I won't discourage using those numbers, but I do not endorse those numbers for the main reasons that I don't trust my life on that source and actual in-game execution with continuous attacks will have extremely small lag time between attacks.
[SIZE="4"]Need an answer to a question, but you can't find it?[/SIZE]
Currently you can contact me either via PMing my account, or by contacting my character, Kajitii, in MapleStory,
Khaini world server. Should you try the latter option, please be aware that I'm not on 24/7 like some of you may imagine. Also, I tend to afk randomly, and I can be busy with guild matters, helping other people, bossing, etc., so please be patient. I'll try to respond if I can.
[SIZE="6"]Appendices[/SIZE]
Here lies compiled lists of many things. Just in case you want to expand your horizons beyond the stuff found in the main guide sections. For the color-blind people, I apologize for not making this easier for you T_T.
[SIZE="4"]Appendix of Scrolls[/SIZE]
Appendix of scrolls that may matter. The appendix will be divided into five categories: scrolls for increasing damage, scrolls for increasing accuracy, scrolls for HP-washing, miscellaneous scrolls, and special scrolls. Within these categories, scrolls will be listed in a small series, beginning with the most successful scroll to the least successful scroll.
Scroll names are not listed, since they are all "Dark? Scroll for Equipment X for Primary Stat Y", more or less. For example, the first scroll in the Scrolls for Increasing Damage category is named in-game as "Scroll for 1h Sword for ATT". Other examples: "Dark Scroll for Wand for Magic Attack", "Scroll for Overall for DEX", "Dark Scroll for Top for STR", "Scroll for Shield for Magic Def.", "Scroll for Cape for HP". 5 stats of Max HP and Max MP is worth 1 compared to the other stats, so a scroll that adds 5 wDef, 3 mDef and 10 Max HP to an overall equipment will be known as a "Scroll for Overall for DEF". Certain exceptions apply, as noted by footnotes.
A word about scrolls: Generally, scrolls come in 5 different flavors. The standard scrolls come in 100%, 60%, and 10% chances for success, while the Dark scrolls come in 70% and 30% chances for success. Dark scrolls typically have a 50% chance to break your equipment upon failure. Dark scrolls usually only come from Gachapon, either from Zipangu or both Showa Spa's Gachapon machines.
Another word about scrolls: Many scrolls with a 100% chance of success can be bought from various NPCs. Formerly they could be bought from potion shops, but now you'll have to seek out separate NPCs in mildly hostile regions of the world. As you will quickly see, 100% scrolls, while cheap, do not give you much results. 60% scrolls have more potential for creating better equipment, but they could also leave your equipment worse off compared to equipment scrolled with 100% scrolls. Average results with using 60% scrolls leave you a little better off than using all 100% scrolls. 10% scrolls have a horrible success rate, and they are not good for casual scrolling, but their potential is much higher than the other scrolls. They are, in a sense, a high stake in risk. Dark scrolls, while they allow for better chances of better scroll rates, can obviously leave you in ruins, with nothing to salvage for your loss should the dark scrolls destroy your work. Scrolls may or may not be expensive compared to their counterparts, depending on availability of competing scroll types, how valuable the typical base equipment of choice is being scrolled (you probably don't want to dark scroll a one-of-a-kind piece of equipment!), and as always, economic influences.
A word about Auras: Equipment can come in certain auras. Before auras were implemented, equipment that had at least one working scroll had their names highlighted in orange. Auras overwrite the orange highlighting with their own color. Aura levels are as follow: gray is under average, blue is good (clean equipment with all their slots intact can have blue auras), purple is very good, yellow/gold is godly. Auras are determined by how many stat points the equipment deviates from the average. 5 stats of Max HP and Max MP is worth 1 of any other stat when determining auras.
100% overall STR, 60% 10% top STR
Probabilities: These tables are based on the hypothetical scenario that you have infinite equipment and infinite scrolls. The BREAK! number represents the percentage of equipment that will be destroyed based on the number of dark scrolls you use.
Skill builds are highly recommended methods for distributing your SP, but remember that they're just suggestions. You can alter them however you please for your character. Any SP leftover from the builds can be used for whichever skill you want, but only after you have taken care of the important skills first. Remember, once you apply your SP, you cannot take back your decision unless you purchase SP Resets of the appropriate level from the Cash Shop.
[SIZE="4"]Warrior Skill Builds[/SIZE]
These sets of skills are basically attacks, and a chain of prerequisite-required skills. The latter set of skills are mostly defensive and passive abilities that, in the long run, matter little. The exception is Improved Max HP Increase, which is an absolute must to have maximum SP in. Failure to do this will result in a Warrior with poor fortitude and laughable survivability.
Default Build
Default Build
SP Leftover: 6 at level 30.AFK Bonus Build
This build is a good idea for people who often afk or travel in the regions where the environment is hazardous. This is to prevent death and to make many accessible resting spots on ropes and ladders.
Default Build
SP Leftover: 0 at level 30.Iron Body Build
The Iron Body skill build is for people who want to use Iron Body for its benefits. The offensive capabilities take a large hit, but this can be remedied somewhat by salvaging SP from Booster and/or Final Attack, both of which are skills from your 2nd job. See the commentary for those two skills for details.
Iron Body Build
SP Leftover: 12 at level 30.[SIZE="4"]Page Skill Builds[/SIZE]
Not much variation here. Ignoring skills using the opposite of your weapon of choice, you'll have maxed all of the skills given in 2nd job. That may not be optimal, but that's for you to decide. Power Guard is a vital skill to have if you plan on training via leech.
Default Build
Default Build
SP leftover: 18 at level 70.Aggressive Build
The idea behind this skill build is to increase your damage output as soon as possible, so you can power through the levels. It's likely you'll suffer high potion expenses as you'll be taking more damage than usual compared to the default skill build, but it's a small price to pay when you're looking at the grand scheme of getting to 4th job.
Aggressive Build
SP leftover: 18 at level 70.Defensive Build
This build is ideal for those who are suffering financial problems. Shave off 40% of the contact damage forever! And the good news is that Power Guard will be quite effective until nearing 3rd job. Your leveling speed will suffer, but it's better than having a crippled leveling rate due to deficiency of potions and mesos.
Defensive Build
SP leftover: 18 at level 70.FA-less/Threaten Build
The idea behind this build is mostly looking at the long-term. Or for people who are annoyed to hell and back by Final Attack. Since Final Attack will be rendered obsolete by the skills Blast and ACB at 4th job, you can use the extra SP salvaged by putting it into skills that you might use even at 4th job, such as Threaten or some of the 1st job skills. This build will really test the patience or social resources of players. If you're going hybrid between Swords and BWs, this skill build is recommended, and you can shave off SP from Booster. I won't help you any further however.
FA-less/Threaten Build
SP leftover: 31 at level 70.[SIZE="4"]WK Skill Builds[/SIZE]
There are lots of feasible variations in the skill build of your choice. It is heavily reliant on what monsters or activities you plan on doing however. Feel free to alter any of the skill builds presented here; after all, they're just examples.
Default: Fire Charge Build
The default build may change depending on the availability of elementally-weak monsters.
Default: Fire Charge Build
SP Leftover: 10 at level 120.Default: Ice Charge Build
The default build may change depending on the availability of elementally-weak monsters.
Default: Ice Charge Build
SP Leftover: 10 at level 120.Casual Fire Charge Build
This build is for people who aren't quite so hard core with training. It basically sneaks in a few points of Ice Charge so whenever you're traveling around, you can use your Ice Charge instead of Fire Charge.
Casual Fire Charge Build
SP Leftover: 10 at level 120.1h Weapon Build
This build is for those who are 1h weapon users for life. If you're always going to use a shield, mind as well leech the benefits of Shield Mastery.
1h Weapon Build
SP Leftover: 0 at level 120.[SIZE="4"]Paladin Skill Builds[/SIZE]
The essence of these skill builds are basically the same between levels 120-140, but beyond that, it largely depends on your habits. Many of the skills in 4th job are useful, but not critical, and they are only effective depending on the nature of your routines.
Boss Hunter Build
This is probably what the majority of you will do since at this level, you should be clearly capable of killing major bosses. It's wise to wait until you have matured your essential skills, but more or less, bossing will be a lot quicker with the Power Stance skill.
Boss Hunter Build
SP Leftover: 102+Trainer Build
If all you do is train, train, train, then you'll want skills that will gear you for dealing with multiple enemies.
Trainer Build
SP Leftover: 102+Time Temple Build
With some patience and persistence, you can go straight to the best Piece of Time farming map and reap in the goodies, but more importantly, the best solo experience flow for Paladins. The idea is to exploit big packages of mobs and HP by using the unique properties of Heaven's Hammer, which in return will give boat-loads of exp. However, you'll probably miss out on optimal partying opportunities at Skeles. Your attack power compared to Heaven's Hammer is fairly insignificant until level 150+.
Time Temple Build
SP Leftover: 102+[SIZE="5"]Training Areas[/SIZE]
In this section, the particular training monster followed by the maps will be suggested. Monster names that are blue and bolded are the hot spots for training. KS wars have a chance of occurring in these areas. If you can deal with pressure from other players, or have many friends and/or a party, you can reap the rewards of fast experience gains. Monster names that are bolded are recommended areas for training. Not as good as the hot spots, but they go for a decent leveling rate. Sometimes you might have to deal with KSers, but this shouldn't be the case. All other training spots listed here are just suggestions, depending on your mood. It is encouraged that you should experiment with these areas and other areas to see which training map gives you the best experience rate, but only if you do not train in the recommended areas.
Some general guidelines for training:
Training is the act of killing monsters in order to earn experience. Sounds simple, and it can be done nearly anywhere. The most ideal training spots can be hard to find at first, but there are a few conditions that make a training spot good:
- Monsters have a low HP/EXP ratio. This can be checked via the "Monster HP/EXP Ratios and Weaknesses Index".
- You can do a lot of damage to the monsters. Some monsters like Werewolves have an insane amount of wDef, but in the case of the White Knight/Paladin, it's mostly a question of whether you can exploit an elemental weakness.
