How a kill becomes an hour
Old School Maple's library lines up with the v62 client, not the 2026 Classic accuracy spread. Cerebes is the check: avoid 30, a physical swing misses at 55 accuracy and is guaranteed at 111. Its base EXP is 295, and the library shows 442, which is floor(295 × 1.5).
Hit rate
Level gap D is how many levels the monster has on you, and never below zero. The denominator is avoid × (1.84 + 0.075 × D). Hit rate is accuracy ÷ that denominator, minus 1, clamped between 0 and 100%. Equal level and avoid 30 means you miss at 55 and stop missing at 111. Lucida, avoid 28, is 51 and 104.
Magic accuracy is floor(INT ÷ 10) + floor(LUK ÷ 10), plus any bonus you type. Against avoid A, magic is sure at (A + 1) × (1 + D / 24) and misses entirely at 35% of that. Cerebes is sure at 31 and misses at 11 or below.
The sheet accuracy depends on job. Warriors use floor((1.2×DEX + 2×level + 0.6×LUK) / 2.5 + 10). Mages swap DEX for INT and divide by 5.1. Pirates did not exist in v62; the app uses a v83 estimate and expects you to add gear accuracy until it matches the window. A bonus adds a flat amount on top of that sheet. Leave it empty or at 0 and nothing is added. An override, if you set one, replaces the total, and the bonus is ignored until you clear it.
Damage
A physical line's max is the weapon multiplier times your main stat, plus the secondary stat, divided by 100, times weapon attack, then times the skill percent. The stat window truncates that roll. Mastery applies to the main stat only, and then at 90% of the skill's mastery percent. A claw uses 3.6×LUK plus STR and DEX. At 198 LUK, 10 STR, 31 DEX, 58 weapon attack, and 45% mastery the window is 191–437. 48 attack on that same sheet stops at 361. Lucky Seven and Triple Throw use a different roll: LUK × 5 × weapon attack / 100, then the skill percent. STR and DEX stay out of it. At Lucky Seven 20 that is 150%, so the high star is about 1.8× a luk-heavy claw window. A 497 window can high-roll near 900 without a crit. Each star rolls from the mastery floor up to that high number, which is why 900 shows up only sometimes. Old School Maple's 0.67a update made Lucky Seven follow Claw Mastery, and that only lifts the floor. The library lists Lucky Seven at 58% on level 1 and 150% on level 20. Weapon mastery is 15% at level 1, then 15, 20, 20, and so on, up to 60% at 19 and 20. With the skill at 0, a physical attack keeps the 10% floor.
Spells use the pre-Big Bang square. Magic is your total INT plus magic attack from the weapon and Meditation. The attack number is the skill window's basic attack, taken from the skill level (Magic Claw 20 is 65, level 1 is 45). Max damage is ((Magic² / 1000 + Magic) / 30 + INT / 200) × basic attack. The minimum uses the same square with Magic × the mastery factor in place of Magic. Shown mastery is 15% at rank 1 and 60% at rank 10. The factor is (0.1 + rank / 10) × 0.7, so 60% is 0.77. A level 47 Magic Claw with 185 INT, 129 magic attack, basic attack 65, and 60% mastery is 797–954 before defense. The 2026 Classic form, floor(INT / 2) + magic attack times (1 + INT / 125), prints about 258–349 for a softer 234 INT / 70 magic attack sheet, which is short of the hits you see.
Defense is the pre-Big Bang flat cut. D is how many levels the monster has on you, and it is zero when you are even or higher. A physical line is multiplied by (1 − 0.01×D), then the maximum loses half the monster's weapon defense and the minimum loses 0.6 of it. A spell loses 0.5× magic defense × (1 + 0.01×D) from the maximum and 0.6× magic defense × (1 + 0.01×D) from the minimum. Element is applied before that cut, and only when the attack actually is that element. Weakness, including holy against undead when the monster does not list holy, is ×1.5. Strength is ×0.5. Immune is a ×0 line, which stays at 1 damage. A monster with no attribute for that element is neutral. A physical attack stays on the physical formula. Magic Claw and Energy Bolt use the wand or staff element when one is set. Fire Arrow and the other named skills keep their own.
