MapleStory Quest

Archer · 1st Job · Damage

Power Knockback skill icon

Power Knockback

needs a bowarcher line

Power Knockback is a 1st job Archer skill in MapleStory Classic World with 15 ranks. At rank 15 it deals 180% damage to up to 4 monsters and costs 8 MP.

Changed in the Public Release Read from the Public Release client, which changed it on .

Swings the bow widely to push multiple enemies far back. This attack always hits as a critical, and as the level rises, the number of monsters that one can push back with one swing increases.

Available the moment you advance.

iWhere these figures and this picture come from

The client’s. Every figure. The box is this skill’s own lt and rb corners on that rank’s level row - the two points the client hit-tests between, measured from the origin that sits between your feet - and a rule is the same row’s range. So is which way a box faces: one that never crosses the origin is stored on one side and mirrored to whichever way you are facing, so it is drawn ahead of you; one that runs from -200 to +200 is drawn around you, because that is where it is.

Ours. The scale, which is picked so both ranks and the character fit and is stated under the drawing with a rule to read it against. The sky and the ground, which are drawn here and are not a map - the line between them is the origin, not a platform. And the character: a recorded drawing rather than the client’s own art, standing in for the class, because every item asset in the export is an inventory icon and a dressed character cannot be built out of those. See public/recorded/figures/README.md.

It is drawn at the same scale as the boxes and at no other, which is the whole point of it being there: “220 × 50 px” is not a size anybody can picture and a character standing in it is.

MP at max
8
down from 12 at rank 1

Rank by rank

15 ranks
Rank 15 / 15maxed

MP -8; Damage 180%, Knockbacks up to 4 enemies by 200; Range +90

rolls
64-125
a hit
MP
8
reaches
90 px
catches
4 monsters
chance
100%

What ranking it up buys

iHow to read these rows

One row per number that moves rank to rank: what it is at rank 1, what it is at the last rank, and the difference. The track marks every rank at its own place between the two, so a skill that does most of its work in the first few ranks looks like one - and several do.

Every figure comes off the client’s own level rows rather than out of the tooltip sentence, so a rank the client is silent about is a gap here rather than a guess.

Damage105%180%+75% over 15 ranks
Chance100%the same at all 15 ranks - the points here buy something else, or nothing
MP a cast128-4 over 15 ranks
Monsters24+2 over 15 ranks
Hits1the same at all 15 ranks - the points here buy something else, or nothing
Reach30 px90 px+60 px over 15 ranks

What it rolls

iEvery assumption behind these numbers

A damage number whose inputs are hidden is worse than no number, so all of them are on the page. Level 10, which is this job’s own unlock level. 37 DEX, which is every base point the level allows that is not being spent meeting the weapon. 25 DEX to hold a Crossbow. 32 weapon attack, and mastery 0 from this chain's own mastery skill.

No equipment beyond the weapon, no buffs, no potions and no monster on the other end: this is the roll before anything is done to it. What the game prints also depends on the level gap to what you hit and on its defence, and neither is in this figure.

Rank 1

37-73

105% of the roll

Rank 15

64-125

180% of the roll

Across 4 monsters at that is up to 500 a cast, which is the figure worth comparing against a single-target skill’s.

high = skill% x (1.0 + (DEX x mult + DEX) / 100 + att / 50) x weapon attack

low  = skill% x (0.8 + (DEX x mult x mastery + DEX) / 100 + att / 50) x weapon attack

How often you swing

iWhat a stage is, and what it is not

Every weapon carries a stage from 2 (fastest) to 8 (slowest), and the label printed beside it is not reversible: “Fast” is stage 4 or 5, so the stage is what a booster has to be applied to.

What the export does not carry is milliseconds per stage. So this says which weapon swings sooner than which, and cannot say how long either takes - which is also why damage per second is not a number this site prints anywhere.

Best rung at level 10BareNo booster
War BowBowNormal (6)-
CrossbowCrossbowSlow (7)-

This job has no , so the weapon’s own stage is the whole story.

Weapon multipliers

The multiplier is the weapon’s, not the skill’s, and it is the largest single term in the roll.

WeaponSwingStab
Bow11
Crossbow11

A ranged weapon carries one multiplier and one action, so there is no swing-or-stab coin flip in the numbers. Firing one at something standing next to you is the exception, and it is punished: the stat divisor goes from 100 to 300 and the attack divisor from 50 to 150.