- The monster can be defeated quickly. This isn't necessarily a bad thing if the monster has a really low HP/EXP ratio, but it is a nuisance if the monster is a compound monster and it takes too long in transition between one form and the next.
- You aren't wasting excess damage when killing monsters.
- The map has a high density of monsters per platform.
- The map can easily be traversed. Lots of ropes in a map probably make it a bad training spot.
"Why are there no level ranges?"
I've seen a wide variety of level ranges people have recommended for many monsters, and sometimes they include their justifications based on "decent" characters. I will not adhere to this pattern since when it comes to training, there are three main questions that you need to ask yourself before you go off trying a training ground:
- Does the monster have an elemental weakness?
- How often can I hit the monster?
- How much damage can I do?
Quick Reference List - The miniature table of contents
[SIZE="3"]--Slimes[/SIZE]
Ellinia : Dungeon : Southern Forest IV
![[Image: melliniadungeonsouthernbu5.png]](http://img530.imageshack.us/img530/2886/melliniadungeonsouthernbu5.png)
This map is a large column inside a tree south of Ellinia, bordering Henesys' opening fields. Inside are a series of platforms of jumping Slimes that usually collect near the bottom of the two main platforms (middle of the minimap and the bottom). Slimes are plentiful, have a practical amount of HP and one of the lowest HP/EXP ratios. If you need to take a break, stand in the little niche at the far left on the middle main platform.
[SIZE="3"]--Pigs/Ribbon Pigs[/SIZE]
Hidden Street : Pig Beach / Henesys: The Rain-Forest East of Henesys
![[Image: mhenesystherainforesteami4.png]](http://img511.imageshack.us/img511/5130/mhenesystherainforesteami4.png)
You can access the hidden map through a patch of yellow flowers in the 3-Way Road-Split outside of Lith Harbor. The pigs are a bit fast, but they have some of the lowest HP/EXP ratios, and there are plenty of them. The only practical safe way to afk on the map is to hang on the ropes and ladders, so having the skill Endure is a nice bonus to have. Nearly the only large pain about training in this map is the occasional appearance of an Iron Hog, which is a good 30 levels higher than the Pigs.
A good alternative is the Rain-Forest map. It's a lot smaller, but it contains Pigs and Ribbon Pigs nevertheless. And there is a large safe platform on top.
[SIZE="3"]--Horny Mushrooms/Zombie Mushrooms[/SIZE]
Dungeon : Ant Tunnel 1
![[Image: msleepywooddungeonanttumk3.png]](http://img509.imageshack.us/img509/1382/msleepywooddungeonanttumk3.png)
This is a semi-popular spot for players to gather and train. Because there are sometimes people here, the spawn rate in this particular training map can be fairly high. The Horny Mushrooms have a decently low HP/EXP ratio, but the Zombie Mushrooms are average. Still, it is mostly the high spawn rate that draws players to train here.
[SIZE="3"]--Wooden/Rocky Masks[/SIZE]
Perion : Excavation Site III
![[Image: mperionexcavationsiteiigm9.png]](http://img88.imageshack.us/img88/34/mperionexcavationsiteiigm9.png)
This map features three main platforms with many Rocky Masks and some Wooden Masks. The middle platform however is lacking in comparison to the top and bottom platforms. Both have more or less average HP/EXP ratios, but the main attraction to this area is the large amount of monsters. It can also be divided nicely with parties.
[SIZE="3"]--Brown Teddies[/SIZE]
Ludibrium : Terrace Hall
![[Image: mludibriumterracehalluz3.png]](http://img444.imageshack.us/img444/3097/mludibriumterracehalluz3.png)
The spawns, HP/EXP ratios and the terrain here aren't particularly appealing. However, the potion shop in Ludibrium has discount potions. It is mostly about saving mesos when training in this map.
[SIZE="3"]
--Block Golems/King Block Golems[/SIZE]
Hidden Street : Hidden Tower
![[Image: mludibriumhhiddentowered2.png]](http://img521.imageshack.us/img521/9481/mludibriumhhiddentowered2.png)
Access this map via 8th floor of Eos Tower. You have a chance of getting a Red Whip from the King Block Golems. The other main attraction are the two Rombots that spawn in this map, which you can change channels to find. Many bosses in general have a low HP/EXP ratio. Other than that, you get small mob portions per floor on this map.
[SIZE="3"]--Straw Target Dummies[/SIZE]
Mu Lung : Practice Field Beginner
![[Image: mmulungpracticefieldbegff6.png]](http://img524.imageshack.us/img524/5754/mmulungpracticefieldbegff6.png)
Straw Target Dummies are abbreviated to STDs. Fun. Anyways, this map is one big flat area, and there are large amounts of Dummies around the field. They aren't particularly fast, so you shouldn't expect many monsters to run into your mob while you are killing them. But really, you could just jump and get into range of another STD.
[SIZE="3"]--Luster Pixies/Lunar Pixies[/SIZE]
Orbis : Cloud Park IV
![[Image: morbiscloudparkivlg6.png]](http://img219.imageshack.us/img219/6235/morbiscloudparkivlg6.png)
The Luster Pixies have a high HP/EXP ratio, but they and the Lunar Pixies tend to be concentrated in small mobs on the myriad of platforms in the area. Luster Pixies also are one of the few low to mid level monsters that drop Dark Crystal Ores. It is advisable to save up on the ETC drops, so that when you return to town, you can talk to the exchange quest NPC Staff Sergeant Charlie and exchange the ETC items for potions, forging materials, and experience.
[SIZE="3"]
--Hectors/White Fangs[/SIZE]
El Nath : Icy Cold Field
![[Image: melnathicycoldfieldcy4.png]](http://img184.imageshack.us/img184/8836/melnathicycoldfieldcy4.png)
Hectors have a poor HP/EXP ratio, but otherwise both monsters form a decent concentration of monsters. Just like the Luster/Lunar Pixies, save up on the ETC drops so you can do the exchange quest with Staff Sergeant Charlie.
[SIZE="3"]--Mixed Golems/Dark Golems (FoG)[/SIZE]
Dungeon : Forest of Golems
![[Image: msleepywooddungeonthefovc0.png]](http://img518.imageshack.us/img518/2799/msleepywooddungeonthefovc0.png)
There are lots and lots of Mixed Golems here. The HP/EXP ratio isn't attractive, but the sheer number of monsters and the possibilities for a variety of parties makes this map a great place to go to. You also have an opportunity to get 60% glove wAtk scrolls.
[SIZE="3"]--Water Goblins[/SIZE]
Zipangu : Vanished Village
![[Image: mzipanguvanishedvillagesz0.png]](http://img215.imageshack.us/img215/5914/mzipanguvanishedvillagesz0.png)
Water Goblins come in a flat map and are fast. Generally you can get varying sizes of mobs, but sometimes you can build really large mobs. Beware, a mix of Samihoes are also here, and they can curse you.
[SIZE="3"]--Voodoos or Hoodoos[/SIZE]
Haunted House : Sophilia's Bedroom / Haunted House : Vanity Room
![[Image: oopswg4.png]](http://img517.imageshack.us/img517/8422/oopswg4.png)
These twin monsters are found in those two small rooms that are really small, almost to the point where it's nearly one screen large. There are only four of them, but they have an incredibly low HP/EXP ratio for their level.
[SIZE="3"]--Windraiders[/SIZE]
Crimsonwood Mountain : Lower Ascent
![[Image: mmasterialowerascentrz3.png]](http://img242.imageshack.us/img242/82/mmasterialowerascentrz3.png)
The terrain is generally bad, but if you have the Mark of Heroism, there is a teleport connecting the bottom and the top of the map. The platforms with the monsters are somewhat spread out, but the monster HP/EXP ratios are low, and Windraider HP/EXP ratios are outrageously low! Monster HP/EXP ratios at their level (70) are roughly 50-60, peaking at 75, and Windraider HP/EXP ratios are 20!
[SIZE="3"]--Yetis/Yeti and Pepes[/SIZE]
El Nath : Ice Valley II
![[Image: melnathicevalleyiibe8.png]](http://img301.imageshack.us/img301/9528/melnathicevalleyiibe8.png)
There is a high spawn rate in this map, and the compound monster Yeti and Pepe split into two separate monsters when you damage them sufficiently. You can create really large mobs in this map. Unfortunately that's where the good things end. Everything else is not as great, and the monster levels vary greatly. On the other hand, there is a potion shop near the top of the map, but the potions are a bit more expensive.
[SIZE="3"]--Gobies (leech)[/SIZE]
Aqua Road : Deep Sea Gorge II
![[Image: maquaroaddeepseagorgeiiwy4.png]](http://img301.imageshack.us/img301/3623/maquaroaddeepseagorgeiiwy4.png)
As a White Knight, you'll be more of a leech than a party member, since there are no elemental weaknesses for you to exploit. The idea with Gobies is that they come in packs of six when you crack open a Bombing Fish House, which this map has an abundance of. The total HP/EXP ratio is lower than normal, which makes these monsters ideal to train on. Generally you should not afk in this map since Gobies can swim anywhere.
[SIZE="3"]--Harps (leech)[/SIZE]
Leafre : Sky Nest II
![[Image: mleafreskynestiity7.png]](http://img338.imageshack.us/img338/9927/mleafreskynestiity7.png)
You must have a Bishop or an I/L Arch Mage spamming their ultimate AoE for this map to be of any decent experience. You'll also be leeching from your party mate.
[SIZE="3"]--Birks[/SIZE]
Leafre : Forest Crossroad
![[Image: mleafreforestcrossroadsm3.png]](http://img442.imageshack.us/img442/3623/mleafreforestcrossroadsm3.png)
Birks are one of the first ice-weak monsters you can train on. They have a slightly low HP/EXP ratio, and there are moderately high numbers of Birks. The big drawback are the Dual Birks on the bottom of the map. It is recommended to try to get a party member to deal with the Dual Birks while you attack the Birks.
