Now, this is both an Accuracy and a Defense Calculator that I made a while ago. Now when I recently joined MapleRoyals, I figured it would be a good idea to publish it here for you all to enjoy! The main feature is the accuracy calculator, which is an invaluable tool for any warrior or perhaps Brawler or Bandit who needs to know which monsters can be trained on, and how much accuracy is necessary. I've been wondering why monsters sometimes hit more when you reach a higher level. I did some research and found out that the formulas for defense in Maple Story are quite interesting. With this feature you can, for example, check whether or not you can survive a hit from Zakum. WINDOWS You can download the program here:http://olkensway.se/downloads/windows/mscalculator.zip (you can also download the latest version directly from the program itself. Click "Help"->"About") ANDROID https://mapleroyals.com/forum/threads/accuracy-calculator-app-for-android.114585/ Ideas, bug reports and advice is highly appreciated! Some features: When downloaded, needs no internet connection to function Easy-to-use user interface Only pre-Big Bang monsters included Monsters up to level 140 included No need to remember your characterâ€™s stats or having to check them in-game. This program will save your characterâ€™s stats (Level, accuracy and defense) for you Genuine Maple-themed design Shows not only basic monster data but also EXP/HP ratio. Save monsters to a list for easy comparison Link to hidden-street for easy access to drop information and more Spoiler: Some people requested to see the code behind the "damage taken"-formula. Click here to see Spoiler: Plain language //Weapon Damage: //PADamage^2 * rand(0.0085) - WDEF*A - (WDEF-StandardPDD)*B //where: //A = C + 0.28 //if WDEF >= StandardPDD, then B = (C*28/45 + (CharacterLevel)*7/13000 + 0.196) //if WDEF < StandardPDD, then B = D * (C + (CharacterLevel)/550 + 0.28) //C (warriors) = STR/2800 + DEX/3200 + INT/7200 + LUK/3200 //C (everyone else) = STR/2000 + DEX/2800 + INT/7200 + LUK/3200 //if Character Level >= Mob Level, then D = 13/(13 + CharacterLevel - MobLevel) //if Character Level < Mob Level, then D = 1.3 //For StandardPDD, see the C# code below. //Magic Damage: //MADamage^2 * rand(0.0075, 0.008) - (MDEF/4 + STR/28 + DEX/24 + LUK/20) * K //where K = 1.2 for magicians and 1 otherwise. Spoiler: C# Code: private int GetStandardPDD(int playerLevel,string playerJob) { int standardPDD = 0; #region For Beginner if (playerJob == "Beginner") { if (playerLevel >= 1) standardPDD = 7; if (playerLevel >= 5) standardPDD = 17; if (playerLevel >= 8) standardPDD = 19; } #endregion #region For Warrior if (playerJob == "Warrior") { if (playerLevel >= 10) standardPDD = 54; if (playerLevel >= 12) standardPDD = 57; if (playerLevel >= 15) standardPDD = 83; if (playerLevel >= 20) standardPDD = 106; if (playerLevel >= 22) standardPDD = 109; if (playerLevel >= 25) standardPDD = 129; if (playerLevel >= 30) standardPDD = 154; if (playerLevel >= 35) standardPDD = 179; if (playerLevel >= 40) standardPDD = 203; if (playerLevel >= 47) standardPDD = 208; if (playerLevel >= 50) standardPDD = 261; if (playerLevel >= 55) standardPDD = 267; if (playerLevel >= 60) standardPDD = 305; if (playerLevel >= 65) standardPDD = 308; if (playerLevel >= 70) standardPDD = 359; if (playerLevel >= 75) standardPDD = 356; if (playerLevel >= 80) standardPDD = 382; if (playerLevel >= 85) standardPDD = 388; if (playerLevel >= 90) standardPDD = 440; if (playerLevel >= 95) standardPDD = 446; if (playerLevel >= 100) standardPDD = 494; } #endregion #region For Magician if (playerJob == "Magician") { if (playerLevel >= 8) standardPDD = 25; if (playerLevel >= 10) standardPDD = 31; if (playerLevel >= 13) standardPDD = 40; if (playerLevel >= 15) standardPDD = 49; if (playerLevel >= 18) standardPDD = 54; if (playerLevel >= 20) standardPDD = 56; if (playerLevel >= 25) standardPDD = 60; if (playerLevel >= 28) standardPDD = 64; if (playerLevel >= 30) standardPDD = 75; if (playerLevel >= 33) standardPDD = 91; if (playerLevel >= 35) standardPDD = 98; if (playerLevel >= 40) standardPDD = 99; if (playerLevel >= 48) standardPDD = 107; if (playerLevel >= 50) standardPDD = 131; if (playerLevel >= 55) standardPDD = 134; if (playerLevel >= 58) standardPDD = 142; if (playerLevel >= 60) standardPDD = 159; if (playerLevel >= 65) standardPDD = 162; if (playerLevel >= 68) standardPDD = 170; if (playerLevel >= 70) standardPDD = 184; if (playerLevel >= 75) standardPDD = 190; if (playerLevel >= 78) standardPDD = 198; if (playerLevel >= 80) standardPDD = 212; if (playerLevel >= 85) standardPDD = 218; if (playerLevel >= 88) standardPDD = 226; if (playerLevel >= 90) standardPDD = 240; if (playerLevel >= 95) standardPDD = 246; if (playerLevel >= 98) standardPDD = 254; if (playerLevel >= 100) standardPDD = 266; } #endregion #region For Bowman if (playerJob == "Bowman") { if (playerLevel >= 10) standardPDD = 32; if (playerLevel >= 15) standardPDD = 49; if (playerLevel >= 20) standardPDD = 65; if (playerLevel >= 25) standardPDD = 80; if (playerLevel >= 30) standardPDD = 95; if (playerLevel >= 35) standardPDD = 110; if (playerLevel >= 40) standardPDD = 125; if (playerLevel >= 50) standardPDD = 145; if (playerLevel >= 55) standardPDD = 148; if (playerLevel >= 60) standardPDD = 177; if (playerLevel >= 65) standardPDD = 180; if (playerLevel >= 70) standardPDD = 206; if (playerLevel >= 75) standardPDD = 212; if (playerLevel >= 80) standardPDD = 238; if (playerLevel >= 85) standardPDD = 244; if (playerLevel >= 90) standardPDD = 270; if (playerLevel >= 95) standardPDD = 276; if (playerLevel >= 100) standardPDD = 298; } #endregion #region For Thief if (playerJob == "Thief") { if (playerLevel >= 10) standardPDD = 42; if (playerLevel >= 15) standardPDD = 60; if (playerLevel >= 20) standardPDD = 76; if (playerLevel >= 22) standardPDD = 85; if (playerLevel >= 25) standardPDD = 100; if (playerLevel >= 30) standardPDD = 115; if (playerLevel >= 32) standardPDD = 116; if (playerLevel >= 35) standardPDD = 131; if (playerLevel >= 37) standardPDD = 132; if (playerLevel >= 40) standardPDD = 147; if (playerLevel >= 50) standardPDD = 184; if (playerLevel >= 55) standardPDD = 187; if (playerLevel >= 60) standardPDD = 220; if (playerLevel >= 65) standardPDD = 223; if (playerLevel >= 70) standardPDD = 257; if (playerLevel >= 75) standardPDD = 263; if (playerLevel >= 80) standardPDD = 291; if (playerLevel >= 85) standardPDD = 297; if (playerLevel >= 90) standardPDD = 325; if (playerLevel >= 95) standardPDD = 331; } #endregion return standardPDD; } private double CalculateDefense(double mobLevel, double mobAttack, double playerLevel, double playerDefense, double standardPDD, double stat_str, double stat_dex, double stat_int, double stat_luk) { double variableC =stat_str / 2800 + stat_dex / 3200 + stat_int / 7200 + stat_luk / 3200; double variableD = 1.3; if (playerLevel >= mobLevel) variableD = 13 / (13 + playerLevel - mobLevel); double variableB = variableD*(variableC+playerLevel/550+0.28); if (playerDefense >= standardPDD) variableB = variableC * 28 / 45 + playerLevel * 7 / 13000 + 0.196; double damageTaken = mobAttack * mobAttack * 0.0085 - playerDefense * (variableC + 0.28) - (playerDefense - standardPDD) * variableB; return Math.Round(damageTaken, frmOptions.decimals); } [/SPOLIER]

