Character Stats

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A character's statistics, also known as stats, affects the player's final damage and combat power. Stats are decomposed into many values.

Stats

STR

The main stat for the Warrior class. 1 STR = 1 Attack. The sub stat for the Warrior class is DEX, with 4 DEX = 1 Attack

DEX

The main stat for the Bowman class. 1 DEX = 1 Attack. The sub stat for the Bowman class is STR, with 4 STR = 1 Attack

INT

The main stat for the Magician class. 1 INT = 1 Attack. The sub stat for the Magician class is LUK, with 4 LUK = 1 Attack

LUK

The main stat for the Thief class. 1 LUK = 1 Attack. The sub stat for the Thief class is DEX, with 4 DEX = 1 Attack

Attack Speed

Attack Speed cannot exceed 150%, and the difference between the maximum value and the current value is multiplicatively applied.


The calculation logic is applied in the following way:

For the current attack speed level at x%, the next attack speed increase of y% is actually applied as: y%×(1x/150)

Example: currently at 30% attack speed, gain another 10%, then the 10% is actually only a 10% x (1-30/150) = +8% increment (new attack speed becomes 38%)


As for the total attack speed calculation, it is applied the following way: 150×(1(1as1/150)×(1as2/150)×(1as3/150)×...×(1asn/150)) for n sources of attack speed increase

Example: Attack speed increased by the following values: +15%, +10%, +7%, +5%

Final attack speed will be +33.884% using the formula as shown below:

150 x (1 - (1 - 15 / 150) x (1 - 10 / 150) x (1 - 7 / 150) x (1 - 5 / 150))

Stat Prop. Damage

Increases damage by 1% of main stat and 0.25% of sub stat. It is rounded down to the nearest 0.1% stat prop damage.

  • Warrior class > Main stat: STR, sub stat: DEX
  • Bowman class > Main stat: DEX, sub stat: STR
  • Magician class > Main stat: INT, sub stat: LUK
  • Thief class > Main stat: LUK, sub stat: DEX

Evasion

Compares the attacker's Accuracy value with the target's Evasion value. If Evasion is greater, the target has a chance to evade attacks.

Debuff Resistance

Compare the attacker's Debuff Effectiveness value with the target's Debuff Resistance value. If Debuff Resistance is greater, the target has a chance to evade debuffs.

Debuff Tolerance

Compares the attacker's Debuff Tolerance Ignore value with the target's Debuff Tolerance value. If Debuff Tolerance is greater, the duration of debuffs on the target is reduced.

Critical Resistance

Decreases the attacker's Critical Rate by the target's Critical Resistance value. If Critical Resistance is less than 0, increases the attacker's Critical Rate by that amount.

Damage Taken Decrease

When you take damage, the damage taken after being reduced by your Defense is further reduced by a percentage. The damage taken reduction effect cannot exceed 95%, and the difference between 100% and the current value is multiplicatively applied.

Boss Damage

Damage to boss monsters. Note that this doesn't affect damage in the Arena.

Basic Attack Damage

Increases the damage of Basic Attack Effects

Skill Damage

Increases the damage of skills that are not Basic Attack Effects

Defense Penetration

Reduces the target's Defense by a certain value. Defense Penetration is multiplicatively calculated for each item and cannot exceed 100%.


The calculation logic is applied in the following way:

For the current defense penetration at x%, the next defense penetration increase of y% is actually applied as: y%×(1x/100)

Example: currently at 30% defense penetration, gain another 10%, then the 10% is actually only a 10% x (1-30/100) = +7% increment (new defense penetration becomes 37%)


As for the total defense penetration calculation, it is applied the following way: 100×(1(1ied1/100)×(1ied2/100)×(1ied3/100)×...×(1iedn/100)) for n sources of defense penetration increase

Example: Defense penetration increased by the following values: +15%, +10%, +7%, +5%

Final defense penetration will be 32.41225% using the formula as shown below:

100 x (1 - (1 - 15 / 100) x (1 - 10 / 100) x (1 - 7 / 100) x (1 - 5 / 100))

Final Damage

Damage increases by the value. Final Damage is multiplicatively applied for each item.

Skill Cooldown Decrease

Decreases the cooldown of Active Skills by a percentage, followed by an additional decrease by a fixed value. The percentage reduction effect cannot exceed 100%, and the difference between the maximum value and the current value is multiplicatively applied. If the fixed reduction effect decreases the cooldown to less than 7 seconds, the stat effect decreases by 0.5 sec per second and cannot be reduced to less than 4 seconds.

Skill Level

The level of the applicable tier or all skills increases by the value. However, skills without a skill level do not increase.