Gear & Upgrades

Equipment Stat Line Guide

A practical priority list for extra equipment lines: what to keep, when to settle, and why CP increases can still be a damage loss.

Adapted from Rumii's Equipment Stat Line Guide in Mapleidle & Classic Guides.

Use this guide with

A simple damage-line compare tool.

If two items both look usable, open Equipment Compare to test the damage lines side by side. It is directional, but it is useful when CP disagrees with the lines you are trying to prioritize.

Quick answer

Do not judge extra lines by CP alone.

HP, Evasion, and other defensive lines can make CP rise while your actual damage gets worse. For damage-oriented gear, start by checking whether the item improves the damage lines that match what you are trying to clear.

Simple rule

Prioritize effective Crit Rate, Crit Damage, and the correct target damage line. Treat CP as a clue, not the answer.

Priority list

What to keep on most damage gear.

1

Primary lines

Crit Rate until your effective rate reaches 100%, Crit Damage, and Boss Monster Damage or Normal Monster Damage for the content you are building around.

2

Good lines

Damage %, Attack, Accuracy, and sometimes main stat can be very useful, especially early. Accuracy matters immediately if your basic attacks are missing. Main Stat % becomes more interesting as your base main stat grows, because it also feeds Stat Prop. Damage.

3

Skill level lines

Skill level lines can name a specific job tier, while higher-tier items can give broader all-skill level bonuses. A tier line affects every active and passive skill in that tier, including mastery-style passives. Since there is no confirmed class ranking or cap yet, check the Jobs reference to see what the affected skills gain.

Target damage

Boss and normal monster damage are not the same as general Damage %.

General Damage % is broad, but extra Damage % usually adds into a bucket you may already have a lot of. When a stat is additive inside the same bucket, each extra line gives less relative gain than adding a separate multiplier-style line such as the right target damage, Crit Damage, or min/max damage.

That does not make Damage % bad. Hexagon Necklace can temporarily increase the current value of Damage %, so builds using that effect may value Damage % differently than a simple static stat list suggests.

Damage % or Main Stat %?

The better line depends on your current stat page. If your Damage % bucket is already high, Main Stat % can catch up because it adds flat main stat and then converts through Stat Prop. Damage. As a rough mental check, 10% main stat on a 24,000 main stat page adds about 2,400 main stat, which is about 24% Stat Prop. Damage before any other main stat value is counted.

For options like Hexagon Necklace lines, compare the whole choice: Damage %, Boss Monster Damage, Main Stat %, and the content you are building for. Damage % plus boss damage can still win for boss-focused use, while Main Stat % may scale better as the account grows.

How to tell boss vs normal

As a practical rule, enemies with a boss HP bar across the top of the screen should be treated as Boss Monster Damage targets. Regular mobs without that top boss bar usually fall under Normal Monster Damage. If a mode labels the enemy as a boss, follow the mode label even if the fight looks unusual.

Hexagon Necklace inventory effect showing a temporary damage increase based on the current value
Hexagon Necklace increases Damage % based on the current value for short windows, so Damage % may deserve extra context when this effect is active.
Use Boss Monster Damage for Chapter bosses, world bosses, raids, guild bosses, and other pure boss checks.
Use Normal Monster Damage for Regular stage farming, mobbing, and content where non-boss monsters are the wall.
Use Damage % as A solid broad line, especially early. It can lose relative value when heavily stacked, but artifacts and class context can change the answer.

Boss gear context

New boss slots and rewards can change which line matters first.

The Horntail patch added boss-raid gear context that older stat-line guides do not always cover. In particular, the earring slot and Horntail necklace rewards mean a good line on a newer boss item can be worth comparing even if older gear advice focused on another slot.

Earring slot Do not assume older equipment examples cover every current gear slot.
Horntail necklaces Boss-focused rewards can make Boss Monster Damage and raid-specific lines more relevant.
Raid artifacts and medals Content-specific effects can override a generic stat order for that one mode.
How to use this

Keep the normal stat logic, but check whether a new boss item changes your target. If the item is for a boss wall, compare Boss Monster Damage, Crit Damage, Main Stat %, skill lines, and any raid-specific effect together instead of judging the item by CP.

Legendary rings

Min and max damage are special ring priorities.

Rumii's guide calls out Min Damage Multiplier and Max Damage Multiplier as top priorities on legendary rings, because rings are where these extra lines show up. A strong ring with min/max plus a useful target or crit line can be worth keeping instead of chasing a perfect roll forever.

Squashy Ring showing Max Damage Multiplier, Min Damage Multiplier, and Critical Damage extra lines
Squashy Ring example with both max and min damage multiplier lines, plus Crit Damage.

RNG reality

Know when an item is good enough.

Perfect lines are expensive to chase. If an item already has two or three useful lines for your current content, it may be better to move on and upgrade weaker slots first.

  • Keep Crit Rate variants until your effective crit reaches 100% with skills included.
  • Keep separate bossing and mobbing pieces when the target line is different, especially now that presets make swapping easier.
  • Start rethinking heavy Damage % stacking around later stage progression if it is your main damage source.
  • Do not ignore Accuracy if misses are slowing farming or stage clears.
  • Use Equipment Compare when a swap is close or when CP disagrees with your damage intuition.
MapleStory Idle preset menu showing different equipment preset tabs
The preset system makes separate setups practical instead of forcing one all-purpose roll for every type of content.

Guide changelog

How this page has changed.

This log records meaningful changes to the site version of the guide. Formula changes, patch changes, and cross-referenced Discord findings should be added here when they change the advice.

Added Horntail and post-4/30 boss gear context so the page does not imply older slot examples cover every current equipment decision.
First site adaptation from Rumii's Discord guide, with source credit, Equipment Compare links, skill-level notes, Hexagon Necklace, Main Stat % scaling notes, Squashy Ring, and preset screenshots.
Original Discord guide posted in Mapleidle & Classic Guides.