Good idea Zynzer! I've now changed the EXP to being 4x, but it's still possible to change to 1x or whatever ratio you want.

Is that an option for Horntail because I just entered Level=160 and Attack=1750 (The Weapon attack for Horntail's Tail according to bbb hiddenstreet) and it said the damage was 25k which I know isn't right because I've been hit for up for 31k before from Horntail Tail.

Hm...There is no option for Horntail right now, but the program uses the same data as you entered. Lv.160 and Attack:1750 is correct, but maybe Horntail boosts himself and actually has around 1900 Attack or more? I don't know about this because I've never battled Horntail myself. It's good that you let me know about this, since I haven't tested the Defense Calculator as much as the Accuracy Calculator

Make sure to not miss a thing! Now, a new version of this program is available (2.0.4). - Monster EXP is now 3.2x by default. - Added Horntail and monsters from Ninja Castle and Haunted House You can download the newest version simply by starting up the program normally (if you already downloaded it) - it will search for updates. Otherwise, follow the normal download link. Enjoy

I fixed a bug that I found. I'm not sure if anyone had suffered from it though. You can download version 2.0.4.1 now

Now, there's also an Android version! https://mapleroyals.com/forum/threads/accuracy-calculator-app-for-android.114585/

Choosing Warrior will give you a damage taken that is a bit higher than you will actually take so it can be a good idea when checking if you can survive Zakum for example. When I made this, I didn't know about MapleRoyals and I played a PS which was like v. 0.55 so it had no Pirates and therefore I didn't include it. Later, when I uploaded it here in Royals forum, I wanted to add Pirates but couldn't find the formulas for it. I think I have an idea what they'll look like, and I believe it's quite similar with Bowman Um, move it wherever you want but... It's in Royal's Random Creativity now. Did you move it already?

To me, programming is a form of art, and there are sections here to share art but none specifically for coding-stuff. Maybe it's time to add one?

your first class should always be a bishop or arch mage and lvl 81 hs mule. trust me, i tried making a hero first because i hated mages, but after 2 years of playing it unfunded and feeling like crap i made one. there is very limited money making methods exceeding 100m an hour consistently with non-mage classes- archmages make 200m an hour selling petri leech, and 130m an hour selling ulu2 leech (ulu2 1shot is possible with ulti lvl 20 and an elewand 5/7 and literally no other equips).

Started using this, it's a really nice tool! There's some really useful improvements that could be made: refactor the way you're storing your data because updating an existing character just makes it displayed twice. adding a search bar (because looking up monsters can be a pain) adding some missing monsters such as Scarlion & Targa

Nice to hear that you're finding it useful! Those are some good points you're coming with. I want to update this and also the one for Android, but I'm afraid I won't put time on that in the near future. However, I still appreciate feedback. 1. You might have discovered a bug here, which I haven't noticed before. 2. A good idea. For now, a workaround is to type the first letter in the monster you're searching. For example, if you want to lookup "Stone Golem", keep pressing "S" until you find it. Ugly, I know, but it's the best way for now. 3. It is less likely that I'll add monsters to the PC version than to the Android version. I was a noob when I created the PC version (still am) and the way data is stored is really cumbersome to work with, hehe. What you can do is type in the level and avoidability values of a monster, and the calculation will be made for you. I am open to sharing the code of this tool (it is written in C#) if you or anyone else would like to try update the program on your own. Send me an inbox message in that case. Happy Mapling ~

I'd love to see the code. If you'd like I can also port it to a more modern framework such as Electron to be able to run it on any platform.