This is a very simplified version of the damage formula, assuming perfect RNG (you roll your max hit before crit in that RNG (not being dragged down by mastery) and then the also max possible crit damage RNG as well. (Also not accounting for a things like Wild Hunter's Legion card, and assuming you are most classes, i.e. not a Xenon or DA which have different stats to their formula) ANYWAY let the following symbols represent parts of the formula: W = WeaponMultiplier (Polearms are 1.49 for ex) A = Attack M = MainStat S = SecondaryStat D = Damage B = Boss/Normal P = Enemy PDR I = IED L = LevelDifferenceMultiplier K = SkillMultiplier F1, F2, ... Fn = Final Damage Sources F = Final Damage, F = (1 + F1)(1 + F2)...(1 + Fn) E = Elemental Resistance C = Critical Damage ACTUAL DISPLAYED LINES = [round(0.01W(4M + S)A)(1.0+D+B)(F)](1-P*(1-I))(E)(L)(K)(1.5+C) This was super fun to code and play around with and it ended up matching what my main Aran could do when I plugged everything in. Also tested it on a super early-game Level 20 Hayato due to the easy 99% mastery and I was hitting the exact number each line, +/- 1. Note that the bracketed part of the formula will produce your exact damage range.
People always talk about IED like FD doesn't matter... smh... Anyway, thanks Duky, you're a real one and a legend and Maplestory is a better place because of you
New player coming back for the event, and noticed the dmg number changed. Thank you for this video, it helped me understand what I should be looking for. I used to always think it was the range. And just %stat helped. Maybe %att
FD!! Thank you for this video! I kinda already knew all this but don't play very often so i always watch your videos at work for a refresher and something to listen to 😂 only knew the basics though so when you went into more detail about everything I still learned a lot! Great work duky keep it up ❤😊
FD by the way & thanks¬ Just a random comment from a Luminous main... 1) For the Inner Abilities, is it always a case of "Attack Speed +1" more superior than Buff Duration 50%" for first line? 2) Since Luminous power is derived directly from the length of time in Equilibrium Mode, can we sort of create a case of entering & exiting Equilibrium with hardly any time in between, ie. Union + Inner Ability + Empathy? Coz my main goal is ideally maintaining Equilibrium incessantly. If that's achievable, that would be more superior than Attack Speed +1, imo. However, doing so would place me in a position with an Attack Speed of 1 short of max. Hope Duky or anyone can answer this.
Damage numbers have increased so much that I think number squishing is due for all damage and HP of mobs/bosses. There’s something about seeing an additional digit added to your damage when leveling up that is very rewarding when it takes longer to happen. Reaching 7 digits should be the end game imo.
@@Duky The skins themselves are cool, but it sucks that horizontal size reduction is behind a potential paywall. It’s like pets’ auto-loot in this game, fixing a purposefully cumbersome feature to make you open your wallet.
FD Does anyone have the damage formula to see how how all the stats tie together? Although, I guess it might be different per class or even per skill (I vaguely recall Lucky 7 scaling based on LUK entirely which was an anomaly back then). My understanding is that the process is roughly Stat (STR/DEX/INT/LUK), ATT, Mastery, Damage%, Boss damage% -> Damage Range Damage Range, Skill damage percentage/lines -> Skill damage Skill damage, crit rate, crit damage% -> Skill crit damage Skill crit damage, final damage -> Final damage Final damage, target defense, IED -> (Actual) Final damage And then factor in attacks per minute for DPM/DPS. Not sure how correct this is though, would be curious to see how close my understanding was.
pretty much correct. formula is simple since Big Bang? update to be all multiplicative (with some slight complications with parts that don't get % applied, like Symbols stats, or with what things are additive/multiplicative with itself)
FD! Can you explain Critical Damage? I have seen guides explaining getting max crit rate and critical damage is high priority for builds and wondering why that is over other sources of damage (boss&, att%, etc)
I think he mentioned in the video. The overall damage is a formula calculated based on Boss DMG, ATT/MATT and Main Stat(STR/LUK/INT...). However the Critical damage is applied after this calculation is done (before Final Damage), so %Crit DMG is more impactful than %Boss DMG or %ATT/MATT
I did wish he explained why you want more of the stuff that have less sources. in short it's because different parts of the formula multiply against each other (Maplestory dmg formula simplified into purely multiplication back all the way in... Big Bang?). you get the largest product when the factors are closer. for example, 20 * 20 = 400. but 10 * 30 = 300, even though 20+20 = 10+30 another example to show why even though Atk% and CritDmg% is smaller numbers compared to Boss%, you still might want them is because of this. if you had 100 * 30 = 300, increasing the first one by 10 means it'll be 110 * 30 = 330. if you instead increase the 30 by 3, it's also 100 * 33 = 330 CritRate is slightly less straightforward on the surface, but in general, unless your class has really low base Crit, you should be able to get enough %Crit from sources that des *not* involve opportunity cost of getting something else. otherwise, CritDmg is not actually any different from %Boss or %Atk, but increasing smaller values is larger increase in the product since it's all multiplicative as I showed above
@@yanreal3600 Multiplication is commutative so saying something like "Critical damage is applied after this calculation is done" is incorrect. Observe that 1*3 = 3*1. Changing the order of the terms does not change the result. Instead, the reason critical damage gives more damage is for the reason that @GoXDS explains. That is, because critical damage sources are scarce, even small increases can have a big impact because other sources of damage are more plentiful.
