Maplestory M Boss Atk Or Crit Dmg

Bishop Character Job: Bishop Skills Guide

In my graphs you would see the comparison of 30% Boss Dmg vs 9% Atk and 40% Boss Dmg vs%12 Atk, the more negative (blue) a certain point is the more%Boss Dmg would increase your range against bosses, while the more postive (yellow) a certain point is the more%Atk would increase your range against bosses.%Stat vs%Crit Damage (Gloves). This page was last edited on 20 September 2018, at 11:40. Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. MAG ATK Increase: Increases magical attack by a certain percentage. MAG DMG Increase: Further increases magical damage by a certain percentage. Crit Rate: Increases the success rate of a critical hit. Crit DMG: Increases damage by a certain percentage when it is a critical hit. Final DMG Increase: Increases the damage applied at last by a.

You’ve chosen the Bishop vocation! The Bishop’s powers are mysterious, mystical and largely unseen to the human eye. Save for the wand you’re carrying, you look fragile on the outside. But they have no idea about the magic that is brewing in your soul! This character job/vocation is sacred, communal and omniscient to a certain extent. Get ready your wands (have you got the right one?) and be ready to take on the MapleStory M world! In this MapleStory M Guide for Bishops, we’ll help guide you through which weapons to keep vs the weapons you should sell away. The armor you should be wearing vs the armor you can discard. What powers to keep and which to let go! It’s not easy being a Bishop, but we hope it’ll be easier for you this way!

Which wand should I use?

There are four types of Wands you can acquire as a Bishop.

  1. Briser Wand
  2. Eligos Bloody Wand
  3. Jaihin Wand – This one is the best for the long run
  4. Utgard Wand
%NormalRareEpicUniqueLegendaryMythic
BriserBoss ATK %00.3%0.9%1.8%4.6%9.8%
BloodyCrit Rate %00.4%1.2%2.5%4.2%8.2%
JaihinCrit DMG %02.6%7.8%15.6%26%54%
UtgardEXP inc %00.2%0.6%1.3%2.2%N.A for now
Crit

Best Weapon Base Stats

RankSpearBowClawWandGun
Normal2728293028
Rare220225225225225
Epic650662660658662
Unique13151338133313281338
Legendary22762317231722982298
Mythic34433527

Outfit, Hat, Shoes, Gloves

Which Outfit, Hat, Shoes, and Gloves should I use? This table compiles the perfect max base stats items. When you find them, don’t throw em away! You can sell them for a hefty price. Keep a lookout for these items!

BishopHatOutfitGlovesShoes
Normal7211212
Rare39995858
Epic112274163163
Unique220551331330
Legendary
Mythic

Outfits available for Bishop? Four outfit sets:

Eclectic armor set

EclecticStatsRareEpicUniqueLegendaryMythic
HatBoss ATK inc %00.2%0.4%
Eclectic Myst BlueCrit ATK51531
GlovesCrit ATK82550
Eclectic Cabatina (Shoes)Crit ATK51531

Muspell armor set

MuspellStatsRareEpicUniqueLegendaryMythic
Muspell Magician HatCrit DMG %0.3%0.9%2%
ChestMP Recovery inc001
Musepell Magician GlovesACC56169339
Muspell Magician ShoesHP Recovery Inc4

Grand/Vepar armor set

Grand/VeparStatsRareEpicUniqueLegendaryMythic
HatCrit ATK51531
ChestEVD1854108
Grand Eligos GauntletCrit DMG %0.3%0.9%1.9%
ShoesEVD45135271

Pensalir armor set

PensalirStatsRareEpicUniqueLegendaryMythic
Mage Sallet (Hat)EXP inc %00.1%0.2%0.5%
ChestEXP inc %00.1%0.2%0.5%
Pensalir Mage GlovesEXP inc %00.1%0.2%0.7%
Pensalir Mage BootsEXP inc %00.1%0.2%0.5%

What are the skills?

The general rule of thumb is to maxmize all your passives first, followed by the buffs and then the actives. The ones we’ve bolded in purple are the powers you ought to keep from Level 100 onwards!

Level 0-29: Energy Bolt, Teleport | Magic Guard | Magic Armor, MP Increase

Level 30-59: Holy Arrow, Heal | Bless, Magic Booster | MP Eater, Invincible, Spell Mastery, Blessed Ensemble

Level 60-99: Dispel, Shining Ray, Holy Fountain | Holy Symbol, Holy Magic Shell, Teleport Mastery, Divine Protection | Holy Focus, Arcane Overdrive

Level 100-150: Big Bang, Bahamut, Resurrection, Genesis, Angel Ray| Advanced Blessing, Infinity | Buff Mastery, Arcane Aim, Blessed Harmony

Light purple: Make sure all your Passives and Buffs are full.

