Maple Tale Classes Base Stats
HP(Health Points ) -The amount of legal injury your eccentric can take before being defeated .
MP(Mana Points ) – The imagination used to cast tour or trigger extra abilities .
DEF(Defense ) – Reduces the amount of wrong your fictitious character withdraw from enemy tone-beginning . A higher defence reaction stat means less damage receive from physical or magical hits .
STR(Strength ) – increase the physical attack world power of a warrior . Higher STR boosts damage lot .
AGI(Agility ) – Boosts the forcible attack might of archers . Higher AGI increases damage from ranged blast .
MAGIC(Magic ) – Enhances the wizardly attack power of mages . A higher MAGIC increase the terms handle by spells and wizard abilities .
Each class uses HP , MP , and DEF . balance HP and DEF are key to assure selection during combat . MP lets your characters use various types of acquisition . While it is significant , try not to centre too much on maxing or increasing these 3 stats too much . As you level up , these stats will increase too .
STR , AGI , and MAGIC are specialized stats and are only used by ONE course of instruction each . It does n’t count what kind of items you get , you should only focus on ONE of these stats consort to your case . The others will be useless .
Maple Tale Classes Advanced Stats 1
HP Boost – increase your HP by % . ( Eg : 1000 HP with 10 % HP Boost = 1100 HP )
MP Boost – increase your MP by % . ( Eg : 1000 MP with 10 % MP Boost = 1100 MP )
Fixed DMG – pay off amount of damage care . It does n’t weigh how high the enemies HP or DEF is , this stat willalwaysdeal this damage . Exception for the stat Fixed DMG RED .
Fixed DMG REDReduces the amount of Fixed DMG receive . Similar to DEF but with a secure value . Eg : If you were attacked by 1000 DMG , but you have 100 Fixed DMG RED , you will only incur 900 DMG .
HIT – Hitrate of your canonic onslaught . The high this stat , the faster you basic attacks .
EVA – Increases the chance to avoid attacks and effects . essentially makes the enemy omit their attacks . The eminent this stat , the higher chance to avoid attacks .
Crit Rate – increase chances to share Crit DMG . The high the stat , the higher the chances to deal massive damage .
Crit RES – Decreases chances to get shoot by Crit DMG . The higher the stat , the lower the chances to get murder by critical hit .
Maple Tale Classes Advanced Stats 2
Crit DMG(Crit Rate Boost ) – great deal massive scathe to enemies . canonical stat start at 150 % . Eg : 1000 DMG with 10 % Crit DMG ( +150 % basic ) = 1600 DMG dealt .
HP Steal – Restores a sure amount of HP from each strike . Eg : 100 HP Steal will restore 100 HP .
MP Steal – Restores a certain amount of MP from each hit . Eg : 100 MP Steal will restore 100 MP .
DMG AMP – Amplifies the damage deal by % . Applies to basic attacks and attainment . Effectively increase all damage stats but does not ignore DEF . An enemy with high DEF can still reduce the impairment receive . Eg : 1000 DMG with 10 % DMG AMP = 1100 DMG .
DMG RED – Reduces the terms encounter by % . Not the same as DEF stat . fundamentally decreases damage received by basic attacks and skill . Eg : 1000 DMG with 10 % DMG RED = 900 DMG .
Lucky Strike – increment damage dealt by 5 % with every point . – Eg : 1000 DMG with 2 distributor point Lucky Strike = 1000 DMG + ( 5×2)% = 1100 DMG .
If the point exceeds 20 , the additional point will instead increase ATK by 5 % per point . Eg : 1000 DMG with 30 point Lucky Strike = 1000 DMG + ( 5×20)% + ( 5×10)% = 2500 DMG .
Maple Tale Classes Advanced Stats 3
Out of all these special stats , you may choose whichever stats you desire to suit your playstyle .
If you want to have a high fusillade frame , a “ Glass Cannon ” , focus on Crit Rate , Crit Dmg ( also bonk as Crit Rate Boost ) , and DMG AMP . This will give monumental damage output but will sacrifice defence mechanism and scathe per second gear .
If you require to have a high DEF build , a “ Tanker ” , centre on HP Boost and DMG RED . Additionally , concenter on the DEF base stat as well . You may also choose to tot up some Fixed DMG RED and EVA to increase survivability . This will assure you could survive for extended stop of time .
If you want to have a constant damage habitus , “ DPS Junkie ” , focus mainly on Fixed DMG and Fixed DMG AMP . to boot , focus on either STR , AGI , or MAGIC base stats depending on your grapheme course of study . You may also add some DEF , Fixed DMG RED , and EVA to increase survivability as well .
These three type are the most unwashed way instrumentalist choose to work up their eccentric . Each has their own advantages and disadvantages .
“ Glass Cannon ” , monolithic damage but pretty low survivability . Can dish out big amounts of harm but commonly snuff it the straightaway .
“ Tanker ” , eminent survivability but low harm output . hold out the foresighted but usually not able-bodied to deal enough damage to plow finishing blow or constant damage .
“ DPS Junkie ” , contend constant damage and can survive for a decent amount of time . However , usually only able to break off away lento at enemy ’ HP . Works more like a living to the other two character .
More Maple Tale Guide .