The ff14 item level isnt exactly failproof. If you have crafted gear you can pentameld which is a marginal damage gain depending on subtats over higher level gear.
YES!! That was so fast! I mentioned yesterday in the live and here it is. Thank you Duky
This is a very simplified version of the damage formula, assuming perfect RNG (you roll your max hit before crit in that RNG (not being dragged down by mastery) and then the also max possible crit damage RNG as well. (Also not accounting for a things like Wild Hunter's Legion card, and assuming you are most classes, i.e. not a Xenon or DA which have different stats to their formula) ANYWAY let the following symbols represent parts of the formula:
W = WeaponMultiplier (Polearms are 1.49 for ex)
A = Attack
M = MainStat
S = SecondaryStat
D = Damage
B = Boss/Normal
P = Enemy PDR
I = IED
L = LevelDifferenceMultiplier
K = SkillMultiplier
F1, F2, ... Fn = Final Damage Sources
F = Final Damage, F = (1 + F1)(1 + F2)...(1 + Fn)
E = Elemental Resistance
C = Critical Damage
ACTUAL DISPLAYED LINES = [round(0.01W(4M + S)A)(1.0+D+B)(F)](1-P*(1-I))(E)(L)(K)(1.5+C)
This was super fun to code and play around with and it ended up matching what my main Aran could do when I plugged everything in. Also tested it on a super early-game Level 20 Hayato due to the easy 99% mastery and I was hitting the exact number each line, +/- 1.
Note that the bracketed part of the formula will produce your exact damage range.
People always talk about IED like FD doesn't matter... smh... Anyway, thanks Duky, you're a real one and a legend and Maplestory is a better place because of you
ah, finally, all the research i needed to do conveniently place in front of me. thanks! FD
The only maple content out there that is complete, concise, and doesn't make me fall asleep. AMAZING VIDEO
very very good video!! the best maplestory TH-camr out there
New player coming back for the event, and noticed the dmg number changed. Thank you for this video, it helped me understand what I should be looking for. I used to always think it was the range. And just %stat helped. Maybe %att
brooo I needed this video 8 years ago when I was 13 and maple still had stuff like nebulites & weapon scrolls 😂
FD!! Thank you for this video! I kinda already knew all this but don't play very often so i always watch your videos at work for a refresher and something to listen to 😂 only knew the basics though so when you went into more detail about everything I still learned a lot! Great work duky keep it up ❤😊
WTF i didnt know the damage was so intricate in this game DAMNNNN
Great content as per usual! Keep up the great work on explaining FD and how Damage works!
Thanks for the great explanations, never really understood the finer details. Especially for something like FD.
FD awesome video this helped me alot coming back to maple after a 5 year break lmao.
FD by the way & thanks¬
Just a random comment from a Luminous main...
1) For the Inner Abilities, is it always a case of "Attack Speed +1" more superior than Buff Duration 50%" for first line?
2) Since Luminous power is derived directly from the length of time in Equilibrium Mode, can we sort of create a case of entering & exiting Equilibrium with hardly any time in between, ie. Union + Inner Ability + Empathy?
Coz my main goal is ideally maintaining Equilibrium incessantly. If that's achievable, that would be more superior than Attack Speed +1, imo. However, doing so would place me in a position with an Attack Speed of 1 short of max.
Hope Duky or anyone can answer this.
yes you always go atk speed +1 and buff duration if u need those 2. That's more optimal than 50 buff and no atk speed
Damage numbers have increased so much that I think number squishing is due for all damage and HP of mobs/bosses. There’s something about seeing an additional digit added to your damage when leveling up that is very rewarding when it takes longer to happen. Reaching 7 digits should be the end game imo.
what do you think about unit damage skins?
@@Duky The skins themselves are cool, but it sucks that horizontal size reduction is behind a potential paywall. It’s like pets’ auto-loot in this game, fixing a purposefully cumbersome feature to make you open your wallet.
