A Good Dmg Maplestory Character

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% Damage and % Att??

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You should have a balance of ied,%atk, and%boss across your weapon potentials. Between your weapon, 2ndary wep, and emblem you have 9 main pot lines, you should have the potentials on these such that you have 3 boss, 3 atk, 3 ied lines or a 4, 3, 2 combination, satisfying the condition that you have at least 93% ied for end game bosses. May 05, 2018  Here is my guide for helping players get stronger and build their own funds! Sorry about the audio, still messing around with software settings. May 10, 2010  What is the best Maplestory Character? I need to know pros and cons of each character and job advance if you can please. I need to know who mobs the better, who does most damaging single hit, who does more damaging mobs, who does more damage per minute, etc. Well, maplestory is hardly balanced, so I'm guessing there is a 'best' class in each type Mobbing - the best would be a class who can both kill fast and kill ALOT at once, I'd say that maybe lumi is the best mobber, but I asked because I'm not sure. Oct 12, 2018 Please note: All MS2 classes are more than viable for casual players but for some of you that enjoy min-maxing and playing the strongest character be it for low level gameplay or the end game we have prepared this Maplestory 2 Class Tier List. Other Useful GMS2 Guides. Clicking on a link will open it in a new tab. Berserker Build Guide. Make your character and test it out. There's one thing about games like MapleStory, and that's the grinding pace. Sometimes it can truly feel dreadful, especially with a class you don't even enjoy. If you don't like the class, but it does big damage, drop it. Don't worry about being poor or weak. Any class can gain money and strength. May 16, 2018  Browse the official forums and chat with other MapleStory 2 players here. CD- crit dmg taken as a decimal number rather than a percentage, i.e. 1.25 is the base CD. 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.

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Member, Private Tester
edited August 2017 in General Chat

Best Maplestory Character

What are the differences between % Damage and % Att? Which one is better to have?

Maplestory Character Design

Comments

A Good Dmg Maplestory Character Chart

  • In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
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    In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.

    Why is that?
  • In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.

    Why is that?

    I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..
  • Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
    different formula to put it simpler
    att is multiplicative
    dmg is additive
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    In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.

    Why is that?

    I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..

    Oo ok I see
    Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
    different formula to put it simpler
    att is multiplicative
    dmg is additive

    So does that mean kanna and demon avengar link skill are bad??
  • In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.

    Why is that?

    I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..

    Oo ok I see
    Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
    different formula to put it simpler
    att is multiplicative
    dmg is additive

    So does that mean kanna and demon avengar link skill are bad??

    Not if you have % att on your potentials
  • Reactions: 1,555
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    In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.

    Why is that?

    I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..

    Oo ok I see
    Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
    different formula to put it simpler
    att is multiplicative
    dmg is additive

    So does that mean kanna and demon avengar link skill are bad??

    Not if you have % att on your potentials

    But those links are % damage
  • the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
    If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
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    the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
    If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.

    Oh ok, I guess it should be named % att but its called % damage in description of the link ty!
  • the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
    If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.

    Oh ok, I guess it should be named % att but its called % damage in description of the link ty!

    it's named properly, if it were % att it'd multiply your total range by 25%, but since it just adds 25% of your range into your range, it's proper.
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    They're both additive on top of themselves and multiplicative with each other. Without any of either, adding say, 12% attack is the about the same as adding 12% damage, though % damage is applied after % attack, and % attack is applied to your attack and rounded down, so % attack could be slightly worse.
    The reason % att is better is because it's much rarer. Many skills give a character % damage, including many passives, buffs, link skills, and all the Reinforce hyper skills for attack, which just give % damage for that particular skill. You're less likely to have as large amounts of % attack as % damage, so the boost from adding % attack is much greater than adding the same amount of % damage (since potentials for both are generally the same value).
    Additionally, % boss damage is the same as % damage, except that it only works on bosses, so they're additive together as well, so if you have quite a lot of boss damage, which is very possible considering boss damage potentials and set effects usually comes in 20%, 30%, 35%, and 40% flavors, on bosses, the impact a measly 12% or 13% damage at best would add is very small.
    So the two biggest factors at play are the scarcity of % attack sources vs % damage sources, plus the large quantities of % boss damage available, which stack additively on top of % damage.
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    the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
    If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.