For Active skills, maximize your Angel Ray, Heal, and Genesis – but only after you’ve maxed your passive and buffs.

What’s the Bahamut for?

A popular question in the forums is, “What’s the Bahamut for?” indeed. It doesn’t seem to be very impressive at first glance, though it is huge. It flutters about, seemingly behaving like another one of your pets. What is the Bahamut and what can it do?! Firstly, it cannot be used during auto-battles. He costs a hefty amount of MP, so you don’t want to be fooling around with this one!

LevelMP CostCooldownTargetAttack TypeTarget CountHit CountDuration
18970sOpponentMAG31600s
20sOpponentMAG31600s
30sOpponentMAG31600s
40sOpponentMAG31600s
50sOpponentMAG31600s

After looking at this table, we reckon the Bahamut isn’t that almighty, after all… not on its own. Think of the Bahamut as an Assist. In soccer, you can assist your friends by passing them the ball so they can get a clear shot into the net, right? That’s the role of the Bahamut here. He doesn’t take any of the limelight – he attacks multiple enemies and WEAKENS them to Holy attacks. He passes to you, you score! We don’t recommend really using the Bahamut unless you’re in a much higher level, say, 120 and above.

What are Scissor Cuts?

Items usually come with a Scissor Cut number of 10. What does it mean? Scissor Cuts get reduced when you trade it with someone. So, if it’s untradeable, you won’t have scissor cuts listed on it. Mystery of the Scissor Cuts solved!

We hope our MapleStory M Guide is helpful for you! Ready, get set, wand!

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Maplestory
Check out the patch notes for the v20 Lovely Update here: http://maplestory2.nexon.net/en/news/article/55909/lovely-update-v20

Damage formula

Since there was already a critical rate thread, I was thinking, why not damage formula too. The damage formula is essential for strategies involving min-maxing, to avoid having to try things out one by one. However, there does not seem to be any information regarding the damage formula, so I would like the help of beta testers to provide data in order to reverse engineer the damage formula. As I do not have a beta key, most of my information was obtained from CMS2, which has its disadvantages, so it would be preferable to have data from the global servers.
IMPORTANT: The attack score in your character window is NOT an accurate representation of your actual damage. The formula for attack score and formula for actual damage are very different from each other.
First of all, I would like to introduce some terms, so I can use them without sounding confusing:
PA- Physical attack, the stat in the detailed stats part of character info
MA- Magic attack, also the stat in the detailed stats part, which I assume archers don't ever use
AP- attribute points, the points you can assign to your stats
str, dex, int, luk, crit - the 5 stats you can assign AP to
CR- the rate at which your hits are critical hits, not to be confused with crit
CD- crit dmg taken as a decimal number rather than a percentage, i.e. 1.25 is the base CD
CE- crit evasion
DM - defense modifier
RM - resistance modifier
WA- total attack gained from equips. In the case of equips like weapons giving a range a~b, WA will be determined by (a+b)/2
A formula for actual damage will be something like this:
damage = A * WA * PA * (1 + (CD - 1) * actual CR) * accuracy * DM * RM * skill damage
First of all, we need to calculate MA and PA. These are affected by dex/str/int and equips as follows:
MA = 0.35 * int
PA = 0.63 * dex + 0.175 * str
*These formulae are incredibly accurate, and can be used as the exact ones. It takes at least 1140 int to make a difference in 1 magic attack(and you should not be adding int anyway). For dex, it is at least 905 for 1 attack difference, and at least 142 str per attack difference in error(you shouldn't be adding str either anyway). One thing to note, however, is that this is only based on data from the archer class, so if you are not an archer change to a real class like archer this formula may not work for you, but do try to test and see if it does.
In the critical rate thread I have reverse engineered a formula of:
CR = luk/1000 + crit/1250
Crit damage as a stat from equips gives 0.1% CD per crit damage
Once again, this may not be correct, but the margin of error is very small(I believe somewhere along the lines of 100 luk to 1% crit rate, and 125 crit to 1% crit rate), so feel free to use it as if it were true. Do note that this is your BASE crit rate. There is crit evasion on enemies, which serve to reduce your actual crit rate.
Apparently there is a crit evasion stat. We do not yet know exactly how it works, but it should be one of the two models below:
actual CR =( luk/1000 + crit/1250 - (effect of CE)) and
actual CR =( luk/1000 + crit/1250) * (effect of CE)
As Crit evasion is not a stat we know for any monster, this can only be tested in PvP, where you know your opponent's crit evasion.
DM = 1/(defense * (1 - piercing))
RM = 1 - resistance(1 - resistance piercing) / 1500