Moon Bunny is level 45, with 100 weapon defense and 180 magic defense. The level 47 Magic Claw above is 797–954 before defense and 690–864 after it. Raising magic defense to 800 on that same line drops the hit to about 318–554. Critical Throw 1 is a 21% chance to deal 113% damage, and level 30 is 50% for 200%. Critical Shot 1 is 12% for 105%, and level 20 is 40% for 200%. The hour still uses the average, damage × (1 + crit chance × extra crit damage). A spot also shows how many attacks the worst regular line takes and how many the best crit takes. Shadow Partner adds its skill percent on top of the hit. The level-gap damage penalty from later clients is off unless you turn it on.
Kills per hour
Swings to kill are the monster's HP divided by the damage of one connecting swing, stretched by misses. If one line already finishes the monster, the count is the expected swings until a line lands. Attack speed is the weapon category: 600 ms at speed 2, then 120 ms slower per step, and a booster takes two steps off, never below 2. Hurricane and Rapid Fire use their own delay.
Each map is one shared hour. Spawn per hour is the live count × 3600 / respawn. The live count is the library life count times 2, an assumption, because Old School Maple never publishes a spawn-count multiplier. The product is rounded to the nearest whole monster, and at least one when the library listed one. If the time to kill every spawn is under your uptime, you are spawn limited and extra damage does not raise EXP. Otherwise every monster is scaled down by the same fraction. Default respawn is 7 seconds, the v62 client map timer for a map that leaves createMobInterval unset and gives its ordinary monsters mobTime 0. On Someone Else's House that is 26 Iron Hogs and 4 Fairy 2s, about 257 kills a minute when a one-shot keeps up with the refill. Targets per swing default to 1, so an area skill does not pretend the whole map is in the hitbox until you raise “mobs per swing”.
Your uptime is the share of the hour you spend swinging, before the map. The map then multiplies it. Density is the live monster count divided by the walkable width × height. About one monster per 21,000 pixels stays at 100%. A roomier map falls from there: Clang and Lorang is near 85%, and the wider Lorang and Clang is near 55%. The floor is 35%. Effective uptime is your uptime times that modifier. The 100% map modifier checkbox skips the map and uses only your uptime. The row still shows the map’s own percent, marked off. A map with no measured size stays at 100%.
EXP, mesos, and the next mob
EXP per hour is kills times the v62 monster EXP times 1.5, times any extra bonus you set. Mesos are three piles: raw meso on the ground, NPC shop value of equipment, potions, and etc, and player-market prices after the 5% trade tax. Scrolls use the Classic index unless a Discord marketplace paste replaced that scroll. A throwing star or mastery book uses a Discord price when the paste had one. A number you type still wins. Quest items are ignored. Ammo with no Discord price is ignored. A scroll with no price is counted as a drop and worth zero.
Rankings discount a map that you hit under 70%, and heavily under 45%. The kill count uses the average connecting line after defense and element, and the row shows that hit and how many attacks it takes. Past two attacks on the main monster, each further attack cuts how strongly the map is suggested, because you are stuck on one mob. A risky map — eight or more levels up, a touch above about a third of your HP, or hit rate under 40% — is discounted too. A monster more than three levels under you loses about 6% of its score per extra level, so a one-shot map stops winning the EXP hour once you have outgrown it. The EXP route is stricter: it only suggests a monster from two levels under you to six above, and it leaves when that monster falls behind or a rival is more than 12% better. Chase mesos does not do that. It keeps the map with the best meso hour even when the monsters are far below you, and it leaves when another map pays about 12% more. Weapon attack stays what you typed. Ability points still move into the main stat as the level rises. A new weapon should send you back to the page.