[SIZE="3"]--Dual Ghost Pirates[/SIZE]
Hidden Street : Unbalanced Time
![[Image: mludibriumhunbalancedtiwv1.png]](http://img184.imageshack.us/img184/980/mludibriumhunbalancedtiwv1.png)
Access this map by finding the hidden entrance at the top of Warped Path of Time (3). Dual Ghost Pirates come in sizable mobs. It's possible to kill these one at a time when you're at a low level (so you can avoid the obscenely high HP/EXP ratios of the lvl 7x monsters), but you can also attempt to kill them in mobs. As long as you aren't far away and you're at their elevation, they can't use their magic attacks on you, making these specially rigged monsters for Warriors. When you reach the bottom, you can change channels and you'll appear near the top of the map instead of climbing to the top. Additionally, you can get a party of 2-3 other attackers and a Priest, and you'll have really fast spawn rates. Organizing a party like this is very difficult however.
[SIZE="3"]--Blue Kentauruses[/SIZE]
Leafre : Area of Blue Kentaurus
![[Image: mleafreareaofbluekentauwe4.png]](http://img223.imageshack.us/img223/1687/mleafreareaofbluekentauwe4.png)
Blue Kentauruses come in great mobs in this particular map. This is a viable option if for some reason circumstances dictate this to be a feasible training area, but these monsters can really sting you.
[SIZE="3"]--Red Kentauruses[/SIZE]
Leafre : Area of Red Kentaurus
![[Image: mleafreareaofredkentaurhu0.png]](http://img440.imageshack.us/img440/1893/mleafreareaofredkentaurhu0.png)
Red Kentauruses are one of the many monsters weak to ice. They also collect in incredibly large mobs on the lower level. Despite your ability to freeze them and have damage advantage, you may still experience lots of damage however.
[SIZE="3"]--Gigantic Spirit Vikings[/SIZE]
Hidden Street : Twisted Time
![[Image: mludibriumhtwistedtimefn6.png]](http://img90.imageshack.us/img90/1461/mludibriumhtwistedtimefn6.png)
Access this map at the top of Warped Path of Time (4). You can get some large mobs if you can deal with suffering from damage. Gigantic Spirit Vikings also have a fair number of unique drops. If you reach the bottom of the map, you can change channels to end up back at the entrance of the map at the top.
[SIZE="3"]--Grim Phantom Watches[/SIZE]
Hidden Street : Forbidden Time
![[Image: mludibriumhforbiddentimbi9.png]](http://img530.imageshack.us/img530/6831/mludibriumhforbiddentimbi9.png)
Grim Phantom Watches may attract Priests, but otherwise they have a little lower HP/EXP ratio. They are primarily good for saving money when you are resorting to fire, since they only employ their magic attacks when they're facing left. Be careful however, they have a much higher KB value than usual, and they are pretty fast.
[SIZE="3"]--Himes[/SIZE]
Zipangu : Encounter with the Buddha
![[Image: mzipanguencounterwiththtv5.png]](http://img443.imageshack.us/img443/3003/mzipanguencounterwiththtv5.png)
If you don't have Holy Charge as a Paladin, you'll mostly be here as a leecher rather than an attacker. Priests flock here for fast, easy experience, since Himes are really fast and have low damage hits. Gathering mobs with a Priest can happen really fast, and you can make incredible amounts of kills and experience! Beware however, Black Crow spawns in this map, and it is a very nasty boss, hitting for 8500 damage!
[SIZE="3"]--Brextons[/SIZE]
Leafre : Dragon Forest III
![[Image: mleafredragonforestiiiaq8.png]](http://img524.imageshack.us/img524/2390/mleafredragonforestiiiaq8.png)
Brextons are yet another monster weak to ice. They have a high concentration, and they have a semi-low HP/EXP ratio. Aside from having to deal with the few Dark Cornians (high Avoid) in the middle of the map, you can get some decent experience here. Brextons are the exclusive suppliers of Shadow Claw 20 Mastery Books.
[SIZE="3"]--Red Wyverns[/SIZE]
Hidden Street : Red Wyvern's Nest
![[Image: mleafrehredwyvernsnestgv2.png]](http://img101.imageshack.us/img101/7084/mleafrehredwyvernsnestgv2.png)
Access the map via the top of Leafre : Canyon : West Road. Red Wyverns are yet another monster weak to ice. They're not much different from Brextons, but they do have better drops, and more devastating, generally undodgeable magic attacks. The map they are in has three levels of Red Wyverns.
[SIZE="3"]--Blue Wyverns[/SIZE]
Hidden Street : Blue Wyvern's Nest
![[Image: mleafrehbluewyvernsnestbs4.png]](http://img201.imageshack.us/img201/2341/mleafrehbluewyvernsnestbs4.png)
Access the map via the top of Leafre : Canyon : East Road. Blue Wyverns have a lower HP/EXP ratio than Red Wyverns, but they can deal much more damage since you'll have to resort to Charge Blow to keep them under check. You can get a little more experience from Blue Wyverns, but at a high monetary price.
[SIZE="3"]--Jr. Newties[/SIZE]
Leafre : Destroyed Dragon's Nest
![[Image: mleafredestroyeddragonnwb0.png]](http://img100.imageshack.us/img100/5462/mleafredestroyeddragonnwb0.png)
Jr. Newties have absolutely no elemental preference, so you'll be doing less damage than many of the other classes that train at this map. You may run into really low leveled Bowmen or Hermits, but you can also run into an Arch Mage or Bishop spamming their ultimate AoE attacks. You may party here to encourage spawning, but you'll suffer from killing one monster at a time. Jr. Newties are also auto-aggro, meaning they will attack on sight, and they will do it fairly often since they are close to each other. The upper and left-most reaches of the map are safe, although you shouldn't stay on the ground floor.
[SIZE="3"]--Skelegons/Skelesauruses[/SIZE]
Leafre : The Dragon Nest Left Behind
![[Image: mleafrethedragonnestlefua6.png]](http://img87.imageshack.us/img87/3999/mleafrethedragonnestlefua6.png)
Skeles have one of the best HP/EXP ratios at their level, and since you hold a great advantage with Holy Charge and ACB, you'll feel right at home here! Just be careful of their unusually high damage from their laser attack skills. You can benefit from a few extra stats in Jump in order to scale some of the platforms in the upper middle portions of the map, and that extra Jump can also be used to jump over the Skeles's laser attacks. Bishops are not an uncommon sighting in this area, and they are capable of generating the highest experience rates in the game right in this map.
[SIZE="3"]--Chief Oblivion Guardians[/SIZE]
Time Lane : Road to Oblivion4
![[Image: minimapcanvas.png]](http://img3.imageshack.us/img3/1875/minimapcanvas.png)
Oblivion 4, as this training area has become to be known as, sports the highest level regular mobs, and with that, comes with really big numbers. These monsters can do an upper range of 4600 damage and higher, and it could prove to be a scary nightmare for the unprepared Warrior. With Paladins, they will be abusing max level Heaven's Hammer here if they want optimum experience, since the Hammer is usually capable of practically destroying the mobs by the time you've gathered them up (and this is one of the few places where Heaven's Hammer really shines). Oblivion 4 is also a popular spot for hunting Pieces of Time. Don't forget to take advantage of the teleports for your training cycle.
[SIZE="5"]Hunter's Compilation[/SIZE]
This section is dedicated to displaying the technical details that go on when you hit a monster, receive damage, and other stuff, in case you aren't sure how exactly your skills will work.
[SIZE="4"]Damage Flow Charts[/SIZE]
Charge Blow: Monsters in range that are hit are stunned at a certain probability rate. If you KB mobs while they are stunned (or frozen), their animation looks as though the monster has turned around in reaction to your attacks, but all other manner of game mechanics, such as hit boxes and collision detection do not behave with respect to the animation. A good example of this are Guardian monsters in Time Temple.
Heaven's Hammer: Monsters in range will be determined if hit. Monsters that are special in some way, aside from boss monsters, are not subject to the attack's full effects, and may escape harm entirely. Otherwise, the server calculates damage based on HH hitting for maximum damage, with exceptions of monsters never dying (1 HP) and that the damage cap (200k) is not exceeded. Monsters affected behave as though they were hit for 1 damage for purposes of KB. If used in conjunction with Ice Charge, monsters that suffer HP deduction are frozen.
Rush: Monsters in range will be determined if hit. Monsters that the player misses simply avoid damage. With exception to stationary monsters and mobs in the state of being KBed, all mobs (including those the player missed) affected by Rush will be pushed back a set distance, although monsters that were jumping land first before being affected by Rush. Monsters that somehow act in the middle of being pushed stop immediately instead of being pushed the full distance, and sometimes monsters currently performing an attack are pushed extra far (what precisely causes this has yet to be determined). If used in conjunction with Ice Charge, monsters that suffer HP deduction are frozen.
Under construction...
[SIZE="4"]Boss Characteristics[/SIZE]
Boss monsters are unlike the regular monster fodder you meet in the Maple world. Not only are they usually mean and large, they also resist some of your skills. In the end, it may just be one harsh brawl.
This section of the guide is dedicated to the describing the ins and outs of the big bad bosses of MapleStory. This includes anything that is exceedingly dangerous and/or will take at least a few minutes to kill for the average Warrior, and doesn't not include smaller stuff such as Mushmom or Crimson Balrog. Many of the major bosses out there have plenty of surprises up their sleeves. It's not entirely unexpected that you'll die in the first encounter and be humiliated by defeat, but in this guide you should be able to make plans for the boss encounter and prepare ahead of time.
Remember though, the best teacher is experience. While the bosses may be harmless exhibits here, real battles are often fast and furious and perhaps fatal.
Typical bosses have the following traits:
- Millions upon millions of HP. You could be at it for a good part of the hour if you decided to take them on at a low level. Most boss monsters have their own special HP bar that shows up at the top of the screen, complete with a smug portrait of themselves. Multi-stage boss encounters usually have multiple HP bars. If you don't see an HP bar at the top, then you won't be able to see how much HP they have left.
- High damage attacks that usually cannot be avoided. And I mean, they just flood the entire battle area with their attacks. This is generally for major/raid type bosses only.