How to collect data:
- If you create a new character, check your stats before equipping the weapon in the tutorial, as you will not be able to unequip it until lvl 5 or so.
- When gathering data, first unequip all stat boosting equips and make sure you have no buffs. Your PA should not have a (+x) beside it.
- It would be helpful to add your AP 1 by 1, in different combinations of str, dex and crit.
- Make use of stat boosting equips to further vary your stats.
- Make sure you are an archer, as i believe wizards and archers have different values, not sure about other classes. Data from other classes is welcome, but please indicate if you are not an archer.
Thank you for your time
Thanks to @DrYoshiyahu for providing some data, which helped greatly in finding the values.

Comments

Maplestory M Boss Atk Or Crit Dmg Download

  • MapleStory 2 Rep: 9,195
    Member
    I'll dump some screenshots in here for you. Hopefully these are somewhat helpful. I'd do some calculations myself, but I really should be doing essays and exam prep, right now.
    EDIT: I'll also mention that, according to the descriptions of the stats, Intelligence only increases magic attack and magic resistance, which is irrelevant for Archers since none of our skills are magical.
    Luck increases the physical attack of only Wizards, Thieves, Assassins, and Heavy Gunners. It does however, affect Critical Rate, which makes it relevant for Archers.
    So I made a new character at level 1. Here are the character stats with and without the tutorial bow:
    Back on my main character (level 50), I took all my skills to 0, removed all my attribute points, and all my armour. Then I took all my points and put them into STR, DEX, and Crit Rate. Here are the results:

    Clean:STR:DEX:LUK:Crit Rate:

    Then I took each of my items and re-equipped them one at a time, showing the stats as I went:

    Bow:
    Overalls:


    Hat:
    Gloves:


    Boots:
    Other (Inconsequential) items:


    Finally, with all my equipment back on, I put my points into STR, DEX, and Crit Rate once more:

    Clean:STR:DEX:LUK:Crit Rate:
  • Thanks for the data! It helps to have data from high level people where small errors are magnified. It also helped me realise the 2% buff in CMS had messed up one of my data points, which was why I failed miserably. Hopefully I can figure out everything else soon. I also have exams to study for, but this is technically related to my exams haha.
    It does however, affect Critical Rate, which makes it relevant for Archers.

    If luk invisibly affects crit rate, this would surely add complications in finding the crit formula.
  • @DrYoshiyahu If it's not too troublesome for you, is it possible for you to add str/dex 1 by 1 and tell me your physical attack(the one displayed in the stat sheet), just like what you did for crit and luk? Without equipping your weapon as it has bonus physical attack.
  • MapleStory 2 Rep: 9,195
    Member
    EDIT: Apparently I'm actually just terrible at reading, so below is the Attack Score (ATT) and the Physical/Magic Attack of STR, DEX, and INT without my weapon equipped. You should be aware that the numbers I previously gave you for CRIT and LUK were the Attack Score, and not the Physical Attack stat. I included INT, since I've only just realised that the Attack Score takes Magic Attack into consideration. This is actually unhelpful because Archers have no magical attacks.
    I don't know if you think I have the weapon I have, so here's a picture of my current weapon. You'll notice that, with it equipped, my Bonus Attack stat is 0. The same is true even with all my equips on. It does, however, set my Physical Attack to +17. 8 of which is coming directly from the weapon, and the other 9 is coming from the +14 DEX. I also made sure Attack Speed didn't affect any stats, and based on the 3% buff from Precision Shooter, I don't believe it does.
    Clean Stats:
    STR:

    DEX:
    Without a weapon (because apparently I can't read simple instructions):

    Clean Stats:
    STR:

    DEX:
    INT:
  • EDIT: Apparently I'm actually just terrible at reading, so below is the Attack Score (ATT) and the Physical/Magic Attack of STR, DEX, and INT without my weapon equipped. You should be aware that the numbers I previously gave you for CRIT and LUK were the Attack Score, and not the Physical Attack stat. I included INT, since I've only just realised that the Attack Score takes Magic Attack into consideration. This is actually unhelpful because Archers have no magical attacks.
    I don't know if you think I have the weapon I have, so here's a picture of my current weapon. You'll notice that, with it equipped, my Bonus Attack stat is 0. The same is true even with all my equips on. It does, however, set my Physical Attack to +17. 8 of which is coming directly from the weapon, and the other 9 is coming from the +14 DEX. I also made sure Attack Speed didn't affect any stats, and based on the 3% buff from Precision Shooter, I don't believe it does.
    Clean Stats:
    STR:

