Guide · Mechanics
MapleStory Classic World damage formulas (CoT2 audit)
iWhat Damage mechanics and the COT2 formulas is
The chain, in order
Worked once, on a real row
Fighter, level 70 · Doombringer · against Tauromacis| Step | Value | Where it comes from |
|---|---|---|
| Primary stat (STR) | 292 | Every AP point at level 70, less the weapon’s demands |
| Weapon attack | 93 | Doombringer, straight off the item row |
| Weapon multiplier | ×2.5 | Per weapon type and per action, from the client audit |
| Mastery multiplier | ×0.88 | Mastery 10/10. It lifts the minimum only, which is why mastery narrows your range rather than raising your ceiling |
| Defence factor | ×0.800 | Tauromacis has 25 weapon defence |
| Element factor | ×1.00 | A plain swing carries no element, so this is 1 |
| Level penalty | ×1.000 | The monster is at or below your level, so there is no penalty |
| Critical expectation | ×1.010 | 5% base rate at +20% damage, folded into the average |
| Average hit | 1,653 | The midpoint of the range, which is what a damage table should print |
Every number in that table is produced by src/lib/calc/damage.ts on this request, not typed in. It is the same code path the planner decomposes with, so a figure here and a figure there cannot disagree.
The level penalty, which is the one that surprises people
Attacking above your level costs you damage on a curve, not a slope, and the first few levels are the expensive ones. This is the whole argument for the level windows on the training tables: a map full of monsters five levels above you is not a slightly slower map.
| Levels above you | Damage multiplier | You lose | |
|---|---|---|---|
| at or below | ×1.000 | 0.0% | No penalty at all |
| +1 | ×0.995 | 0.5% | Quadratic: each level costs more than the last |
| +2 | ×0.980 | 2.0% | Quadratic: each level costs more than the last |
| +3 | ×0.957 | 4.3% | Quadratic: each level costs more than the last |
| +4 | ×0.926 | 7.4% | Quadratic: each level costs more than the last |
| +5 | ×0.889 | 11.1% | Quadratic: each level costs more than the last |
| +6 | ×0.847 | 15.3% | Quadratic: each level costs more than the last |
| +8 | ×0.758 | 24.2% | Quadratic: each level costs more than the last |
| +10 | ×0.667 | 33.3% | Linear from ten upward, and already down by a third |
| +15 | ×0.571 | 42.9% | Linear from ten upward, and already down by a third |
The rest of it
Accuracy and the hit test, avoidability, the heal formula, damage over time, the mastery table and the element states are all on the formulas page, each marked with how confident the project is in it. Every second-job attack run through this chain at a stated level 70 is on the damage rankings, and your own character’s version of it is in the planner.