- Natural regeneration rates for HP and MP. This is a hidden stat, and you'll not be able to see its effects, other than through the boss' HP bar. These rates differ between bosses, but if you can't even output more damage than they can regenerate, you mind as well forget trying to kill them. Generally you shouldn't have to worry about this, unless you're taking large breaks in the middle of a fight.
- Resistance or even immune to most elements. This generally discourages White Knights and Mages. This is not true for a good portion of bosses, but then again they usually don't have an element weakness.
- High Knock-back values. Some bosses have quite the opposite kind of KB value however.
- Lots of potion drops. Typically, these are roughly 50 Reindeer Milks, 50 Sunset Dews (high NPC value), 50 Elixirs, and 25 Power Elixirs.
- Lots of mesos. Well, compared to regular monsters anyways. The myriad of money sacks you might find is still insignificant compared to how much money you had to dole out in order to kill the boss, so never count on making mesos from money drops alone.
- Lots of rare items and unique drops, including Mastery Books. You might have to kill them repeatedly to get what you want however. Drop rates are anywhere between virtually guaranteed to 1% chance. Literally.
- Spawn timers or reactor triggers. Area bosses all have spawn timers, and they have a variable range between half an hour to a whopping few days.
Bosses have the following attacks and skills:
- Dispel. The sudden and inexplicable disappearance of buffs usually indicates that you've been Dispelled. Watch those buffs! This is usually a Magician's worst nightmare since Magic Guard is usually the only thing preventing their deaths. As a Warrior however, you should be okay. Dispel does not nullify potion-like effects, including Onyx Apples and GM's Bless. Dispel does not dismiss player summons, such as Beholder and Bahamut.
- Seal, Darkness, Weaken, Curse. You're more likely to have learned what they do if you've run into spellcaster monsters before. If you don't know, Seal prevents usage of active skills, Darkness reduces your hit-rate to roughly 25% (does not affect magic attacks, so Magicians wouldn't care), Weaken disables jumping, and Curse halves your experience gains.
- Stunning. Try to ride out the duration if you can, since there's no way to undo this infliction.
- Slow. An allcure does not remove this infliction, but a Priest/Bishop's Dispel skill can. Using a mount or the skill Rush can override, but not undo, this skill. I would advise caution when using a mount however. Other players cannot tell if you're Slowed or not.
- Heal. Active healing recovers tens of thousands of HP.
- An attack that damages your MP instead of your HP.
- An attack that does enough damage to bring your MP, then your HP, down to 1 each. This is officially known as the "Deadly Attack", but amongst the player population, it's dubbed the "1/1 attack". The 1/1 attack is highly lethal, but never fatal. In other words, the 1/1 attack cannot kill you directly.
- A variant of the monster wDef and mDef buffs, the wAtk Null and mAtk Null. It's unofficially known much better as the "super wDef/mDef". This buff reduces any damage you do down to 1 per hit (3 if you use Meso Explosion; this is most likely a glitch). Sacrifice (Dragon Knight skill) does not work against wAtk Null. Snipe (Marksman skill) does full damage, in spite of it showing to have done 1 damage.
- Monster summoning. The monsters summoned are usually unique to the boss, and they might carry their own surprises. Infamous "boss spawns" are bombs, which are incredibly deadly. Pianus's Blood Boom summons can do up to 11,000 damage!
- Super Knock Back attacks that send you sailing across the map. King Sage Cat's Super KB is rather pathetic, but it still sends you skidding across the ground.
- Seduce. VERY DEADLY! While seduced, you randomly jump or go left or right, but never a combination of the three (thus if you're on a rope, you don't go anywhere). You also cannot do ANYTHING while seduced, with the exception of chat, Hero's Will, and game functions. Or Alt+F4 if you're really desperate. Seduce skills are generally limited by how many players it can affect.
NOTES: Attacks that do damage and status inflictions at the same time have to be able to hit you, or they don't work. Status infliction skills that don't do damage can hit you regardless, as long as you are within range. Sometimes a regular monster may have a skill listed above, such as Typhons having Super KB or Sharks having Dispel.
The following skills and conditions are changed by bosses:
- They cannot be frozen.
- They cannot be stunned.
- They cannot be silenced (Mage skill).
- They cannot be Threatened.
- They cannot be Taunted (Night Lord skill).
- Power Guard is only 50% effective. (Invincible, a Cleric skill, works normally however)
- They cannot be Shadow Webbed (Hermit skill).
- They cannot be poisoned.
[SIZE="6"]Calculations, Comparisons, and Formulas[/SIZE]List of CCF Articles:
Base damage formulas*
Accuracy Requirements and Percent Hit-Rate Formulas*
Proof for optimizing damage: 100% accuracy
[COLOR="DarkRed"]Minimum and Maximum Max HP/MP Formulas for Warriors
STR and wAtk ratios[/COLOR]*
Attack speeds for different weapons*
[COLOR="DarkRed"]Max HP/MP plot
INT requirements for complete HP-washing
Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. (Fast (4)) Red Katana[/COLOR] [SIZE="1"]Different Warriors[/SIZE]
Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. Fast (5) 1h Swords vs. (Fast (4)) Red Katana [SIZE="1"]Same Warrior[/SIZE]*
[COLOR="DarkRed"]Stonetooth Sword vs. Night Raven's Wing
Monster wAtk-to-Damage Formula[/COLOR]*[SIZE="1"]
*These articles have references from elsewhere in the guide.[/SIZE]
[SIZE="4"]Base damage formulas[/SIZE][1W60M]
Code:
2h Sword Max Damage -- [(STR * 4.6 + DEX) / 100] * wAtk
1h Sword Max Damage -- [(STR * 4.0 + DEX) / 100] * wAtk
2h BW Max Damage ----- [(STR * 4.8 + DEX) / 100] * wAtk
1h BW Max Damage ----- [(STR * 4.4 + DEX) / 100] * wAtk
NOTE: By default, Mastery is .10.
2h Sword Min Damage -- [(STR * 4.6 * .9 * Mastery + DEX) / 100] * wAtk
1h Sword Min Damage -- [(STR * 4.0 * .9 * Mastery + DEX) / 100] * wAtk
2h BW Min Damage ----- [(STR * 3.4 * .9 * Mastery + DEX) / 100] * wAtk
1h BW Min Damage ----- [(STR * 3.2 * .9 * Mastery + DEX) / 100] * wAtk
2h Sword Avg Damage -- [STR * 2.3 * (.9 * Mastery + 1) + DEX] * (wAtk / 100)
1h Sword Avg Damage -- [STR * 2.0 * (.9 * Mastery + 1) + DEX] * (wAtk / 100)
2h BW Avg Damage ----- [STR * 2.12 * (.9 * Mastery + 1) + DEX] * (wAtk / 100)
1h BW Avg Damage ----- [STR * 1.96 * (.9 * Mastery + 1) + DEX] * (wAtk / 100)
If STR = 768, and DEX = 4,
2h Sword Avg Damage = 27.24256 * wAtk
1h Sword Avg Damage = 23.6944 * wAtk
2h BW Avg Damage = 25.113664 * wAtk
1h BW Avg Damage = 23.221312 * wAtk[SIZE="4"]Accuracy Requirements and Percent Hit-Rate Formulas[/SIZE][4S40D]
Having a lot of accuracy isn't everything, the level difference between you and the monster also matters quite a bit. Result answers for accuracy requirements are rounded off for the final answer. The formulas presented here may or may not be the exact formulas, but they come incredibly close to the real deal.
Code:
If (Monster Level - Player Level) > 0,
Accuracy for Max Hit-Rate = [55 + 2 * (Monster Level - Player Level)] * [(Monster Avoid) / 15]
Accuracy for Min Hit-Rate = [55 + 2 * (Monster Level - Player Level)] * [(Monster Avoid) / 30]
Current Hit-Rate = [Accuracy / (Accuracy for Min Hit-Rate)] - 1
Otherwise,
Accuracy for Max Hit-Rate = 55 * [(Monster Avoid) / 15] = 3.667 * (Monster Avoid)
Accuracy for Min Hit-Rate = 55 * [(Monster Avoid) / 30] = 1.833 * (Monster Avoid)
Current Hit-Rate = [Accuracy / (Accuracy for Min Hit-Rate)] - 1[SIZE="4"]Proof for optimizing damage: 100% accuracy[/SIZE]
DEX may not matter much when you're looking to increase damage, but if you can't hit the monsters very well, STR isn't going to do you much good either. This is the nightmare many no-DEX Warriors are looking to avoid, and massive damage won't happen if they can't hit anything.
Assume player and monster levels aren't an issue.
Code:
Total average damage output:
Average Damage * Hit-rate, where 0 <= Hit-rate <= 1
[[STR * 2.3 * (.9 * Mastery + 1) + DEX] * (wAtk / 100)] * [Accuracy / [55 * ((Monster Avoid) / 30)]]We'll alter the formula a bit by taking a look at what happens when you take away from DEX and increase STR.
Code:
Total average damage output
[I]y[/I] = [[(STR + [I]x[/I]) * 2.3 * (.9 * Mastery + 1) + (DEX - [I]x[/I])] * (wAtk / 100)] * [(Accuracy - .8 * [I]x[/I]) / [55 * ((Monster Avoid) / 30)]]Next, we'll use derivation to find out the change in the total damage output, but in order to save us as much ugly math as possible, we'll break down the equation into simpler components for derivation. If you don't know what derivation is, but you know precisely what position, velocity and acceleration measure, think of velocity as the derivation of position, and acceleration as the derivation of velocity. This isn't exactly right in terms of math, but it will do. Otherwise, just bear with it for now.
