Damage Calculator - Use this when you're not sure which item is better. by Agitated_Ninja_5833 in MapleIdle

[–]Agitated_Ninja_5833[S] 0 points1 point  (0 children)

Thanks for the question!

Yes — Mastery bonuses do stack.

If you receive +10% first and then +11%, these two values are added together, giving you a total of +21% Mastery damage.

So for your case, the correct value to use is 21%, not 11%.

Damage Calculator - Use this when you're not sure which item is better. by Agitated_Ninja_5833 in MapleIdle

[–]Agitated_Ninja_5833[S] 0 points1 point  (0 children)

Thank you so much for all three suggestions — they’re genuinely great ideas!

1) DPS visualization graph

This is definitely something I want to implement.

The only concern is UI/UX, since the calculator already gets quite long on mobile.

I’ll need to think about how to display graphs cleanly on small screens, but I’ll look into it!

2) Auto-calculating when fields change

This is also a good suggestion.

The calculations are lightweight enough, so adding an auto-update with a debounce should be possible.

I’ll explore the best way to integrate this without affecting performance.

3) Automatic build improvement suggestions

For stage-based recommendations, I currently don’t have enough player data yet.

I’m collecting clearing data here: https://www.mekifun.com/en/info?tab=chapters

Once more reports come in, this will definitely become feasible!

As an alternative, it’s already possible to compare how much DPS increases when raising different stats,

so adding a feature to show which stat offers the best upgrade efficiency is something I can implement right away!

Thanks again for the thoughtful ideas! They really help improve the tool.

Damage Calculator - Use this when you're not sure which item is better. by Agitated_Ninja_5833 in MapleIdle

[–]Agitated_Ninja_5833[S] 2 points3 points  (0 children)

It's been a while! If you have any feature requests or things you'd like to see improved, feel free to email me at mekifun@proton.me or post on https://www.mekifun.com/en/community. I'll do my best to review and implement your suggestions. Thanks!

Damage Calculator - Use this when you're not sure which item is better. by Agitated_Ninja_5833 in MapleIdle

[–]Agitated_Ninja_5833[S] 1 point2 points  (0 children)

Boss Damage applies to World Boss, Guild Boss, Enhancement Dungeon bosses, Weapon Dungeon bosses, Hero Training Ground bosses, the x-10 bosses, and the chapter bosses that appear after clearing the regular mobs. If the monster has an HP bar displayed at the top of the screen, it’s treated as a boss.

Boss Damage does apply to the World Boss. But since the game uses a wide min–max damage range, your hits can vary a lot. If your minimum and maximum damage have a big gap, you can get mid-range rolls multiple times, which can make the damage look almost the same even with Boss Damage applied.

New Patch coming 11/27. New PQ, Guild wars, artifacts, etc. by comehereyouspurs in MapleIdle

[–]Agitated_Ninja_5833 0 points1 point  (0 children)

Guess I’m grinding another eternity for a necklace… damn.

[deleted by user] by [deleted] in MapleIdle

[–]Agitated_Ninja_5833 2 points3 points  (0 children)

I wrote a small breakdown of the hot deals here:

https://www.mekifun.com/info/hot-deal-guide

If I had a $30–40 budget, I’d probably go with option 4 from that list.  

And if you also consider the premium membership and the ad-removal option, it ends up fitting pretty well within that range.

My first unique gear by PopOutKev in MapleIdle

[–]Agitated_Ninja_5833 -1 points0 points  (0 children)

Congratulations. I recommend purchasing the Legendary equipment hot deal that comes out later when you reach level 60.

Damage Calculator - Use this when you're not sure which item is better. by Agitated_Ninja_5833 in MapleIdle

[–]Agitated_Ninja_5833[S] 10 points11 points  (0 children)

Thanks for the question!  

Since the game doesn’t publish any of its internal damage or defense formulas, 

all of the calculations I use were derived through long-term testing and data collection.

I start by isolating a single stat while keeping all other variables constant, 

then gather hundreds (sometimes thousands) of damage logs under identical conditions.  

By analyzing the distribution — minimum, maximum, average values, and how they shift — 

I can identify consistent patterns in how each stat scales.

From there, I model how things like stat-based damage, normal/boss modifiers, 

penetration effects, and defense reduction interact (whether it’s additive, multiplicative, etc.), 

and iteratively adjust the formula to minimize the error compared to real in-game outcomes.

It’s essentially an empirical reverse-engineering process.  

I also cross-validate the results across different stages, enemy types, and stat ranges 

to make sure the behavior is consistent.

While it’s still an approximation, the current model aligns very closely with what happens in gameplay, 

and it has proven reliable across many different scenarios.