🧙 MapleStory Hyper Stat Calculator
Allocate Hyper Stat Points optimally for maximum damage output
| Level | HSP Cost | Cumulative | Stat Gain (Damage) |
|---|---|---|---|
| 1 | 1 | 1 | +1% Damage |
| 2 | 2 | 3 | +1% Damage |
| 3 | 4 | 7 | +1% Damage |
| 4 | 8 | 15 | +1% Damage |
| 5 | 10 | 25 | +1% Damage |
| 6 | 15 | 40 | +1% Damage |
| 7 | 20 | 60 | +1% Damage |
| 8 | 25 | 85 | +1% Damage |
| 9 | 30 | 115 | +1% Damage |
| 10 | 35 | 150 | +1% Damage |
| 11 | 50 | 200 | +1% Damage |
| 12 | 65 | 265 | +1% Damage |
| 13 | 80 | 345 | +1% Damage |
| 14 | 95 | 440 | +1% Damage |
| 15 | 110 | 550 | +1% Damage |
| Class | Priority 1 | Priority 2 | Priority 3 |
|---|---|---|---|
| Warrior | Boss DMG | Ignore DEF | Crit DMG |
| Mage | Boss DMG | Crit DMG | INT |
| Archer | Boss DMG | Crit Rate | Crit DMG |
| Thief | Boss DMG | Ignore DEF | Crit DMG |
| Pirate | Boss DMG | Damage% | Ignore DEF |
In MapleStory, the Hyper Stat open after you reach the 140th level. Here the advantage: every level gives you spots that you can invest in different Stat boosts… For example in your main traits, the critical chance or the basic damage.
The number of those spots grows every ten levels as you climb, so that your investment becomes always more efficient with your progress.
Where to Put Your Hyper Stat Points
Imagine them as automatic improvements, that you get by means of the spots from after the 140th level. You deserve to strengthen your basic Stat (STR, DEX, INT, LUK) especially each until maximum of 10, what gives +15 each level and total +150. It sounds good on paper right?
But honestly no, that is the effect. The boost is only flat damage, that absolutely not considers your percent Stat multipliers. Honestly, it ranks between the most harmful ways to use your spots.
Where to invest best? In Stat regarding damage, here the main ones. Total damage, final damage, critical damage, IED (that ignores the defence of enemies) and damage against bosses, those are your main picks.
A good initial plan is invest in critcial damage, IED, basic damage and damage against bosses until each reach 10. Later, continue with extra damage and critical damage, but give a bit more to extra damage in proportion of around 2 against 1.
Also the critical chance matters initially. Strengthen it to 100% by means of Hyper Stat give actual explosion of damage when you start. Even so, when your gear improves, other sources cover the gaps, so that Stat less matter for investments later.
The strongest combination four fight against bosses come from working together of percent damage and extra damage.
Some classes have their own Hyper Stat, that deserve attention. The Demon Slayer receive Demonic Fury, Nullity has Temporal Force, Kinesis can strengthen Psychic Spots, and Kanna get Hand. They unlock power particular for the class, depending on whether you intend more damage or useful gear.
For grinding monsters, strengthen the max damage and lay some spots in EXP boosts until 10 can be useful. But mind: flat Stat, boosts of weapon attack and EXP prizes usually less work than the percent Stat, that we mentioned before. When you reach the initial 200th levels, Esoteric Force becomes precious for some spots.
Then review your Hyper Stat, when your symbols reach enough level to replace them.
There are calculators and tools, that help to plan your Hyper Stat for the future, what is useful when you already are well equipped. Initially even so, changes happen too quickly because of new gear and fresh levels, to overthink it. One big case: the Demon Avenger truly benefits from investments in main Stat.
Allother classes should first focus on percent Stat.
