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I've looked around the forum and didn't find an answer. Do the UA in GMS have the problem of having not as much HP/MP as other classes? Cause I vaguely remember this problem coming up when it was first released in KMS. Or, are there any other problems with UAs in GMS?
Thanks.
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I know this isn't the most reliable source, but I remember that while I was merching on Basil some guy made a thread and said he tested it with a Shad and a UA Shad of the same level and apparently the HP difference was only off by 100. (He also said he removed their equips to test their hp gain when he leveled).
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The differences between UA (or any other kind of auto-level char) and a normal character created from scratch result from two oversights by Nexon:
1) The amount of HP and MP given at level up is normally random, within a small range. For example, warriors get 4-6 MP every level up. Furthermore, having more than 10 int at the time of level-up results in getting extra MP, 1 per 10 INT. If you have the two evolving rings and two zombie rings to put on your 4-base-int level 10 nub, you'll be getting 2 extra MP every level-up.
The characters created at level X only have the minimum amount of HP and MP (i.e., in that example, the warrior would have 4*X MP). Obviously getting the random amount would result in a somewhat higher total unless you're incredibly unlucky, and the "INT gear" bonus is something Nexon couldn't give you even if they did fix that issue.
2) At job advance, some classes get a big chunk of HP or MP or both. Some get extra inventory rows. All that doesn't happen for characters that skip the first and second job advancements, as far as I know. I don't know about shadowers, going to guess thieves don't get any such HP bonus, so that 100 HP difference is just from the non-random per-level amount. For other classes it would be a bigger difference. And inventory space is always at a premium so that's a really big negative, if it hasn't been fixed yet.