Crit DMG - Increases DMG by a certain percentage when it is a critical hit. Crit ATK - Critical Attack - Increases the amount of ATK when it is a critical hit. Crit atk and crit dmg means WHEN you crit, it’s in the amount of crit atk and you gain the amount of dmg% and that is ur final damage if you crit. How does Crit ATK affect DMG?!! 邏 Let's test it out from our MapleM Test Lab! What would you like to ask to MapleM Test Lab Team? MapleStory Damage Calculator. NOTICE: As of November 30, 2016 (GMS v178 - Limitless), the visual damage range cap has been raised to 99,999,999. The primary motivation behind the creation of this tool was to enable accurate computation of damage ranges beyond 2m2m. Thus, this damage calculator is essentially obsolete, except in the following.
The Ice/Lightning class is one that excels in mobbing has decent bossing and nice animations. If you’re just getting into MapleStory or a long time player you should definitely try out this class. The link skill is also very useful and can combo with other link skills like the Thief link, Thief’s Cunning.
Ice/Lightning Arch Mage’s best skills are Chain Lightning, Blizzard, and Ice Age. This class really shines when it comes to map control and if you’re looking to get a character to 250+, they are one of the easiest.
1st job is a breeze just focus on using Energy Bolt to clear maps. Magic Guard is something that you should almost always have on since it lets your MP absorb a lot of damage.
Ice/Lightning 1st Job skill build is,
When you reach your 2nd job you’ll have something called Freezing Crush which helps you deal more damage to frozen enemies if you use lightning based skills. This is where you start to use different skills. First you use Cold Beam to give a monster frozen stacks then use Thunder Bolt to finish it off. You can also teleport, Chilling Step, to create an area where mobs can get frozen.
If you can one shot it would be faster to just spam Thunder Bolt or Cold Beam the mobs. Whichever is more comfortable for you if you’re just trying to power level.
Ice/Lightning 2nd Job skill build is,
3rd job is where you get your new ice skill, Ice Strike, and a lot more buffs. You’ll also get a summon which follows you (Thunderstorm). Pretty slow and disappears when you get too far from it but still useful.

Ice/Lightning 3rd Job skill build is,
Welcome to the new world of 4th job Ice/Lightning where you have access to Chain Lightning. Forget all your other skills as this will be your new favorite and best skill. Small compact maps are great since you can use Blizzard and Chain Lightning to clear everything.
Ice/Lightning 4th Job skill build is,
The best Ice/Lightning Arch Mage hyper skill build is,
Personally, I prefer Teleport Mastery – Range because I like the extra range but if you’re looking for a bit more map clear, you might wanna consider Frozen Orb – Spread. Getting your Chain Lightning as strong as possible will be your best bet for the best EXP rates.
When you get to Lvl 200 you’ll get access to your V Matrix and new 5th job skill nodes instantly like Evan’s new fusion skills. The best way to level them up is through Nodestones and Experience nodes. Ice/Lightning Archmage V Skills are,
Ice/Lightning Archmage perfect trio nodes are Chain Lightning, Frozen Orb, Blizzard/Lightning Orb.
The 2nd trio nodes should be Lightning Orb/Blizzard, Elquines, and Thunderstorm. These are all the nodes you need and should boost.
Inner Ability can be a big boost to your damage and really round out your character in terms of what it needs, like critical rate or attack speed. This guide will tell you the best Inner Abilities for every class in the game assuming you have legendary Inner Ability.
Keep in mind that while getting 3 perfect lines is great it is not the best use of your Meso. After your equips have great Starforce (17+) and potential lines then you can start perfecting your Inner Ability.
The best Inner Ability for every class is Boss Damage %, Attack Speed +1, or Passive Skills +1 for your prime line. If you’re making a farmer Meso and Drop % are the best.
Inner Ability should not be your main concern when starting out and should be perfected once you hit some sort of threshold with your equips. These are the best steps to take when creating a main or legion/link mules.
Things to note would be, you’ll want to keep Meso Obtained and Drop Rate for as long as you can since you won’t be doing harder bosses till around 220+.
In the beginning it is relatively easy to get to epic and unique on just the honor exp you’ll find from farming. After unique, use Miracle Circulators to get to legendary.
Spending your money on Starforce and Potential will give you the biggest gains.
These Inner Abilities are best in slot but, if you roll Boss Damage % on a character that doesn’t have it as it’s 1st line it’s still a great option (If you actually do bosses on that character). Zero can get Cooldown Skip as it’s 1st line instead of Attack Speed if you are being relied upon for mass binding in a party.
When it comes to Magicians Attack Speed and Boss Damage will be your best friend. Kanna has 2 sections since they are so great at farming and Bossing. For farming 20% Meso is absolutely necessary.
The Thief class has a lot of burst characters so a flat Boss Damage % is great.

When it comes to Bowman classes they usually have high Critical Rate (Sharp Eyes) already so it might be confusing to see Critical Rate on the list. This is because of the V Matrix Skill, Vicious Shot. This skill takes your extra Critical Rate and puts a % of it into your Critical Damage. This is amazing since Critical Damage is one of the best damage multipliers in the game.
The Magician link skill helps you take full advantage of the 3rd line.
Pirate class benefit from Attack Speed and Critical Rate. Getting to 0 Attack Speed and 100% critical rate will take you so far even though it doesn’t show up on your range.