Code:
[I]y[/I] = [B][[/B][(STR + [I]x[/I]) * 2.3 * (.9 * Mastery + 1) + (DEX - [I]x[/I])] * (wAtk / 100)[B]][/B] * [B][[/B](Accuracy - .8 * [I]x[/I]) / [55 * ((Monster Avoid) / 30)][B]][/B]
[I]y[/I] = [B][[/B][(2.3 * STR + 2.3 * [I]x[/I]) * (.9 * Mastery + 1) + (DEX - [I]x[/I])] * (wAtk / 100)[B]][/B] * [B][[/B](Accuracy - .8 * [I]x[/I]) / [(11 / 6) * (Monster Avoid)][B]][/B]
[I]y[/I] = [B][[/B][2.07 * STR * Mastery + 2.07 * [I]x[/I] * Mastery + 2.3 * STR + 2.3 * [I]x[/I] + DEX - [I]x[/I]] * (wAtk / 100)[B]][/B] * [B][[/B][Accuracy / [(11 / 6) * (Monster Avoid)]] - [.8 * [I]x[/I] / [(11 / 6) * (Monster Avoid)]][B]][/B]
[I]y[/I] = [B][[/B]2.07 * STR * Mastery + 2.07 * [I]x[/I] * Mastery + 2.3 * STR + 1.3 * [I]x[/I] + DEX[B]][/B] * (wAtk / 100) * [B][[/B][(Accuracy * 6) / (11 * (Monster Avoid))] - [(4.8 * [I]x[/I]) / (11 * (Monster Avoid))][B]][/B]
Finding the derivative by using the Product Rule
dy/dx = [B][[/B]2.07 * STR * Mastery + 2.07 * [I]x[/I] * Mastery + 2.3 * STR + 1.3 * [I]x[/I] + DEX[B]][/B] * (wAtk / 100) * [B][[/B]-[4.8 / (11 * (Monster Avoid))][B]][/B] + [B][[/B]2.07 * Mastery + 2.3 - 1[B]][/B] * (wAtk / 100) * [B][[/B][(Accuracy * 6) / (11 * (Monster Avoid))] - [(4.8 * [I]x[/I]) / (11 * (Monster Avoid))][B]][/B]
dy/dx = [B][[[/B]2.07 * STR * Mastery + 2.07 * [I]x[/I] * Mastery + 2.3 * STR + 1.3 * [I]x[/I] + DEX[B]][/B] * -4.8 + [B][[/B]2.07 * Mastery + 1.3[B]][/B] * [B][[/B]Accuracy * 6 - 4.8 * [I]x[/I][B]]][/B] * (wAtk / (1100 * (Monster Avoid)))Code:
If STR = 768, DEX = 4, and Mastery = .6,
dy/dx = [B][[[/B]2.07 * 768 * .6 + 2.07 * [I]x[/I] * .6 + 2.3 * 768 + 1.3 * [I]x[/I] + 4[B]][/B] * -4.8 + [B][[/B]2.07 * .6 + 1.3[B]][/B] * [B][[/B]Accuracy * 6 - 4.8 * [I]x[/I][B]]][/B] * (wAtk / (1100 * (Monster Avoid)))
dy/dx = [953.856 + 1.242 * [I]x[/I] + 1766.4 + 1.3 * [I]x[/I] + 4] * -4.8 + [(1.242 + 1.3) * (Accuracy * 6 - 4.8 * [I]x[/I])] * [wAtk / (1100 * (Monster Avoid))]
dy/dx = [2724.256 + 1.542 * [I]x[/I]] * -4.8 + [1.542 * (Accuracy * 6 - 4.8 * [I]x[/I])] * [wAtk / (1100 * (Monster Avoid))]
dy/dx = [-13076.4288 - 14.8032 * [I]x[/I] + 9.252 * Accuracy] * [wAtk / (1100 * (Monster Avoid))]In order to find where dy/dx = 0, we'll drop the end of the derivative equation,
Code:
[wAtk / (1100 * (Monster Avoid))]Code:
dy/dx = [-13076.4288 - 14.8032 * [I]x[/I] + 9.252 * Accuracy] * [wAtk / (1100 * (Monster Avoid))]
dy/dx = 0 = -13076.4288 - 14.8032 * 1 + 9.252 * Accuracy
0 = -13091.232 + 9.252 * Accuracy
13091.232 = 9.252 * Accuracy
1414.9623865110246433203631647211 = AccuracyThat is accuracy only Bowmen can even hope for. Let's see what happens when x = -116, which makes the character 652 STR, 120 DEX:
Code:
dy/dx = [-13076.4288 - 14.8032 * [I]x[/I] + 9.252 * Accuracy] * [wAtk / (1100 * (Monster Avoid))]
dy/dx = 0 = -13076.4288 - 14.8032 * (-116) + 9.252 * Accuracy
0 = -11359.2576 + 9.252 * Accuracy
11359.2576 = 9.252 * Accuracy
1227.7623865110246433203631647211 = AccuracyPretty much the same result as far as Warriors are concerned. Since the left of where dy/dx = 0 on the x-axis has a positive slope, we can be assured that increasing your DEX, and thus your accuracy, results in more damage than increasing your STR. This holds true until you have a hit-rate of 100% for any monster (except the "invincible" monsters, which require about 1832 Accuracy to hit 1% of the time).
Keep in mind that this proof only takes into account what happens if you substitute AP (such as with AP resets). It cannot easily predict what will happen if you upgrade your equipment.
[SIZE="4"]Minimum and Maximum Max HP/MP Formulas for Warriors[/SIZE]
We can only speculate at the Minimum Max HP formula at this time. There's no good reason why we need to know this anyways.
Code:
Maximum Max HP: 30,000
Maximum Max MP: 30,000
Minimum Max HP: Level * 24 + C, where C is a constant.
Minimum Max MP: Level * 4 + C, where C is a constant, probably 155.The Minimum Max HP/MP is more of a mystery, since it requires AP resets to test and encounter. The most logical assumptions are defined along what the minimum Max HP/MP you can gain per level. Minimum Max MP should be 4, so the coefficient for the level variable is 4. Same goes with the minimum Max HP, only the coefficient is 24 instead. The constant, C, is calibrated so as to take into account the initial 50 Max HP and 50 Max MP that you start with, plus the bonus Max HP/MP that comes with job advancement. We're most likely to know what C is if we can determine what the absolute minimum Max HP/MP is at the level where you complete your job advancement. C changes when you advance jobs.
[SIZE="4"]STR and wAtk ratios[/SIZE][7S01A]
Code:
Assume Mastery = .6.
[U]2h Sword[/U]
Max Damage = [(STR * 4.6 + DEX) / 100] * wAtk
Min Damage = [(STR * 4.6 * .9 * .6 + DEX) / 100] * wAtk
= [(STR * 2.484 + DEX) / 100] * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
= [STR * 2.3 * (.9 * .6 + 1) + DEX] * (wAtk / 100)
= [STR * 2.3 * (1.54) + DEX] * (wAtk / 100)
= (STR * 3.542 + DEX) * (wAtk / 100)
Compare how much STR is needed to equal one wAtk at any level of STR, DEX, or wAtk.
[I]x[/I] represents how much additional STR is needed to equal 1 additional wAtk.
[(STR + [I]x[/I]) * 3.542 + DEX] * (wAtk / 100) = (STR * 3.542 + DEX) * [(wAtk + 1) / 100]
3.542 * STR + 3.542 * x + DEX = (STR * 3.542 + DEX) * [(wAtk + 1) / wAtk]
3.542 * STR + 3.542 * x + DEX = (STR * 3.542 + DEX) * [1 + (1 / wAtk)]
3.542 * x = (STR * 3.542 + DEX) / wAtk
[color=Blue][B]x = [STR + (DEX / 3.542)] / wAtk[/B][/color]Code:
2h Sword : x = [STR + (DEX / 3.542)] / wAtk
1h Sword : x = [STR + (DEX / 3.08)] / wAtk
2h BW : x = [STR + (DEX / 3.318)] / wAtk
1h BW : x = [STR + (DEX / 3.064)] / wAtkCode:
Close approximation of STR/wAtk ratios for low-DEX Warriors
x = STR / wAtk[SIZE="4"]Attack speeds for different weapons[/SIZE][5B43S]
These results are obtained by holding down the attack key on the minute, and continuously spammed until a minute has passed. Any error in measurement will always result in a larger amount of fractions of Blasts attacks. Errors can, at the largest, be 1 Blast/min.
[INDENT]
| Weapon Speed | Example | Blasts/Minute | Blast Time (milliseconds)*^ |
| Slower (9) | |||
| Slow (8)** | Beserker | 64 | 960ms |
| Slow (7)** | The Beheader | 900ms | |
| Normal(6) | Devil Sunrise, Beserker* | 72 | 840ms |
| Fast (5)** | Stonetooth Sword, Fraute | 74 | 810ms |
| Fast (4)** | Red Whip, Red Katana, Devil Sunrise* | 78 | 750ms |
| Faster (3) | Pumpkin Basket, Stonetooth Sword*, Fraute* | 86 | 690ms |
| (2) | Red Whip*, Red Katana*, Pumpkin Basket* | 95 | 630ms |
| (1) | *** | N/A | N/A |
[SIZE="1"]*Weapon was tested using the Booster buff, which increases weapon speed by 2.
**There are actually two speed values. You'll have to test out the weapon in order to determine what the actual speed value is.
*^Source: http://www.southperry.net/forums/showpos...ostcount=1
***This weapon speed, while possible to achieve in theory, isn't possible to achieve due to game limitations.[/SIZE]
[SIZE="4"]Max HP/MP plot[/SIZE]
Wondered where you stand with your HP and MP as a proud Paladin? You can find out here! Data is compiled assuming that the skill Improved Max HP Increase was maxed as soon as possible, INT is 0 (which is impossible in-game), and that you did not tinker with the Max HP and Max MP in any way. All Warriors gain 200-250 Max HP upon 1st job advancement. This data also applies to Spearmen/Dragon Knights/Dark Knights, but it does not apply to Fighters/Crusaders/Heroes since they get a 300-350 Max HP increase instead of a 100-150 Max MP increase for the 2nd job advancement.
One particular column of interest in the Table Data is the Low MP column. In order to HP-wash at least once, you'll need to have 4 more Max MP than what is dictated in this column for your level.
Max HP gained per level: 64-68
Max MP gained per level: 4-6
Max HP and Max MP Table Data
[SIZE="4"]INT requirements for complete HP-washing[/SIZE]
Ever wanted to HP-wash for the benefits of having Maximum Max HP? This topic looks specifically into this subject. You can either have 18750 HP and have HB carry you up to 30k HP, or go all the way to the top and have 30k HP without HB. These set of calculations assumes that the Minimum Max MP, MP earned per lvl up, and MP earned per AP in this guide are true.
