Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Your Guide to HP and MP
#41
The lower bound advance amounts can be more or less derived from the minimum HP/MP amounts.
Reply
#42
I'm going to assume it's my math that went wrong but I can't get the MP values to equal your minimum for a Beginner.

Level*10+2 = 102 @ L10
or
10~12 +(Total INT/10) = 102 @ L10 using 5 as Base MP (2 Base MP sorta works, but it's 92 MP @ L10)

Using the long equation for Level 2: [indent]5 + 10~12 + (4/10)
5 + 10~12 + 0
5 + 10~12
= 15~17[/indent]


LevelINTMin MPMax MP
1455
241517
342529
443541
544553
645565
746577
847589
9485101
10495113


ed~ just did it with a base of 2 MP and rounding the 4/5 every level and got 101 @ L10

ed2~ Ok, so apparently Level*10+2 and 10 +(Total INT/10) deal with two different minimums. Although... with a starting base of 2 the 10 +(4/10) = (YourLevel-1)*10 + 2 for a Beginner.
Reply
#43
I think the MP values are off for Pirates. My Gunslinger is getting 21-23 MP per level, and my INT is only 15 when I level up. Unless INT effects Pirates differently, I think the actual MP gain is 20-22 a level, not 18-20.
Reply
#44
Shouldn't you mention the 50 max HP you get from that beginner training camp quest? IIRC, you eat an apple to get it, giving a possible Level 1 HP of 100.

It's the reason I always do the training camp on new characters, actually.
Reply
#45
Dusk Wrote:I think the MP values are off for Pirates. My Gunslinger is getting 21-23 MP per level, and my INT is only 15 when I level up. Unless INT effects Pirates differently, I think the actual MP gain is 20-22 a level, not 18-20.

Actuall range is 18-22 (at least in 1st job), unlike other classes Pirates have a range of 5 possible values. I did post specifics about my mp gain yesterday, but they seem to have been rolled back. I'll just say I observed everywhere from 18 to 22 mp gained leveling up. 20 was the most common value by far.



Unless they changed it, Roger's quest doesn't give you extra hp o.o First he kicks you and takes you down to 50% health (25), then you eat his apple and regain 25 hp.
Reply
#46
So that means not only do Pirates have more HP and MP than Archers and Thieves, they intrinsically have twice the potential to HP wash? Talk about unfair.
Reply
#47
Dusk Wrote:So that means not only do Pirates have more HP and MP than Archers and Thieves, they intrinsically have twice the potential to HP wash? Talk about unfair.

They do have more HP then Archers and Thieves, but since it costs us 16 MP each wash, while costing 12 for archers and theives, and we gain 18-22 while thieves/archers gain 14-16, they have about the same ability to wash. If anythings pirates are slightly harder to wash, cuz even naturally we average about 20mp per level 4 more then we need, which will allow 1 wash every 4 levels. Bowmen average 15, which is 3 more, which will also allow 1 wash per 4 levels, but if they add 10 in, they get 1 wash every 3, while if pirates add 10 int, they get less then that.
Reply
#48
You can only wash the MP you gain over your minimum, so it'd be more like 16/(average 2 MP extra) per level = 8 and 12/(average 1 MP extra) per level=12. Meaning archers and thieves can only wash once every 12 levels without INT gear and Pirates can wash once every 8 levels, plus some from job advancements for everyone. With 50 INT, that would be 16/7=2.29 and 12/6=2, so yeah, I guess with high amounts of INT gear archers and thieves do get to wash more often.

I didn't take into account the 14-16HP/12MP and the 18-22HP/16MP thing, though that's actually the exact same ratio. 1.25 HP per MP point washed. There's no advantage to either party here, except that archers and thieves have to buy more resets to wash the same amount of HP.
Reply
#49
If I were to wash, cheaper cost in resets would be a lot more important to me than minute differences in washing capacity >_>
Reply
#50
Russt Wrote:If I were to wash, cheaper cost in resets would be a lot more important to me than minute differences in washing capacity >_>

Hence why i made a brawler, unfortunately im still not sure how much i need to wash. Granted, i dont "Need" to wash, but i kind of wanted to tag along with guild/alliance HT runs at 13x-14x. And i was thinking. I think this thread would be really useful if it also told you the amount of HP you need for various bosses, either before or after HB, or preferably both. Like most zhelm sellers say that you need 1950 HP before HB to survive zak, and for HT, range needs 4820(at least what i was told) before HB to survive. But when i asked about legs/tail for HT, things got nonspecific. I got 13-15k HP after HB. Which is like 8150 - 9400 hp before hb, which is a pretty wide range. I have heard the pianus, pap, griffey, manon, etc damage's before, cant seem to remember most, and never really see collected.
Reply
#51
HT's tail can do upwards of 25k, even 33k buffed.. not something for washing, you need a damage prevention skill (Invincible/Achilles) to reduce it. The problem with damage that high is that nobody takes it unbuffed to see how high it really is...


