Raw damage numbers don't tell the whole story in MapleStory. Many factors like knockback and map layout affect a class's true potential. We consider this when balancing and encourage player feedback to ensure all classes have a place in boss runs. Testing takes a long time and considers many variables. This information is purely an FYI and shouldn't be taken literally.
This is just one test - raw damage is useful in that it provides insight into total DPM that a class can offer.
It is NOT the most useful information. More accurate information is from boss / real-life testing against an actual boss in different areas. This takes into account knockbacks, which are really important as it impacts certain classes (Sair/Magicians/Bucc etc.) more than others (Warriors).
Ultimately, classes will be balanced based on their maximum potential, that is why the first chart below has the smallest discrepency. Why this chart? Because this shows me that the skills and weapons across classes are where they need to be for everyone to have a place in boss runs.
Disagree with what's on the charts? It is good to have an opinion - we encourage discussions with players in our Discord channels.Â
We've been working on balancing since early 2020 and refining the method to get some clear and concise data.Â
The way that damage works in MapleStory is quite complicated. There are so many variables that can impact the output of a character: map layout, skill used, ranged/non-ranged, knock backs, mob magic attacks, mobility, weapon attack speed, base stats, amount of dex (for NLs), passive critical and utility skills are some of the things that can make a huge difference.
Ultimately, very few players will ever complain if their class is strong, but people will let you know if they feel underpowered. The question is - are they actually underpowered or are they in a stage of the game or with variables that impact whether their class shows its true potential?Â
As an example, in vanilla MapleStory, an Aran's DPM on a single target will almost double with Sharp Eyes.
Another example is Speed Infusion for 2H weapon holders, where their DPM on average increases by 10-15% if they have SI.
What this means is that methodology, consistency and removing bias is really important. It takes a long time to work out; you need to look at different scenarios, maps, layouts, skills and equips then draw all this data together. From that, tweaks are made to skills which then go through the same rigors of testing again to confirm their place - all in all, a single skill can take upwards for 3-4 hours of testing and implementation if done right.
If you're interested in this kind of stuff, I'd definitely recommend downloading the Heaven server and having a play yourself. You can DM me in Discord if you need some help.
Late game relates to the later stages of progression, around level 230.
It tracks DPM based on classes hitting the DPM box in the Free Market. This is just one test of many, but provides some base information that players may find useful. Keep in mind, there are many other tests used when balancing classes.
This test does include Sharp Eyes, Speed Infusion and Maple Warrior at max level.
Bowmaster - SE, Critical Hit, Soul Arrow, Hurricane, Bow Mastery, Bow Mastery Expert
Marksman - SE, Critical Hit, Soul Arrow, Strafe, Snipe, Crossbow Mastery, Crossbow Booster, Crossbow Mastery Expert, Speed Infusion
F/P Mage - Paralyze, Elemental Amplification, Spell Booster, Speed Infusion, Sharp Eyes
I/L Mage - Glacial Stab, Elemental Amplification, Spell Booster, Speed Infusion, Sharp Eyes
Bishop - Angel Ray, Speed Infusion, Sharp Eyes
Corsair - Gun Mastery, Gun Booster, Battleship, Battleship Cannon, Shadow Bullets, Speed Infusion, Sharp Eyes
Buccaneer - Knuckle Mastery, Knuckle Booster, Transform, Super Transform, Demolition, Barrage, Speed Infusion, Sharp Eyes
Shadower - Dark Sight, Dagger Mastery, Dagger Booster, Shield Mastery, Assassinate, Speed Infusion, Sharp Eyes
Nightlord - Claw Mastery, Claw Booster, Shadower Partner, Tenacity, Triple Throw, Critical Hit, Shadow Stars, Speed Infusion, Sharp Eyes
Aran - Double Swing, Combo Ability, Polearm Booster, Triple Swing, Polearm Mastery, Full Swing, Combo Critical, Snow Charge, Over Swing, High Mastery, Final Blow, Speed Infusion, Sharp Eyes
Hero - Sword/Axe Mastery, Sword/Axe Booster, Combo Attack, Advanced Combo Attack, Intrepid Slash, Shield Mastery, Speed Infusion, Sharp Eyes
Dark Knight - Spear/Polearm Mastery, Spear/Polearm Booster, Beholder, Dragon Roar, Dark Impale, Berserk, Speed Infusion, Sharp Eyes
Paladin - Sword/BW Mastery, Sword/BW Booster, Shield Mastery, Holy/Divine Charge, Blast, Speed Infusion, Sharp Eyes
All classes were using a Warrior or Wizard Elixir.
For controlled testing, all classes have unscrolled armors and general equipment based on level 160 depending on their class: +454 WA, +657 MA, +640 STR, +579 DEX, +645 INT, +640 LUK. These bonus stats are only applied depending on the class being tested. They're the stats provided as if they had items equipped.
All weapons were AbsoLab, perfectly 10% scrolled (Hammers applied).
Mages received their level-up bonus on their AbsoLab equipment as well so it was accurate for max DPM.
Classes received a 1160 AP that was distributed only to their primary stat.
Why is Corsair so high? The reasoning would be due to Bullseye's 20% damage increase. Their base damage increases exponentially the further into the game they go, hence why they move from below average to top based on raw damage.
Why is Dark Knight so high? Similar to Corsair, their multiplier really kicks in the further they progress in the game. Additionally, their swing/stab multiplier as well as their weapon attack multiplier have very strong output.
Isn't Archer damage a bit low? Yes and no. Again, this is all very circumstantial. Archers have the longest range in the game so when it comes to bosses like Von Leon, Empress and Kerberos, they will have the least amount of time impacted by movement. Additionally, since they give away Sharp Eyes, the exponentially increase the damage of everyone in the party which is a great thing in taking down bosses with tight time limits.