Code:
Minimum Max MP: Level * 4 + C, where C is a constant, probably 155.
MP per level up: 5 ± 1 + (INT/10)
MP per AP applied: 3 ± 1First, we'll have to find out how much AP it will take to reach your target HP desired via HP-washing. We'll do this by finding out the total HP that needs to be covered after leveling up, then find out how much AP it will take to make up for the difference.
Code:
AP needed to cover additional Max HP:
(ΔMax HP - (ΔLevel * 66)) / 52Code:
Spare Max MP:
Current Max MP - (Current Level * 4 + 155) + ΔLevelCode:
INT needed per level for sufficient HP-washing:
[((ΔMax HP - (ΔLevel * 66)) / 52) * 4 - (Current Max MP - (Current Level * 4 + 155) + ΔLevel)] * (10 / ΔLevel)Keep in mind that 10 INT upon leveling up gives you 1 extra Max MP. This is a fact generally accepted by the community as a guideline, but we do not know how the exact mechanism works. To compensate for this error, just round up to the nearest 10 INT. Better be safe than sorry!
In addition, in the older days of Maplestory, new characters started with 50 Max MP. As of currently, all newly generated characters start with 5 Max MP. If you had an old character that started with 50 Max MP instead, that's 11 additional HP washes!
[SIZE="4"]Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. (Fast (4)) Red Katana[/SIZE]
[SIZE="3"]Different Warriors[/SIZE] [2H120S]
For the most extreme scenarios, we'll assume that the Warriors in both instances have the maximum strength they can have at level 150 without the help of equipment enhancements or buffs. Realistically, you'd have at least 50 DEX as a no-DEX Warrior, but this is for demonstration purposes.
Code:
[U]Regular 2h Sword user[/U]
If STR = 768, DEX = 4, and Mastery = .6,
Max Damage = [(768 * 4.6 + 4) / 100] * wAtk
= 35.368 * wAtk
Min Damage = [(768 * 4.6 * .9 * .6 + 4) / 100] * wAtk
= 19.11712 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
= (35.368 * wAtk + 19.11712 * wAtk) / 2
= 27.24256 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
= (27.24256 * wAtk) * (5.5 / Blast) * 78 (Blasts / Min)
= [B][color=Blue](11687.05824 * wAtk) / Min[/color][/B]
[U]Stonetooth Sword user[/U]
If STR = 652, DEX = 120, and Mastery = .6,
Max Damage = [(652 * 4.6 + 120) / 100] * wAtk
= 31.192 * wAtk
Min Damage = [(652 * 4.6 * .9 * .6 + 120) / 100] * wAtk
= 17.39568 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
= (31.192 * wAtk + 17.39568 * wAtk) / 2
= 24.29384 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
= (24.29384 * wAtk) * (5.5 / Blast) * 86 (Blasts / Min)
= [B][color=Blue](11490.98632 * wAtk) / Min[/color][/B]
[U]Red Katana user[/U]
If STR = 768, DEX = 4, and Mastery = .6,
Max Damage = [(768 * 4.0 + 4) / 100] * wAtk
= 30.76 * wAtk
Min Damage = [(768 * 4.0 * .9 * .6 + 4) / 100] * wAtk
= 16.6288 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
= (30.76 * wAtk + 16.6288 * wAtk) / 2
= 23.6944 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
= (23.6944 * wAtk) * (5.5 / Blast) * 95 (Blasts / Min)
= [B][color=Blue](12380.324 * wAtk) / Min[/color][/B]Code:
[U]Regular 2h Sword user[/U]
If STR = (768 + 24), DEX = (4 + 63), and Mastery = .6,
Max Damage = [(792 * 4.6 + 67) / 100] * wAtk
= 37.102 * wAtk
Min Damage = [(792 * 4.6 * .9 * .6 + 67) / 100] * wAtk
= 20.34328 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
= (37.102 * wAtk + 20.34328 * wAtk) / 2
= 28.72264 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
= (28.72264 * wAtk) * (5.5 / Blast) * 78 (Blasts / Min)
= [B][color=Blue](12322.01256 * wAtk) / Min[/color][/B]
[U]Stonetooth Sword user[/U]
If STR = (675 + 48), DEX = (97 + 23), and Mastery = .6,
Max Damage = [(723 * 4.6 + 120) / 100] * wAtk
= 34.458 * wAtk
Min Damage = [(723 * 4.6 * .9 * .6 + 120) / 100] * wAtk
= 19.15932 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
= (34.458 * wAtk + 19.15932 * wAtk) / 2
= 26.80866 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
= (26.80866 * wAtk) * (5.5 / Blast) * 86 (Blasts / Min)
= [B][color=Blue](12680.49618 * wAtk) / Min[/color][/B]
[U]Red Katana user[/U]
If STR = (768 + 32), DEX = (4 + 63), and Mastery = .6,
Max Damage = [(800 * 4.0 + 67) / 100] * wAtk
= 32.67 * wAtk
Min Damage = [(800 * 4.0 * .9 * .6 + 67) / 100] * wAtk
= 17.95 * wAtk
Avg Damage = (Max Damage + Min Damage) / 2
= (32.67 * wAtk + 17.95 * wAtk) / 2
= 25.31 * wAtk
Avg Damage per Minute with Blast = Avg Damage * Damage/Blast * Blasts/Min
= (25.31 * wAtk) * (5.5 / Blast) * 95 (Blasts / Min)
= [B][color=Blue](13224.475 * wAtk) / Min[/color][/B]In conclusion, if the three weapons were on equal footing with wAtk, the Red Katana would pull out pretty far ahead, and the Stonetooth Sword beats a regular 2h sword.
Of course, we know the Red Katana is actually level 70 and is really far behind (even with the help of an 19 wAtk shield, an avg RK would only match wAtk with an avg Stonetooth), while there are better 2h swords than the Stonetooth.
[SIZE="4"]Normal Speed 2h Swords vs. (Fast (5)) Stonetooth Sword vs. Fast (5) 1h Swords vs. (Fast (4)) Red Katana[/SIZE]
[SIZE="3"]Same Warrior[/SIZE][4S10W]
In this scenario, let's say you have 120 DEX. Sure, you could be using a very high wAtk 2h sword or maybe a 1h sword + wAtk shield setup, but how much is a Stonetooth Sword worth to you?
In this first step, we calculate the damage output of the four weapons using Blasts/min. Assume all figures are with Booster included.
Code:
In all four of the calculations, assume STR = 652, DEX = 120, Mastery = .6.
[U]Regular 2h Sword[/U]
Max Damage = [(652 * 4.6 + 120) / 100] * wAtk
= 31.192 * wAtk
Min Damage = [(652 * 4.6 * .9 * .6 + 120) / 100] * wAtk
= 17.39568
Avg Damage = (Max Damage + Min Damage) / 2
= (31.192 * wAtk + 17.39568 * wAtk) / 2
= 24.29384 * wAtk
Avg Damage per Minute with Blast = Avg Damage * (Damage/Blast) * (Blast/Min)
= (24.29384 * wAtk) * (5.5 / Blast) * (78 * Blasts / Min)
= [B][color=Blue](10422.05736 * wAtk) / Min[/color][/B]
[U]Stonetooth Sword[/U]
Max Damage = [(652 * 4.6 + 120) / 100] * wAtk
= 31.192 * wAtk
Min Damage = [(652 * 4.6 * .9 * .6 + 120) / 100] * wAtk
= 17.39568
Avg Damage = (Max Damage + Min Damage) / 2
= (31.192 * wAtk + 17.39568 * wAtk) / 2
= 24.29384 * wAtk
Avg Damage per Minute with Blast = Avg Damage * (Damage/Blast) * (Blast/Min)
= (24.29384 * wAtk) * (5.5 / Blast) * (86 * Blasts / Min)
= [B][color=Blue](11490.98632 * wAtk) / Min[/color][/B]
[U]Regular 1h Sword[/U]
Max Damage = [(652 * 4.0 + 120) / 100] * wAtk
= 27.28 * wAtk
Min Damage = [(652 * 4.0 * .9 * .6 + 120) / 100] * wAtk
= 15.2832
Avg Damage = (Max Damage + Min Damage) / 2
= (27.28 * wAtk + 15.2832 * wAtk) / 2
= 21.2816 * wAtk
Avg Damage per Minute with Blast = Avg Damage * (Damage/Blast) * (Blast/Min)
= (21.2816 * wAtk) * (5.5 / Blast) * (86 * Blasts / Min)
= [B][color=Blue](10066.1968 * wAtk) / Min[/color][/B]
[U]Red Katana[/U]
Max Damage = [(652 * 4.0 + 120) / 100] * wAtk
= 27.28 * wAtk
Min Damage = [(652 * 4.0 * .9 * .6 + 120) / 100] * wAtk
= 15.2832
Avg Damage = (Max Damage + Min Damage) / 2
= (27.28 * wAtk + 15.2832 * wAtk) / 2
= 21.2816 * wAtk
Avg Damage per Minute with Blast = Avg Damage * (Damage/Blast) * (Blast/Min)
= (21.2816 * wAtk) * (5.5 / Blast) * (95 * Blasts / Min)
= [B][color=Blue](11119.636 * wAtk) / Min[/color][/B]Variable x is the amount of wAtk needed to match the other weapon. This value may come up negative, in which case the weapon with x is actually stronger than the other weapon.
Keep in mind, wAtk in the next calculations represent the first weapon's wAtk, while the other weapon's wAtk is actually (wAtk + x)
Code:
[U]Stonetooth Sword vs. Regular 2h Sword[/U]
(11490.98632 * wAtk) / Min = [10422.05736 * (wAtk + [I]x[/I])] / Min
11490.98632 * wAtk = (10422.05736 * wAtk) + (10422.05736 * [I]x[/I])
1068.92896 * wAtk = 10422.05736 * [I]x[/I]
0.1025641025641025641025641025641 * wAtk = [I]x[/I]Code:
0.1025641025641025641025641025641 * wAtk = 1
[color=Blue][B]wAtk = 9.7500000000000000000000000000098[/B][/color]Here are more calculations regarding the rest of the weapons. These are NOT all of the possibilities.
