Rogue · 1st Job · Damage
Lucky Seven
Lucky Seven is a 1st job Rogue skill in MapleStory Classic World with 20 ranks. At rank 20 it deals 140% damage and costs 16 MP.
Changed in the Public Release Read from the Public Release client, which changed it on .
Consumes MP to throw 2 throwing stars at a single enemy within 200 range in front, dealing powerful damage based on LUK. Attacks based on LUK regardless of Claw Mastery.
Available the moment you advance.
- MP at max
- 16
- up from 8 at rank 1
Rank by rank
20 ranksMP -16; Damage 140%
- rolls
- 521-592 a hit
- MP
- 16
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.
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 70, which is this job’s own unlock level. 292 LUK, which is every base point the level allows that is not being spent meeting the weapon. 70 DEX to hold a Black Scarab. 47 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
223-253
60% of the roll
Rank 20
521-592
140% of the roll
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 70 | Bare | No booster |
|---|---|---|
| Black ScarabClaw | Fast (4) | - |
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.
| Weapon | Swing | Stab |
|---|---|---|
| Claw | 1 | 1 |
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.
Description
[Master Level: 20] Use MP to throw 2 throwing stars and apply damage based on LUK, regardless of the rate of Claw Mastery.
[Master Level: 20] Consumes MP to throw 2 throwing stars at a single enemy within 200 range in front, dealing powerful damage based on LUK. Attacks based on LUK regardless of Claw Mastery.
Closed Online Test 1 to Closed Online Test 2
Description
[Master Level : 20] Use MP to throw 2 throwing stars and apply damage based on LUK, regardless of the rate of Claw Mastery.
[Master Level: 20] Use MP to throw 2 throwing stars and apply damage based on LUK, regardless of the rate of Claw Mastery.
Level 1
not set
MP -8; Damage 60%
Level 2
MP -8; Damage 63%
MP -8; Damage 64%
Level 3
MP -8; Damage 66%
MP -8; Damage 68%
Level 4
MP -8; Damage 69%
MP -8; Damage 72%
Level 5
MP -9; Damage 72%
MP -9; Damage 76%
Level 6
MP -9; Damage 75%
MP -9; Damage 80%
Level 7
MP -9; Damage 78%
MP -9; Damage 84%
Level 8
MP -10; Damage 81%
MP -10; Damage 88%
Level 9
MP -10; Damage 84%
MP -10; Damage 92%
Level 10
MP -11; Damage 87%
MP -11; Damage 96%
Level 11
MP -11; Damage 90%
MP -11; Damage 100%
Level 12
MP -12; Damage 93%
MP -12; Damage 104%
Level 13
MP -12; Damage 96%
MP -12; Damage 108%
Level 14
MP -13; Damage 99%
MP -13; Damage 112%
Level 15
MP -13; Damage 102%
MP -13; Damage 116%
Level 16
MP -14; Damage 105%
MP -14; Damage 120%
Level 17
MP -14; Damage 108%
MP -14; Damage 124%
Level 18
MP -15; Damage 111%
MP -15; Damage 128%
Level 19
MP -15; Damage 114%
MP -15; Damage 132%
Level 20
MP -16; Damage 120%
MP -16; Damage 140%
The rest of the Rogue 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.