Late game relates to the later stages of progression, around levels 180-210.
It tracks DPM based on classes hitting the DPM box in the Free Market. This is just one test of many, but provides some base information that players may find useful. Keep in mind, there are many other tests used when balancing classes.
This test does include Sharp Eyes, Speed Infusion and Maple Warrior at max level.
Bowmaster - Sharp Eyes, Critical Hit, Soul Arrow, Hurricane, Bow Mastery, Bow Mastery Expert
Marksman - Sharp Eyes, Critical Hit, Soul Arrow, Strafe, Snipe, Crossbow Mastery, Crossbow Booster, Crossbow Mastery Expert
F/P Mage - Paralyze, Elemental Amplification, Spell Booster
I/L Mage - Glacial Stab, Elemental Amplification, Spell Booster
Bishop - Angel Ray
Corsair - Gun Mastery, Gun Booster, Battleship, Battleship Cannon, Shadow Bullets
Buccaneer - Knuckle Mastery, Knuckle Booster, Transform, Super Transform, Demolition, Barrage
Shadower - Dark Sight, Dagger Mastery, Dagger Booster, Shield Mastery, Assassinate
Nightlord - Claw Mastery, Claw Booster, Shadower Partner, Tenacity, Triple Throw, Critical Hit, Shadow Stars
Aran - Double Swing, Combo Ability, Polearm Booster, Triple Swing, Polearm Mastery, Full Swing, Combo Critical, Snow Charge, Over Swing, High Mastery, Final Blow
Hero - Sword/Axe Mastery, Sword/Axe Booster, Combo Attack, Advanced Combo Attack, Intrepid Slash, Shield Mastery
Dark Knight - Spear/Polearm Mastery, Spear/Polearm Booster, Beholder, Dragon Roar, Dark Impale, Berserk
Paladin - Sword/BW Mastery, Sword/BW Booster, Shield Mastery, Holy/Divine Charge, Blast
All classes were using a Warrior or Wizard Elixir.
For controlled testing, all classes have unscrolled armors and general equipment based on level 160 depending on their class: +359 WA, +475 MA, +546 STR, +512 DEX, +558 INT, +522 LUK. These bonus stats are only applied depending on the class being tested. They're the stats provided as if they had items equipped.
All weapons were Von Leon, perfectly 10% scrolled (Hammers applied).
Mages received their level-up bonus on their Von Leon equipment as well so it was accurate for max DPM.
Classes received a 960 AP that was distributed only to their primary stat.
Why is Corsair so high? They benefit massively from SE, SI and no interrupts in this test environment.
Why is Hero damage lower than other Warriors? Enrage wasn't used for the test as the only damage buff for consistency is Warrior Elixir, however they do receive a sizable damage increase when using Enrage (5%+ DPM boost).
Early game relates to the early stages of progression, around level 160 without funding.
It tracks DPM based on classes hitting the DPM box in the Free Market. This is just one test of many, but provides some base information that players may find useful. Keep in mind, there are many other tests used when balancing classes.
Characters receive no party buffs (unless they hold the buff) and no Maple Warrior.
Bowmaster - Sharp Eyes, Critical Hit, Soul Arrow, Hurricane, Bow Mastery, Bow Mastery Expert
Marksman - Sharp Eyes, Critical Hit, Soul Arrow, Strafe, Snipe, Crossbow Mastery, Crossbow Booster, Crossbow Mastery Expert
F/P Mage - Paralyze, Elemental Amplification, Spell Booster
I/L Mage - Glacial Stab, Elemental Amplification, Spell Booster
Bishop - Angel Ray
Corsair - Gun Mastery, Gun Booster, Battleship, Battleship Cannon, Shadow Bullets
Buccaneer - Knuckle Mastery, Knuckle Booster, Transform, Super Transform, Demolition, Barrage
Shadower - Dark Sight, Dagger Mastery, Dagger Booster, Shield Mastery, Assassinate
Nightlord - Claw Mastery, Claw Booster, Shadower Partner, Tenacity, Triple Throw, Critical Hit, Shadow Stars
Aran - Double Swing, Combo Ability, Polearm Booster, Triple Swing, Polearm Mastery, Full Swing, Combo Critical, Snow Charge, Over Swing, High Mastery, Final Blow
Hero - Sword/Axe Mastery, Sword/Axe Booster, Combo Attack, Advanced Combo Attack, Intrepid Slash, Shield Mastery
Dark Knight - Spear/Polearm Mastery, Spear/Polearm Booster, Beholder, Dragon Roar, Dark Impale, Berserk
Paladin - Sword/BW Mastery, Sword/BW Booster, Shield Mastery, Holy/Divine Charge, Blast
All classes were using a Warrior or Wizard Elixir.
For controlled testing, all classes have unscrolled armors and general equipment based on level 160 depending on their class: +35 WA, +81 MA, +139 STR, +129 DEX, +139 INT, +139 LUK. These bonus stats are only applied depending on the class being tested. They're the stats provided as if they had items equipped.
All weapons were Timeless, with no scrolls applied.
Classes received 810 AP that was distributed between their primary and secondary (including Warriors).
Why is Archers so high? They benefit massively from SE and no interrupts in this test environment.
Why is Hero damage so low? The lack of Speed Infusion massively impacts 2-handed users. The Intrepid Slash skill is balanced based on maximum potential of the class (so inclusive of SI). It also doesn't include the damage buff from Enrage and Rage.
Why are Aran's so low? Single-target, no SE/SI testing will have them placed much lower than normal.