Code:
[U]Regular 2h Sword vs. Regular 1h Sword[/U]
(10422.05736 * wAtk) / Min = [10066.1968 * (wAtk + [I]x[/I])] / Min
355.86056 * wAtk = 10066.1968 * [I]x[/I]
0.035352036828844832439596253472811 * wAtk = [I]x[/I]
Assume x = 1,
[color=Blue][B]wAtk = 28.286913278616770568786830437829[/B][/color]
[U]Regular 1h Sword vs. Red Katana[/U]
(10066.1968 * wAtk) / Min = [11119.636 * (wAtk + [I]x[/I])] / Min
-1053.4392 * wAtk = 11119.636 * [I]x[/I]
-0.094736842105263157894736842105263 * wAtk = [I]x[/I]
Assume x = 1,
[B][color=Blue]wAtk = -10.555555555555555555555555555585[/color][/B]
The Regular 1h Sword needs 1 extra wAtk every 10.556 wAtk the Red Katana
has in order to match the Red Katana.
[U]Regular 2h Sword vs. Red Katana[/U]
(10422.05736 * wAtk) / Min = [11119.636 * (wAtk + [I]x[/I])] / Min
-697.57864 * wAtk = 11119.636 * [I]x[/I]
-0.062733945607572046423102338961455 * wAtk = [I]x[/I]
Assume x = 1,
[B][color=Blue]wAtk = -15.94033326479147928038622283515[/color][/B]Actually, some of those calculations are unnecessary. If you are proficient with manipulating variables with more advanced mathematics, you'll find that the universal formula for wAtk ratios for variable x (NOT 1/x, which is the wAtk = ### figure) is the following:
Code:
[U]DPS1[/U] * ([U]STR*(c1 - c2)[/U] + 1) - 1 = x
DPS2 (STR*c2 + DEX )DPS = Damage over time. Units do not matter as long as DPS1 and DPS2 use the same units.
c1 = STR coefficient for the original weapon's type's average damage.
c2 = STR coefficient for the new weapon's type's average damage.
| Weapon Type | Coefficient | C, w/ Mastery = .6 |
|---|---|---|
2h Sword | 2.3 * (.9 * Mastery + 1) | 3.542 |
1h Sword | 2.0 * (.9 * Mastery + 1) | 3.08 |
2h BW | 1.7 * (.9 * Mastery + 1.412) | 3.3184 |
1h BW | 1.6 * (.9 * Mastery + 1.375) | 3.064 |
See [1W60M] for details on where these coefficients come from. To help make calculations easier, if you're only calculating same weapon types but different speeds, you only have to calculate DPS1/DPS2. If you're only calculating same speed but different weapon types, then the DPS variables can be left out.
[SIZE="4"]Table summary of comparisons[/SIZE]
| Fast(4) 2h Sword | Fast(5) 2h Sword | Fast(4) 1h Sword | Normal(6) 2h Sword | Fast(5) 1h Sword | Slow(7) 2h Sword | Slow(8) 2h Sword | Normal(6) 1h Sword | |
| Fast(4) 2h Sword | Infinite | 9.555 | 7.065 | 4.588 | 3.831 | 3.524 | 3.130 | 2.562 |
| Fast(5) 2h Sword | -10.555 | Infinite | 29.944 | 9.750 | 7.065 | 6.167 | 5.143 | 3.867 |
| Fast(4) 1h Sword | -8.065 | -30.944 | Infinite | 14.940 | 9.556 | 8.025 | 6.417 | 4.588 |
| Normal(6) 2h Sword | -5.588 | -10.750 | -15.940 | Infinite | 28.287 | 18.500 | 12.000 | 7.065 |
| Fast(5) 1h Sword | -4.831 | -8.065 | -10.556 | -29.287 | Infinite | 55.360 | 21.578 | 9.750 |
| Slow(7) 2h Sword | -4.524 | -7.167 | -9.025 | -19.500 | -56.360 | Infinite | 36.000 | 12.048 |
| Slow(8) 2h Sword | -4.130 | -6.143 | -7.417 | -13.000 | -22.578 | -37.000 | Infinite | 18.611 |
| Normal(6) 1h Sword | -3.562 | -4.867 | -5.588 | -8.065 | -10.750 | -13.048 | -19.611 | Infinite |
| Fast(4) 1h BW | Fast(5) 1h BW | Normal(6) 2h BW | Slow(7) 2h BW | Normal(5) 1h BW | |
| Fast(4) 1h BW | Infinite | 9.556 | 7.715 | 5.245 | 4.588 |
| Fast(5) 1h BW | -10.556 | Infinite | 44.255 | 12.842 | 9.750 |
| Normal(6) 2h BW | -8.715 | -45.255 | Infinite | 18.500 | 12.788 |
| Slow(7) 2h BW | -6.245 | -13.842 | -19.500 | Infinite | 43.652 |
| Normal(5) 1h BW | -5.588 | -10.750 | -13.788 | -44.652 | Infinite |
NOTE: Weapons grayed out are the weapons that will probably be rarely referenced.
Take the weapon you have on the first column, then go across the row to the weapon you want to compare it with. Divide your wAtk (not from just your weapon, your other equips and pots count too) by the number in that particular cell, and that's the amount of wAtk the other weapon should supply more of in order to at least match your current weapon's damage output.
For example: I have a 106 Stonetooth Sword (Fast(5) 2h sword), and I'm comparing it to a 113 Devil Sunrise (Normal(6) 2h sword). The number I see is 9.750. Dividing 106 by 9.750, I get 10.872 as a result. That means I'll need a 117 Devil Sunrise in order to match my Stonetooth's damage output, so the 113 Devil Sunrise I'm seeing is not a good weapon to switch to. Conversely, if I had a 113 Devil Sunrise and I was planning to switch to a Stonetooth, I would need a Stonetooth that has 103 wAtk.
Flaws in these calculations:
This table is always accurate between the 2h weapons and between the 1h weapons, no matter what stats you have. However there's a small difference when comparing the 2h weapons with the 1h weapons. If you have more DEX and less STR than the 652 STR and 120 DEX Warrior used here, the damage output difference between the 2h and 1h weapons will become smaller, and the opposite holds. It may make a difference if you have something like 50 AP or more in deviation. Lets not forget that these tables ignore the monster's wDef stats. The higher leveled monsters (lvl 80+) take out a few hundred damage per attack.
[SIZE="4"]Stonetooth Sword vs. Night Raven's Wing[/SIZE]
NOTE: Even though I don't have the Night Raven's Wing listed in my appendix or anywhere else in the guide, I'll still include it here since it's been in the eyes of interest amongst fellow Heroes and Paladins. Just in case you don't know what the Night Raven's Wing is, it's a lvl 90 fast (5) 2h sword that has 95 wAtk that requires 95 DEX.
Both the Stonetooth Sword and Night Raven's Wing are 2h swords with a weapon speed of fast(5), and they're both pretty high level with DEX requirements. Some people at first glance would exclaim that the Night Raven's Wing is the ultimate weapon. These calculations makes or breaks this myth.
Code:
[U]Stonetooth Sword[/U]
If STR = 652, DEX = 120, and Mastery = .6,
Maximum Damage: [(652 * 4.6 + 120) / 100] * 101 = 3150.392
Minimum Damage: [(652 * 4.6 * .9 * .6 + 120) / 100] * 101 = 1756.96368
Average Damage: [652 * 2.3 * (.9 * .6 + 1) + 120] * (101 / 100) = [color=Blue][B]2453.67784[/B][/color]
[U]Night Raven's Wing[/U]
If STR = 687, DEX = 95, and Mastery = .6,
Maximum Damage: [(687 * 4.6 + 95) / 100] * 95 = 3092.44
Minimum Damage: [(687 * 4.6 * .9 * .6 + 95) / 100] * 95 = 1711.4326
Average Damage: [687 * 2.3 * (.9 * .6 + 1) + 95] * (95 / 100) = [color=Blue][B]2401.9363[/B][/color]The 35 extra STR you salvage from using the Night Raven's Wing apparently isn't enough compared to 6 wAtk. You should even be able to see this if you know your STR to wAtk ratios. Actually, the Night Raven's Wing would have to have just above 97 wAtk in order to match the damage of an average Stonetooth Sword, so the difference isn't that great.
The next scenario is impossible for the Night Raven's Wing since it's an item supposedly obtained by forging, but let's look at the case where both weapons are 5 wAtk above the average :
Code:
[U]Stonetooth Sword[/U]
If STR = 652, DEX = 120, and Mastery = .6,
Maximum Damage: [(652 * 4.6 + 120) / 100] * 106 = 3306.352
Minimum Damage: [(652 * 4.6 * .9 * .6 + 120) / 100] * 106 = 1843.94208
Average Damage: [652 * 2.3 * (.9 * .6 + 1) + 120] * (106 / 100) = [color=Blue][B]2575.14704[/B][/color]
[U]Night Raven's Wing[/U]
If STR = 687, DEX = 95, and Mastery = .6,
Maximum Damage: [(687 * 4.6 + 95) / 100] * 100 = 3255.2
Minimum Damage: [(687 * 4.6 * .9 * .6 + 95) / 100] * 100 = 1801.508
Average Damage: [687 * 2.3 * (.9 * .6 + 1) + 95] * (100 / 100) = [color=Blue][B]2528.354[/B][/color]The gap is closed slightly, value-wise and percent-wise, but in conclusion, the Stonetooth Sword still reigns supreme. Both weapons are incredibly hard to come by in the first place however, so if you find one or the other, consider it an opportunity.
[SIZE="4"]Monster wAtk-to-Damage Formula[/SIZE][2H54T]
Code:
Max Damage = [(wAtk * wAtk) / 125] + X,
where X is an unknown, positive factor that was implemented some time ago.
