MapleStory Quest

Bandit · 2nd Job · Damage

Savage Blow skill icon

Savage Blow

needs a daggerrogue line

Savage Blow is a 2nd job Bandit skill in MapleStory Classic World with 30 ranks. At rank 30 it deals 75% damage 6 times and costs 28 MP.

Read from the Public Release client, pulled ; unchanged since Closed Online Test 2 ().

Use MP to attack an enemy up to 6 times in a row with a dagger.

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
28
up from 14 at rank 1

Rank by rank

30 ranks
Rank 30 / 30maxed

MP -28; Attack 6x with 75% damage

rolls
81-94
a hit
MP
28
hits
6x each

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.

Damage65%75%+10% over 30 ranks
MP a cast1428+14 over 30 ranks
Monsters1the same at all 30 ranks - the points here buy something else, or nothing
Hits46+2 over 30 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 30, which is this job’s own unlock level. 137 LUK, which is every base point the level allows that is not being spent meeting the weapon. 25 DEX to hold a Reef Claw. 48 weapon attack, and mastery 10 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

70-81

65% of the roll, 4x

Rank 30

81-94

75% of the roll, 6x

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

low  = skill% x (0.8 + (LUK 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 30BareBoosted
Reef ClawDaggerFast (4)Faster (2)

Dagger Booster moves the stage 2 faster, which is the figure off its own rank rows.

Weapon multipliers

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

WeaponSwingStab
Dagger1240%

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.

Unchanged between Closed Online Test 2 and Public Release: the diff carries no entry for Savage Blow.

Closed Online Test 1 to Closed Online Test 2

Level 1

MP -14; Attack 4x with 45% damage

MP -14; Attack 4x with 65% damage

Level 2

MP -14; Attack 4x with 46% damage

MP -14; Attack 4x with 66% damage

Level 3

MP -14; Attack 4x with 47% damage

MP -14; Attack 4x with 67% damage

Level 4

MP -14; Attack 4x with 48% damage

MP -14; Attack 4x with 68% damage

Level 5

MP -15; Attack 4x with 49% damage

MP -15; Attack 4x with 69% damage

Level 6

MP -15; Attack 4x with 50% damage

MP -15; Attack 4x with 70% damage

Level 7

MP -15; Attack 4x with 51% damage

MP -15; Attack 4x with 71% damage

Level 8

MP -16; Attack 4x with 52% damage

MP -16; Attack 4x with 72% damage

Level 9

MP -16; Attack 4x with 53% damage

MP -16; Attack 4x with 73% damage

Level 10

MP -16; Attack 4x with 54% damage

MP -16; Attack 4x with 75% damage

Level 11

MP -19; Attack 5x with 55% damage

MP -19; Attack 5x with 65% damage

Level 12

MP -19; Attack 5x with 56% damage

MP -19; Attack 5x with 66% damage

Level 13

MP -19; Attack 5x with 57% damage

MP -19; Attack 5x with 67% damage

Level 14

MP -19; Attack 5x with 58% damage

MP -19; Attack 5x with 68% damage

Level 15

MP -20; Attack 5x with 59% damage

MP -20; Attack 5x with 69% damage

Level 16

MP -20; Attack 5x with 60% damage

MP -20; Attack 5x with 70% damage

Level 17

MP -20; Attack 5x with 61% damage

MP -20; Attack 5x with 71% damage

Level 18

MP -21; Attack 5x with 62% damage

MP -21; Attack 5x with 72% damage

Level 19

MP -21; Attack 5x with 63% damage

MP -21; Attack 5x with 73% damage

Level 20

MP -21; Attack 5x with 64% damage

MP -21; Attack 5x with 75% damage

Level 21

not set

MP -24; Attack 6x with 65% damage

Level 22

not set

MP -24; Attack 6x with 66% damage

Level 23

not set

MP -24; Attack 6x with 67% damage

Level 24

not set

MP -25; Attack 6x with 68% damage

Level 25

not set

MP -25; Attack 6x with 69% damage

Level 26

not set

MP -25; Attack 6x with 70% damage

Level 27

not set

MP -26; Attack 6x with 71% damage

Level 28

not set

MP -26; Attack 6x with 72% damage

Level 29

not set

MP -26; Attack 6x with 73% damage

Level 30

not set

MP -28; Attack 6x with 75% damage

The rest of the Bandit 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.