    DEX:
    Without a weapon (because apparently I can't read simple instructions):

    Clean Stats:
    STR:

    DEX:
    INT:

    Thanks alot for these data, will look into them when I'm free. The jump in attack is interesting though, it's probably caused by rounding somewhere. Just to be sure, are your physical attack and magic attack both increased at the same time as your attack score? (that means that you didn't get, say 8 magic attack and 228 ATT at 27 int). As for crit and luk, no worries, I was looking at attack score. I also wasn't very clear, next time I will say attack score, physical and magic attack to refer to them.
    EDIT: 1 str = 0.174 ~ 0.182 physical attack, this would mean 1 dex = 0.628895 ~ 0.630977 physical attack. Their numbers have more decimal places than I expected.
    EDIT 2: My hypothesis of PA = 0.63 * dex + 0.175 * str agrees completely with your data! Since the margin of error is 905 dex to 1 physical attack(and 142 str to 1 physical attack, but seriously who even adds that much str), I believe we can treat this formula as the real formula, so I have updated my original post accordingly.
    EDIT 3: int = 0.35 MA, with an error margin of 1140 int per MA. Also, MA is useless for archers lol.
  • A formula for actual damage will be something like this:
    damage = A * (1.07 * WA + PA)

    It's not. It's WA * PA and not WA + PA. Confirmed by my own testing and a bunch of Korean server researchers. Displayed attack <IS> WA + PA though which makes it really inaccurate for gauging damage. (For example early lvl 50 you could easily have something like 700 WA and 300 PA. Which means +1 PA would give more than twice the damage of +1 WA even though they both show up as +1 attack on your character sheet.)
    Also, if 'A' happens to be the hidden class-specific damage multiplier I've got some of the Korean numbers but I don't know how useful that is because we might have completely different numbers on our patch than Korean server. It's an easy way to balance the classes' dps numbers a bit. (Though I heard we'll release on the same patch as CMS so if we found some chinese numbers it could be more useful) Also note that there could be multiple factors instead of just 1 (A*B*C instead of A) so the class multiplier might be just one part of it. At least knowing you've got a class-specific component might make it easier to test. I have NO IDEA whether the multiplier is displayed in VA or only actual damage numbers.
    The multipliers I remember:
    Berserker 1.05
    Knight 0.85
    Thief 0.9
    Archer 0.89 (80% confidence in this number)
    I don't remember the other classes but I know nobody has as high as the berserker. I think Heavy Gunner might be the second highest at something like 1.00 but I have no confidence about that.
  • A formula for actual damage will be something like this:
    damage = A * (1.07 * WA + PA)

    It's not. It's WA * PA and not WA + PA. Confirmed by my own testing and a bunch of Korean server researchers. Displayed attack <IS> WA + PA though which makes it really inaccurate for gauging damage. (For example early lvl 50 you could easily have something like 700 WA and 300 PA. Which means +1 PA would give more than twice the damage of +1 WA even though they both show up as +1 attack on your character sheet.)
    Also, if 'A' happens to be the hidden class-specific damage multiplier I've got some of the Korean numbers but I don't know how useful that is because we might have completely different numbers on our patch than Korean server. It's an easy way to balance the classes' dps numbers a bit. (Though I heard we'll release on the same patch as CMS so if we found some chinese numbers it could be more useful) Also note that there could be multiple factors instead of just 1 (A*B*C instead of A) so the class multiplier might be just one part of it. At least knowing you've got a class-specific component might make it easier to test. I have NO IDEA whether the multiplier is displayed in VA or only actual damage numbers.
    The multipliers I remember:
    Berserker 1.05
    Knight 0.85
    Thief 0.9
    Archer 0.89 (80% confidence in this number)
    I don't remember the other classes but I know nobody has as high as the berserker. I think Heavy Gunner might be the second highest at something like 1.00 but I have no confidence about that.

    I see, time to delete everything about the displayed attack then. As for A, I just meant to say that it is proportional to all the stats I have listed. A could depend on multiple factors, but I put it there just to say that your damage increases proportionately if you increase those other stats in the formula.
  • I was actually a little bit wrong about the class damage multipliers. Berserker wasn't the highest like I remembered. I found the full list:
    Knight 0,85
    Berserker 1,05
    Ranger 0,89
    Heavy Gunner 1,06
    Wizard 1,10
    Priest 0,76
    Assassin 0,86
    Thief 0,90
    It's useful to mention in the post though that displayed attack is misleading and why it's wrong. So people avoid just staring at it when they start min-maxing.