Skill delay data for 4099 skills across all classes
The purpose of this page is two-fold:
Generally, this page will not be "actively maintained". If there a balance patch that reduces skill delays across the board similar to v.267 I will hopefully add those values as a new data source, but that's about it.
Every skill in MapleStory has an action delay - the time you must wait after using a skill before you can act again. This delay is determined by the skill's animation frames and your current attack speed.
Attack Speed often uses two opposite naming conventions, which can be confusing:
This page uses both: "Stage" for calculations, "AS" for display. Stage 10 = AS0 = fastest possible.
When you use a skill, each animation frame is scaled by your attack speed:
At Stage 4 (AS6, the "base" speed), the multiplier is exactly 1.0. For this reason, Stage 4 (AS6) is considered the "base" speed.
Each individual frame has a minimum duration of 30ms. If a scaled frame would be less than 30ms, it gets rounded up to 30ms.
As a result of the multiplier at Stage 10 attack speed, this means any skill with a 30ms frame as its last frame will benefit less from attack speed than skills without, even if their total delays are identical.
Example:
Skill A: 11 frames of 60ms each = 660ms total
Skill B: 10 frames of 60ms each and two frames of 30ms = 660ms total
At AS0: Skill A → (660 * 0.625) = 412.5ms *
At AS0: Skill B → (660 * 0.625) = 412.5ms, but the (30 * 0.625) = 18.75ms frames are rounded to 30ms, resulting in a final attack speed of (600ms * 0.625) + (30ms + 30ms) = 435ms. **
* This 412.5ms gets rounded up to 420ms. More on that up next.
* This 435ms gets rounded up to 450ms. More on that up next.
Furthermore, the total sum of any skill's frames is rounded up to the nearest multiple of 30ms.
This means that despite the final values only being (412.5ms vs 435ms), the total delay is rounded up to 420ms and 450ms respectively, turning a 22.5ms difference into a 30ms difference.
This difference can be amplified in other cases.
Example:
Skill C: 420ms total delay at AS0
Skill D: 423.75ms total delay at AS0
Skill D will be rounded to 450ms, turning a 3.75ms difference into a 30ms difference.
This can cause a small loss in attack speed for 1 frame to compound into a larger one, but it also means that having more than one 30ms frame does not compound the loss until a certain point.
In other words, having more than one 30ms frame does not compound the loss until the total delay reaches the next multiple of 30ms.
The initial version of this page lacked the following assumption: This page operates under the assumption that the 30ms floor penalty only applies when the last frame of a skill's animation is 30ms.
Skills with 30ms frames earlier in the animation (but not as the final frame) do not appear to suffer from this penalty in practice.
Note: This is currently an assumption based on in-game testing and observation, not confirmed game code. The behavior appears consistent with this model, but may not be 100% accurate.
(not that nexon cares)
If you notice any errors or have suggestions for improvement, please let me know!
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