FD Does anyone have the damage formula to see how how all the stats tie together? Although, I guess it might be different per class or even per skill (I vaguely recall Lucky 7 scaling based on LUK entirely which was an anomaly back then).
My understanding is that the process is roughly
Stat (STR/DEX/INT/LUK), ATT, Mastery, Damage%, Boss damage% -> Damage Range
Damage Range, Skill damage percentage/lines -> Skill damage
Skill damage, crit rate, crit damage% -> Skill crit damage
Skill crit damage, final damage -> Final damage
Final damage, target defense, IED -> (Actual) Final damage
And then factor in attacks per minute for DPM/DPS.
Not sure how correct this is though, would be curious to see how close my understanding was.
pretty much correct. formula is simple since Big Bang? update to be all multiplicative (with some slight complications with parts that don't get % applied, like Symbols stats, or with what things are additive/multiplicative with itself)
I think you could have talked about the difference levels and arcane/sacred power make on bosses too.
Thanks for the enthusiasm you put into this video. A like is not much but i hope you can keep the fire on. FD
Pretty comprehensive. Thank you. FD
FD awesome video!
Actually really needed this one Unc!
FD. Very good video and content hammy👍🙌
As always, great info my man! Keep it up!
FFFDDD 😂
FD, learned alot, thank you.
FD great vid thx Duky
Ty for the info
FD love the content
FD yo, good stuff all around m8
FD, super helpful video
Do we only have one hex slot? I swear I saw somewhere that you can have 6 slots
FD
side note when do CD hats go past a point of diminishing returns?
-4 cuz anything higher is not really possible to hit
Thank you unc ❤
Thanks Duky! FD
FD thanks for the info
FD! Can you explain Critical Damage? I have seen guides explaining getting max crit rate and critical damage is high priority for builds and wondering why that is over other sources of damage (boss&, att%, etc)
I think he mentioned in the video. The overall damage is a formula calculated based on Boss DMG, ATT/MATT and Main Stat(STR/LUK/INT...). However the Critical damage is applied after this calculation is done (before Final Damage), so %Crit DMG is more impactful than %Boss DMG or %ATT/MATT
I did wish he explained why you want more of the stuff that have less sources. in short it's because different parts of the formula multiply against each other (Maplestory dmg formula simplified into purely multiplication back all the way in... Big Bang?). you get the largest product when the factors are closer. for example, 20 * 20 = 400. but 10 * 30 = 300, even though 20+20 = 10+30
another example to show why even though Atk% and CritDmg% is smaller numbers compared to Boss%, you still might want them is because of this. if you had 100 * 30 = 300, increasing the first one by 10 means it'll be 110 * 30 = 330. if you instead increase the 30 by 3, it's also 100 * 33 = 330
CritRate is slightly less straightforward on the surface, but in general, unless your class has really low base Crit, you should be able to get enough %Crit from sources that des *not* involve opportunity cost of getting something else. otherwise, CritDmg is not actually any different from %Boss or %Atk, but increasing smaller values is larger increase in the product since it's all multiplicative as I showed above
@@yanreal3600 Multiplication is commutative so saying something like "Critical damage is applied after this calculation is done" is incorrect. Observe that 1*3 = 3*1. Changing the order of the terms does not change the result. Instead, the reason critical damage gives more damage is for the reason that @GoXDS explains. That is, because critical damage sources are scarce, even small increases can have a big impact because other sources of damage are more plentiful.
until today I still have no idea what is meant by “hexa converted” 🤣
Does buff duration affect EXP coupon or other item buffs
no
The ff14 item level isnt exactly failproof.
If you have crafted gear you can pentameld which is a marginal damage gain depending on subtats over higher level gear.
will my pdr at 90% and boss at 292% as wh being too low? fd
depends on what ur hitting
@@Duky prolly aiming for nkalos ecarling tier boss
CHILLS
u are my maplestory professor. FZ
FD LESGOOOOO
Big fan dukybear fdeez
FD❤
FD
Chills bro
Based
Thx finly i understand 😂FD
FD 3S
omg ied and oop- (FD) i had little to like NO idea KLASJDLKASJD TY mr duky owoSpin
Okay. So with all that being said, how much CP, IED,BD should have to solo Mano? Jk FD 😂
FD ty Gang!
fd i roughly get it now
FD bros we're winning
MATH DUKY
Yay another video another toilet roll session, thanks homie
FD
Ty , i have some idea for your next video contact me if u can FD
leave a comment about it
FD gang
FD who?!
Eff Dee FD
D F
did you lose a bet lol why are you called gigataco9
FD🤌🏼
FB
FD 😂
F D
Fb😂
XD
FFFFFFFDDDDDDDDD
FD gang
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