Min Damage = .95 * [(wAtk * wAtk) / 125] + X
Minimum Damage is a speculation. The percent coefficient is ± 1 when you include X.
[SIZE="6"]Frequently Asked Questions (FAQ)[/SIZE]Q.) How do you use Charge Blow skill? I'm confused...
A.) You need to have any of the element charges: Fire Charge, Ice Charge, Lightning Charge, or Holy Charge.
--Bind Charge Blow to a key on the keyboard and your element charge on another key.
--Cast the element charge buff.
--Walk up to a monster, then hit the Charge Blow key.
--Repeat the previous two steps to use Charge Blow again.
Of course, you don't need to keep recasting the element charge if you have maxed Advanced Charge.
Q.) What elemental charge should I start maxing first?
A.) I would recommend either Fire Charge or Ice Charge. The main question to ask is if you can sustain your training for several levels. If you answered no, then it would be wise to choose Ice Charge, as you'll save enough money to buy potions for training. Even if you didn't suffer from financial problems, I should warn you there aren't any good ice-weak monsters to train off of in the early 7x levels, so training can be slow. There are plenty of fire-weak monsters to train on however, and Fire Charge is stronger than Ice Charge.
Q.) Does Magic Crash dispel Zakum/Pianus's Super mDef/mAtk Null buff?
A.) No. Not even maxed Magic Crash can do anything, and a Priest/Bishop's Dispel doesn't work either.
Q.) What is faster, Brandish or Blast?
A.) There's some controversy to this debate, and unfortunately I only have Blast/min. statistics atm. Without precise measurements to back it up, I went with an easy method and grabbed a Hero friend. We both have weapons of the same speed, and we proceeded to spam each other with Blasts/Brandishes. Listening for the attack sound, it seems that they're the same speed. Somewhat surprising for me.
Q.) What has more range, Blast or Brandish?
A.) Brandish has more range, vertically and horizontally. Sorta defies physics, but it's MapleStory.
Q.) Why would anybody choose a Paladin? They're too reliant on elemental advantages and stuff, and Heroes will pwn them...
A.) It's entirely up to you to choose whether to play a Paladin or a Hero. With that said though, some people play the Paladin to see really high damage numbers, some people play because they like the hybrid warrior/mage concept, and some people play because Paladins are a rare class. Some might argue that they're very useful when it comes to elementally weak bosses such as Pianus. As for me ... I'll be honest. I chose Paladins unwittingly back at 2nd job because Spearmen attack too slowly, and Fighter sounded too generic, not knowing what was in store for Pages. I'm not saying I regret that choice, but on the contrary I like it.
Q.) What should I choose: 117 atk 6 str Dragon Claymore or 108 atk 4 str Sparta and 12 atk 6 str Stolen Fence?
A.) Ignoring the range difference, you can use the CCF calculations to help you decide, specifically the summary table at the end of this topic [4S10W], and the STR and wAtk Ratios topic [7S01A]. I would look at the first one before looking at the second one, and only use the second one if it looks like a really close call between the 2h sword and 1h sword + shield. I'll help you out with this one. Assuming you don't have a ridiculous amount of DEX, you should choose the Dragon Claymore.
Q.) Why do some of the icons and stuff don't show up?
A.) The image database hosting those images are having issues. Most of the time I found it's just them being goofy. They'll come back. Try refreshing the page later. And if they don't come back, (most likely due to reshuffling of their directories) I'll just re-host them I guess.
Some of you might be saying "wouldn't it be easier use the item images from the sp.net databases?". You guys and gals do have a point. However, I'm taking the liberty to spare Fiel the extra bandwidth if I can by having my guide download the images from elsewhere. Call it my little contribution if you will. Additionally, they're all altered into 40x40 pixel pictures, which is the size of the largest item out there, the Timeless Claymore (the Stonetooth Sword comes close). Last but not least, should the unthinkable happen, the images will still be there.
Q.) OMFG, you can use Hammer and kill the bosses in two hits!?!?
A.) Um, no. The pictures don't tell you the whole story =P You'll still have to fight the bosses just like any other class or player. See the Heaven's Hammer description for more details.
Q.) What are these quests that I need to do to get [insert item]?
A.) Look it up somewhere, preferably global.hidden-street.net, then ask other people on MS-related forums. I will not list the quests themselves since they would most likely be common knowledge, or they are something that you'll look at once then you'll look at it never ever again, or it would be out of your capacity to finish regardless of material wealth. The Lunchboxes are a notorious example since they appeared in a 15 day attendance event quest in September 2008 where you had to deal with losing use of 6 etc. inventory slots until the last day.
Q.) What do I need to forge [insert item]?
A.) I believe in any case where you can forge new items via NPCs, they will tell you what you'll need in order to make the desired product. You can always find what you need to know in-game, or if you can't reach the NPC, it won't matter anyways. Should you be too lazy to actually visit the NPC in-game, global.hidden-street.net should have most of the forging lists, while various forums should have the rest of the info.
Q.) I upgraded an equipment, but my scroll bonuses are gone! What gives?
A.) The NPCs would have told you this in EVERY circumstance that this will happen. I will tell you a more compelling reason though (but it's not the only one). Due to the nature of the game, there's no way it could really find out what stats are altered due to scrolls, or what kind of scrolls you slapped onto the equipment. This is especially true when it comes to Chaos Scrolls, and even more so true considering that equipment can come clean with randomized stats, as well as having different amount of slots. Therefore the best solution around this headache is to just save the current state of the equipment, as it's impossible to deduce what scrolls were used by looking at the stats and the number of scrolls that worked when given any arbitrary equipment.
Q.) The weapon speed times you gave don't match up. Who's right and who's wrong? Fix it please!
A.) I'm well aware of that issue. All I know are what I've gotten for results for Blast/Minute and average "realistic" time. The method the cited source uses is not clear to me, but I believe they made a video of the attack, using a 100 frames per second setting, then analyzed it frame-by-frame. I won't discourage using those numbers, but I do not endorse those numbers for the main reasons that I don't trust my life on that source and actual in-game execution with continuous attacks will have extremely small lag time between attacks.
[SIZE="4"]Need an answer to a question, but you can't find it?[/SIZE]
Currently you can contact me either via PMing my account, or by contacting my character, Kajitii, in MapleStory,
Khaini world server. Should you try the latter option, please be aware that I'm not on 24/7 like some of you may imagine. Also, I tend to afk randomly, and I can be busy with guild matters, helping other people, bossing, etc., so please be patient. I'll try to respond if I can.
[SIZE="6"]Appendices[/SIZE]Here lies compiled lists of many things. Just in case you want to expand your horizons beyond the stuff found in the main guide sections. For the color-blind people, I apologize for not making this easier for you T_T.
[SIZE="4"]Appendix of Scrolls[/SIZE]
Appendix of scrolls that may matter. The appendix will be divided into five categories: scrolls for increasing damage, scrolls for increasing accuracy, scrolls for HP-washing, miscellaneous scrolls, and special scrolls. Within these categories, scrolls will be listed in a small series, beginning with the most successful scroll to the least successful scroll.
Scroll names are not listed, since they are all "Dark? Scroll for Equipment X for Primary Stat Y", more or less. For example, the first scroll in the Scrolls for Increasing Damage category is named in-game as "Scroll for 1h Sword for ATT". Other examples: "Dark Scroll for Wand for Magic Attack", "Scroll for Overall for DEX", "Dark Scroll for Top for STR", "Scroll for Shield for Magic Def.", "Scroll for Cape for HP". 5 stats of Max HP and Max MP is worth 1 compared to the other stats, so a scroll that adds 5 wDef, 3 mDef and 10 Max HP to an overall equipment will be known as a "Scroll for Overall for DEF". Certain exceptions apply, as noted by footnotes.
A word about scrolls: Generally, scrolls come in 5 different flavors. The standard scrolls come in 100%, 60%, and 10% chances for success, while the Dark scrolls come in 70% and 30% chances for success. Dark scrolls typically have a 50% chance to break your equipment upon failure. Dark scrolls usually only come from Gachapon, either from Zipangu or both Showa Spa's Gachapon machines.
Another word about scrolls: Many scrolls with a 100% chance of success can be bought from various NPCs. Formerly they could be bought from potion shops, but now you'll have to seek out separate NPCs in mildly hostile regions of the world. As you will quickly see, 100% scrolls, while cheap, do not give you much results. 60% scrolls have more potential for creating better equipment, but they could also leave your equipment worse off compared to equipment scrolled with 100% scrolls. Average results with using 60% scrolls leave you a little better off than using all 100% scrolls. 10% scrolls have a horrible success rate, and they are not good for casual scrolling, but their potential is much higher than the other scrolls. They are, in a sense, a high stake in risk. Dark scrolls, while they allow for better chances of better scroll rates, can obviously leave you in ruins, with nothing to salvage for your loss should the dark scrolls destroy your work. Scrolls may or may not be expensive compared to their counterparts, depending on availability of competing scroll types, how valuable the typical base equipment of choice is being scrolled (you probably don't want to dark scroll a one-of-a-kind piece of equipment!), and as always, economic influences.
A word about Auras: Equipment can come in certain auras. Before auras were implemented, equipment that had at least one working scroll had their names highlighted in orange. Auras overwrite the orange highlighting with their own color. Aura levels are as follow: gray is under average, blue is good (clean equipment with all their slots intact can have blue auras), purple is very good, yellow/gold is godly. Auras are determined by how many stat points the equipment deviates from the average. 5 stats of Max HP and Max MP is worth 1 of any other stat when determining auras.
100% overall STR, 60% 10% top STR
Scrolls for Increasing Damage
60% 10% weapon accuracy
Scrolls for Increasing Accuracy
Scrolls for HP-Washing
Earring HP scrolls
Miscenllaneous Scrolls
Liar Sap, other stuff?
Special Scrolls
Probabilities: These tables are based on the hypothetical scenario that you have infinite equipment and infinite scrolls. The BREAK! number represents the percentage of equipment that will be destroyed based on the number of dark scrolls you use.
Probabilities - WARNING: May cause page to stretch.


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