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MapleStory Classic World damage rankings: 2nd job at Lv 70

Lv 7010 min read
Which second-job attack actually hits hardest?
iWhat Damage rankings: 2nd job at Lv 70 is
Every second-job attack, run through the same damage engine the planner decomposes with, against a level 70 character whose stats and weapon are printed above each table. Ranked inside a class rather than across all of them: a mage and a warrior are two formulas over two stats, and merging them would produce a winner rather than a comparison. The class tier list reads these same numbers across classes, one axis at a time, with its cutoffs printed.
Biggest single hit
2,940
Crossbowman · Final Attack: Crossbow
Biggest cast on a crowd
8,821
Crossbowman · Iron Arrow, 6 monsters
Most damage per MP
177
Page · Final Attack: Blunt Weapon
Classes ranked
10
at level 70

The character every number is run against

Level 70. Every AP point in the class’s own stat, with the other three left at their floor and enough taken out for whatever the weapon demands. Weapon mastery maxed. The best weapon of the right family a level 70 character could equip in the Public Release client, firing the strongest stars or arrows it may use where the weapon is a claw, a bow or a crossbow, and no other source of attack at all: no scrolls, no gear, no potions, no party buffs. Each attack lands on the actions the client gives it: its own where it has one (Double Stab always stabs), else the weapon’s whole swing and stab list, averaged, and a shot for a ranged weapon. Adding those lifts every row and barely moves the order, while turning the absolute numbers into a claim about a character nobody has.

FighterSTR 292, DEX 70Doombringer · 93 attack
PageSTR 292, DEX 70Doombringer · 93 attack
SpearmanSTR 292, DEX 70Redemption · 95 attack
F/P WizardINT 358Angel Wings · 111 attack
I/L WizardINT 358Angel Wings · 111 attack
ClericINT 358Angel Wings · 111 attack
HunterDEX 292, STR 70Red Hinkel · 90 attackfiring Adamantium Arrows for Bows · +3 attack
CrossbowmanDEX 302, STR 60Gross Jaeger · 92 attackfiring Mithril Arrows for Crossbows · +3 attack
AssassinLUK 292, DEX 70Green Scarab · 47 attackfiring Hwabi Throwing Stars · +29 attack
BanditLUK 297, DEX 65Kandine · 88 attack

Fighter

iHow this class's numbers were produced
STR 292, secondary 70, mastery 10/10, Doombringer at 93 attack. Damage is the midpoint of the roll, so a row is what an average hit does rather than a best case. The skill numbers come from the extractor’s own per-rank series where there is one and from the tooltip where there is not; the “from” column says which, because a table that mixes provenance silently is one nobody can check.
SkillStatesHitsCatchesPer castOn a full crowdMPPer MPFrom
Final Attack: Axeaxe200%131,5744,7221887client
Final Attack: Swordsword200%131,5744,7221887client
Rushsword80%166303,7771542client

Page

iHow this class's numbers were produced
STR 292, secondary 70, mastery 10/10, Doombringer at 93 attack. Damage is the midpoint of the roll, so a row is what an average hit does rather than a best case. The skill numbers come from the extractor’s own per-rank series where there is one and from the tooltip where there is not; the “from” column says which, because a table that mixes provenance silently is one nobody can check.
SkillStatesHitsCatchesPer castOn a full crowdMPPer MPFrom
Final Attack: Blunt Weaponblunt weapon360%112,8332,83316177client
Final Attack: Swordsword360%112,8332,83316177client
Rushsword80%166303,7771542client

Spearman

iHow this class's numbers were produced
STR 292, secondary 70, mastery 10/10, Redemption at 95 attack. Damage is the midpoint of the roll, so a row is what an average hit does rather than a best case. The skill numbers come from the extractor’s own per-rank series where there is one and from the tooltip where there is not; the “from” column says which, because a table that mixes provenance silently is one nobody can check.
SkillStatesHitsCatchesPer castOn a full crowdMPPer MPFrom
Final Attack: Polearmpolearm350%112,6312,63116164client
Final Attack: Spearspear350%112,6312,63116164client
Rushspear80%166433,8591543client

F/P Wizard

iHow this class's numbers were produced
INT 358, secondary 4, mastery 10/10, Angel Wings at 111 attack. Damage is the midpoint of the roll, so a row is what an average hit does rather than a best case. The skill numbers come from the extractor’s own per-rank series where there is one and from the tooltip where there is not; the “from” column says which, because a table that mixes provenance silently is one nobody can check.
SkillStatesHitsCatchesPer castOn a full crowdMPPer MPFrom
Fire Arrow180112,2792,2792881client
Poison Breath80111,0131,0134025tooltip