Closed Online Test 2 to Public Release

iWhy a change might be missing

Each diff was generated on its own date and the rest of the snapshot was synced later, so a change made between the two would not appear here. Where they disagree, the rank rows above are the newer read.

Range · Level 1

130

30

Range · Level 2

130

30

Range · Level 3

130

30

Range · Level 4

130

30

Range · Level 5

130

30

Range · Level 6

130

30

Range · Level 7

130

30

Range · Level 8

140

60

Range · Level 9

140

60

Range · Level 10

140

60

Range · Level 11

140

60

Range · Level 12

140

60

Range · Level 13

140

60

Range · Level 14

140

60

Range · Level 15

150

90

Duration (sec)

1500

not set

Level 1

MP -12; Damage 105%, knockback 2 enemies by 130

MP -12; Damage 105%, Knockbacks up to 2 enemies by 140; Range +30

Level 2

MP -12; Damage 110%, knockback 2 enemies by 130

MP -12; Damage 110%, Knockbacks up to 2 enemies by 140; Range +30

Level 3

MP -11; Damage 115%, knockback 2 enemies by 130

MP -11; Damage 115%, Knockbacks up to 2 enemies by 140; Range +30

Level 4

MP -11; Damage 120%, knockback 2 enemies by 130

MP -11; Damage 120%, Knockbacks up to 2 enemies by 140; Range +30

Level 5

MP -11; Damage 125%, knockback 2 enemies by 130

MP -11; Damage 125%, Knockbacks up to 2 enemies by 140; Range +30

Level 6

MP -11; Damage 130%, knockback 2 enemies by 130

MP -11; Damage 130%, Knockbacks up to 2 enemies by 140; Range +30

Level 7

MP -10; Damage 135%, knockback 2 enemies by 130

MP -10; Damage 135%, Knockbacks up to 2 enemies by 140; Range +30

Level 8

MP -10; Damage 140%, knockback 3 enemies by 140

MP -10; Damage 140%, Knockbacks up to 3 enemies by 170; Range +60

Level 9

MP -10; Damage 145%, knockback 3 enemies by 140

MP -10; Damage 145%, Knockbacks up to 3 enemies by 170; Range +60

Level 10

MP -10; Damage 150%, knockback 3 enemies by 140

MP -10; Damage 150%, Knockbacks up to 3 enemies by 170; Range +60

Level 11

MP -9; Damage 155%, knockback 3 enemies by 140

MP -9; Damage 155%, Knockbacks up to 3 enemies by 170; Range +60

Level 12

MP -9; Damage 160%, knockback 3 enemies by 140

MP -9; Damage 160%, Knockbacks up to 3 enemies by 170; Range +60

Level 13

MP -9; Damage 165%, knockback 3 enemies by 140

MP -9; Damage 165%, Knockbacks up to 3 enemies by 170; Range +60

Level 14

MP -9; Damage 170%, knockback 3 enemies by 140

MP -9; Damage 170%, Knockbacks up to 3 enemies by 170; Range +60

Level 15

MP -8; Damage 180%, knockback 4 enemies by 150

MP -8; Damage 180%, Knockbacks up to 4 enemies by 200; Range +90

Closed Online Test 1 to Closed Online Test 2

Power Knockback is new in Closed Online Test 2. It did not exist in Closed Online Test 1, so there is nothing to compare it against.

The rest of the Archer book

iWhat this page still cannot tell you

How long a cast takes. The client ships a frame timing for every action, but the game scales an action by the weapon’s attack speed and the rule that does it is not in the export. So nothing here is milliseconds of real cast time, and nothing on this site prints damage per second.

How the search steps. The box says what area a cast catches, and three things about how it is searched are on no row anywhere: where the search starts, relative to your feet; the step it moves in, if it steps rather than sweeps; whether a wall or a platform edge stops it. Drawing them would mean taking somebody else’s reverse engineering of the client and presenting it as ours.

Whether it can be cast in the air, and what a monster’s defence does to the roll. No cast-position column exists, and the roll above is the number before anything on the other end is applied.

And all of it is the Public Release's rows as they were exported, which a later patch can change.