Guide · Mechanics
MapleStory Classic World damage rankings: 2nd job at Lv 70
iWhat Damage rankings: 2nd job at Lv 70 is
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.
Fighter
iHow this class's numbers were produced
| Skill | States | Hits | Catches | Per cast | On a full crowd | MP | Per MP | From |
|---|---|---|---|---|---|---|---|---|
| Final Attack: Axeaxe | 200% | 1 | 3 | 1,574 | 4,722 | 18 | 87 | client |
| Final Attack: Swordsword | 200% | 1 | 3 | 1,574 | 4,722 | 18 | 87 | client |
| Rushsword | 80% | 1 | 6 | 630 | 3,777 | 15 | 42 | client |
Page
iHow this class's numbers were produced
| Skill | States | Hits | Catches | Per cast | On a full crowd | MP | Per MP | From |
|---|---|---|---|---|---|---|---|---|
| Final Attack: Blunt Weaponblunt weapon | 360% | 1 | 1 | 2,833 | 2,833 | 16 | 177 | client |
| Final Attack: Swordsword | 360% | 1 | 1 | 2,833 | 2,833 | 16 | 177 | client |
| Rushsword | 80% | 1 | 6 | 630 | 3,777 | 15 | 42 | client |
Spearman
iHow this class's numbers were produced
| Skill | States | Hits | Catches | Per cast | On a full crowd | MP | Per MP | From |
|---|---|---|---|---|---|---|---|---|
| Final Attack: Polearmpolearm | 350% | 1 | 1 | 2,631 | 2,631 | 16 | 164 | client |
| Final Attack: Spearspear | 350% | 1 | 1 | 2,631 | 2,631 | 16 | 164 | client |
| Rushspear | 80% | 1 | 6 | 643 | 3,859 | 15 | 43 | client |
F/P Wizard
iHow this class's numbers were produced
| Skill | States | Hits | Catches | Per cast | On a full crowd | MP | Per MP | From |
|---|---|---|---|---|---|---|---|---|
| Fire Arrow | 180 | 1 | 1 | 2,279 | 2,279 | 28 | 81 | client |
| Poison Breath | 80 | 1 | 1 | 1,013 | 1,013 | 40 | 25 | tooltip |
I/L Wizard
iHow this class's numbers were produced
| Skill | States | Hits | Catches | Per cast | On a full crowd | MP | Per MP | From |
|---|---|---|---|---|---|---|---|---|
| Cold Beam | 170 | 1 | 1 | 2,152 | 2,152 | 22 | 98 | client |
| Thunder Bolt | 70 | 1 | 6 | 886 | 5,317 | 40 | 22 | client |
Cleric
iHow this class's numbers were produced
| Skill | States | Hits | Catches | Per cast | On a full crowd | MP | Per MP | From |
|---|---|---|---|---|---|---|---|---|
| Holy Arrow | 160 | 1 | 1 | 2,025 | 2,025 | 28 | 72 | client |
Hunter
iHow this class's numbers were produced
| Skill | States | Hits | Catches | Per cast | On a full crowd | MP | Per MP | From |
|---|---|---|---|---|---|---|---|---|
| Arrow Bombbow | 130% | 1 | 1 | 1,023 | 1,023 | 28 | 37 | tooltip |
| Final Attack: Bowbow | 120% | 1 | 3 | 944 | 2,833 | 20 | 47 | client |
Crossbowman
iHow this class's numbers were produced
| Skill | States | Hits | Catches | Per cast | On a full crowd | MP | Per MP | From |
|---|---|---|---|---|---|---|---|---|
| Final Attack: Crossbowcrossbow | 360% | 1 | 1 | 2,940 | 2,940 | 20 | 147 | client |
| Iron Arrowcrossbow | 180% | 1 | 6 | 1,470 | 8,821 | 28 | 53 | client |
Assassin
iHow this class's numbers were produced
| Skill | States | Hits | Catches | Per cast | On a full crowd | MP | Per MP | From |
|---|---|---|---|---|---|---|---|---|
| Drainclaw | 240% | 1 | 1 | 1,543 | 1,543 | 28 | 55 | client |
Bandit
iHow this class's numbers were produced
| Skill | States | Hits | Catches | Per cast | On a full crowd | MP | Per MP | From |
|---|---|---|---|---|---|---|---|---|
| Savage Blowdagger | 75% | 6 | 1 | 2,825 | 2,825 | 28 | 101 | client |
| Steal | 180% | 1 | 2 | 865 | 1,729 | 24 | 36 | client |
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.