I/L Wizard

iHow this class's numbers were produced
INT 358, secondary 4, mastery 10/10, Angel Wings at 111 attack. Damage is the midpoint of the roll, so a row is what an average hit does rather than a best case. The skill numbers come from the extractor’s own per-rank series where there is one and from the tooltip where there is not; the “from” column says which, because a table that mixes provenance silently is one nobody can check.
SkillStatesHitsCatchesPer castOn a full crowdMPPer MPFrom
Cold Beam170112,1522,1522298client
Thunder Bolt70168865,3174022client

Cleric

iHow this class's numbers were produced
INT 358, secondary 4, mastery 10/10, Angel Wings at 111 attack. Damage is the midpoint of the roll, so a row is what an average hit does rather than a best case. The skill numbers come from the extractor’s own per-rank series where there is one and from the tooltip where there is not; the “from” column says which, because a table that mixes provenance silently is one nobody can check.
SkillStatesHitsCatchesPer castOn a full crowdMPPer MPFrom
Holy Arrow160112,0252,0252872client

Hunter

iHow this class's numbers were produced
DEX 292, secondary 70, mastery 10/10, Red Hinkel at 90 attack, firing Adamantium Arrows for Bows (+3). Damage is the midpoint of the roll, so a row is what an average hit does rather than a best case. The skill numbers come from the extractor’s own per-rank series where there is one and from the tooltip where there is not; the “from” column says which, because a table that mixes provenance silently is one nobody can check.
SkillStatesHitsCatchesPer castOn a full crowdMPPer MPFrom
Arrow Bombbow130%111,0231,0232837tooltip
Final Attack: Bowbow120%139442,8332047client

Crossbowman

iHow this class's numbers were produced
DEX 302, secondary 60, mastery 10/10, Gross Jaeger at 92 attack, firing Mithril Arrows for Crossbows (+3). Damage is the midpoint of the roll, so a row is what an average hit does rather than a best case. The skill numbers come from the extractor’s own per-rank series where there is one and from the tooltip where there is not; the “from” column says which, because a table that mixes provenance silently is one nobody can check.
SkillStatesHitsCatchesPer castOn a full crowdMPPer MPFrom
Final Attack: Crossbowcrossbow360%112,9402,94020147client
Iron Arrowcrossbow180%161,4708,8212853client

Assassin

iHow this class's numbers were produced
LUK 292, secondary 70, mastery 10/10, Green Scarab at 47 attack, firing Hwabi Throwing Stars (+29). Damage is the midpoint of the roll, so a row is what an average hit does rather than a best case. The skill numbers come from the extractor’s own per-rank series where there is one and from the tooltip where there is not; the “from” column says which, because a table that mixes provenance silently is one nobody can check.
SkillStatesHitsCatchesPer castOn a full crowdMPPer MPFrom
Drainclaw240%111,5431,5432855client

Bandit

iHow this class's numbers were produced
LUK 297, secondary 65, mastery 10/10, Kandine at 88 attack. Damage is the midpoint of the roll, so a row is what an average hit does rather than a best case. The skill numbers come from the extractor’s own per-rank series where there is one and from the tooltip where there is not; the “from” column says which, because a table that mixes provenance silently is one nobody can check.
SkillStatesHitsCatchesPer castOn a full crowdMPPer MPFrom
Savage Blowdagger75%612,8252,82528101client
Steal180%128651,7292436client

Why there is no damage-per-second column

Because nothing in the client attaches a cast time to a skill. Three skills name an animation; every other one lets the equipped weapon decide at cast time, and the rule that turns a weapon’s speed stage into milliseconds is in the client’s code rather than its data. A “damage per minute” column would rest on a number somebody invented, and it would be the one column everybody quoted.

What is measured rather than assumed is on the attack speed page: the client’s own animation timings and every weapon’s speed stage, side by side and un-multiplied. Put those against the per-cast numbers here and you have the comparison, with the one uncertain step visible instead of hidden inside a total.

Which class is strongest at what, across classes rather than inside one, is the class tier list: the same engine and the same level 70 characters, tiered one axis at a time.

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MapleStory Classic World damage rankings: 2nd job at Lv 70 · MapleStory Quest