    Oh ok, I guess it should be named % att but its called % damage in description of the link ty!

    it's named properly, if it were % att it'd multiply your total range by 25%, but since it just adds 25% of your range into your range, it's proper.

    what??, i'm confused again lol so % damage link skill is still better than % damage right?
    They're both additive on top of themselves and multiplicative with each other. Without any of either, adding say, 12% attack is the about the same as adding 12% damage, though % damage is applied after % attack, and % attack is applied to your attack and rounded down, so % attack could be slightly worse.
    The reason % att is better is because it's much rarer. Many skills give a character % damage, including many passives, buffs, link skills, and all the Reinforce hyper skills for attack, which just give % damage for that particular skill. You're less likely to have as large amounts of % attack as % damage, so the boost from adding % attack is much greater than adding the same amount of % damage (since potentials for both are generally the same value).
    Additionally, % boss damage is the same as % damage, except that it only works on bosses, so they're additive together as well, so if you have quite a lot of boss damage, which is very possible considering boss damage potentials and set effects usually comes in 20%, 30%, 35%, and 40% flavors, on bosses, the impact a measly 12% or 13% damage at best would add is very small.
    So the two biggest factors at play are the scarcity of % attack sources vs % damage sources, plus the large quantities of % boss damage available, which stack additively on top of % damage.

    Ok I see, I will aim for % att then
  • Yes, % damage link skills are better than the % damage potentials
    % damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
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    Yes, % damage link skills are better than the % damage potentials
    % damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice

    Ok got it, ty
  • Part of the damage formula is as follow .. * [attack * (1 + %attack) / 100] * [1 + %damage + %boss damage] * ..
    %damage on weapon/secondary weapon/emblem is bad because it is additive with %boss damage, and %boss damage potential come in 20/30/35/40% potential while %damage only come in 3/6/9/12% potential.
    %attack is better than %damage because majority of the skills and hyper add %damage, so %damage is already suffering from diminishing return, especially on Reboot where their beginner passive give a truckload of %damage.
    Yes, % damage link skills are better than the % damage potentials
    % damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
    %damage from link skill does the same thing as %damage from weapon/secondary/emblem potential.
  • Part of the damage formula is as follow .. * [attack * (1 + %attack) / 100] * [1 + %damage + %boss damage] * ..
    %damage on weapon/secondary weapon/emblem is bad because it is additive with %boss damage, and %boss damage potential come in 20/30/35/40% potential while %damage only come in 3/6/9/12% potential.
    %attack is better than %damage because majority of the skills and hyper add %damage, so %damage is already suffering from diminishing return, especially on Reboot where their beginner passive give a truckload of %damage.
    Yes, % damage link skills are better than the % damage potentials
    % damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
    %damage from link skill does the same thing as %damage from weapon/secondary/emblem potential.

    No, it's no bad, just because you play reboot doesn't mean %boss is useless, there's still a formula, and unless you are a person who likes to train all the time, %boss will be better at some point, only focusing in %attack won't make you that strong, you still need some %boss.
    Remember that %attack is good, but for someone who doesn't have much ATTACK it won't increase as much damage as %boss, or like this guy in the video who have a lot of %attack so it's better to have boss lines : he have so much %attack that %boss is actually more viable in terms of damag, so he have that much.
    Also link skills are really usefull cause they don't occupy the potential lines, they might be %dmg, but they still are very usefull and strong.
  • the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
    If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.

    so then unless u have potential? those two things are a waste to have entirely correct? i mean why is there atk% and dam%? why cant it just be one thing to do for skills, passives, linkskills, ect? and benefits the range ? seems like a broken system now. ._. because i still dont know which is better to get for higher damage and good range? in potential that is.
  • https://www.reddit.com/r/Maplestory/comments/45g9b0/attack_vs_damage/
    https://www.reddit.com/r/Maplestory/comments/3x7pn4/whats_the_difference_between_att_and_damage_on/
  • No, it's no bad, just because you play reboot doesn't mean %boss is useless, there's still a formula, and unless you are a person who likes to train all the time, %boss will be better at some point, only focusing in %attack won't make you that strong, you still need some %boss.
    You misunderstood, I never said %boss damage was bad or imply it was useless, going for %damage on weapon/secondary/emblem potential is a waste when you can get %boss damage which is 2/3x more efficient to dps than %damage.
    so then unless u have potential? those two things are a waste to have entirely correct?
    Demon Avenger and Kanna link skill are the best link skill to have because %att link skill doesn't exist.
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 2 Rep: 9,195
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    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.