I don't know exact numbers of the other bosses. Also would like to see top/bottom damage for Pap's bombs listed maybe.


Bigfoot will hit approximately 13k on a character with low wdef.
Reply
#52
Yes, but is that touch damage, or an actual attack? It'd be nice to have clarification regardless.
Reply
#53
how much MP is it take down per AP reset from a pirate (buccaneer) ?
Reply
#54
Read the first post o_o

14-16.
Reply
#55
kwaz Wrote:post
wat

Stereo Wrote:Actuall range is 18-22 (at least in 1st job), unlike other classes Pirates have a range of 5 possible values. I did post specifics about my mp gain yesterday, but they seem to have been rolled back. I'll just say I observed everywhere from 18 to 22 mp gained leveling up. 20 was the most common value by far.
Groan. Another reason to hate pirates.


EDIT: k. Updated the values to reflect Dusk's/your data. Thank you.
Reply
#56
kwaz Wrote:mathwreck
LazyBui Wrote:wat

Um, what happens when over-exuberance meets under-intelligence?

Ok, one thing that has puzzled me since gMST. Max MP Increase is L20 but still... over 100 per AP. How? I can post more examples if need, but all are at least 500 per 5 AP.

[Image: maple0359rf2.th.jpg] [Image: maple0360dm9.th.jpg]

 gMST Bishop L140-150
Reply
#57
kwaz Wrote:Um, what happens when over-exuberance meets under-intelligence?

Ok, one thing that has puzzled me since gMST. Max MP Increase is L20 but still... over 100 per AP. How? I can post more examples if need, but all are at least 500 per 5 AP.

[Image: maple0359rf2.th.jpg] [Image: maple0360dm9.th.jpg]
That's interesting stuff. I thought you could only get about 50 MP per AP or something.

It *was* my understanding that it's 2 * Improving Max MP Increase Y value + base amount for adding AP. That should turn out to be 20 + 18-20 or 38-40. That's nowhere near 100. It could be that this formula only works at lower levels and it's actually a different type of expression.

Is INT applied to AP distributed to MP, or is that just base INT? If so, is there a cap? Because 999 / 10 = 99. You should've had 99 added to it, unless it divides by 20 for AP distributions or the calculation is different. If non-base INT is applied to AP distributed to MP, that means that it should be possible to completely break the star throwing class.

Think about it, put a ton of points into INT and then give yourself a bunch of MP with more AP (10 INT = 1 MP per level, but 5 AP = many times that) and then you could simply turn around and remove MP and have a bunch that you didn't before. In fact, you could have it both ways if you were rich enough. Extra MP from AP AND extra INT on level ups.

Odd findings, anyone have a thought?
Reply
#58
You'd lose that extra MP when you washed back out. I suppose if you really wanted more MP...
Reply
#59
LazyBui Wrote:If non-base INT is applied to AP distributed to MP, that means that it should be possible to completely break the star throwing class.

Think about it, put a ton of points into INT and then give yourself a bunch of MP with more AP (10 INT = 1 MP per level, but 5 AP = many times that) and then you could simply turn around and remove MP and have a bunch that you didn't before. In fact, you could have it both ways if you were rich enough. Extra MP from AP AND extra INT on level ups.

Odd findings, anyone have a thought?

I did ponder this but only in a setting (private server) where I knew exactly how hp washing and AP into hp/mp worked. Effects of int on HP washing in global is pretty well unknown to me (other than the fact you gain 1 extra MP per 10 int on levelups).

I know some Mages in global have used AP resets to lower their MP, if any of them have insight to how much you lose it would be pretty useful.
Reply
#60
ok, the charts on the first page are pretty straight forward except I'm still confused about one thing: how many hp per ap point do you get?

I ask because I'm interested in hp washing for soloing purposes, mostly to not get killed by that magic 2800 damage marker that so many bosses in maple have... I just don't want to hp wash if it's not going to pay off much without dropping, like, $80 in nx cash
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)