Max SP: Difference between revisions
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<pre> | <pre> | ||
var BASE_SP = 10; | var BASE_SP = 10; | ||
BASE_SP + | BASE_SP = Math.floor(BASE_SP + BASE_LEVEL * SP_JOB); | ||
var MAX_SP = BASE_SP; | var MAX_SP = BASE_SP; | ||
MAX_SP = Math.floor( MAX_SP * (1 + | MAX_SP = Math.floor( MAX_SP * (1 + UNBUFFED_INT * 0.01) ); | ||
MAX_SP = Math.floor( MAX_SP * TRANS_MOD ); | MAX_SP = Math.floor( MAX_SP * TRANS_MOD ); | ||
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MAX_SP += SP_MOD_A; | MAX_SP += SP_MOD_A; | ||
MAX_SP = Math.floor( MAX_SP * (1 + SP_MOD_B * 0.01) ); | MAX_SP = Math.floor( MAX_SP * (1 + SP_MOD_B * 0.01) + Math.floor( BASE_SP * (BUFFED_INT* 0.01) )); | ||
</pre> | </pre> | ||
Where: | Where: | ||
:'''SP_JOB''': See the job modifier table | :'''SP_JOB''': See the job modifier table | ||
:'''UNBUFFED_INT''': Total INT excluding any buffs (Blessing, ...) | |||
:'''SP_MOD_A''': Sum of additive modifiers | :'''SP_MOD_A''': Sum of additive modifiers | ||
:'''SP_MOD_B''': Sum of multiplicative modifiers | :'''SP_MOD_B''': Sum of multiplicative modifiers | ||
:'''TRANS_MOD''': 1.25 for transcendent classes, 1 otherwise | :'''TRANS_MOD''': 1.25 for transcendent classes, 1 otherwise | ||
:'''BUFFED_INT''': Bonus INT granted via buffs | |||
Notes: | Notes: | ||
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<!--* {{item |id=2410 Sleipnir}}: +20%--> | <!--* {{item |id=2410 Sleipnir}}: +20%--> | ||
<!--* Variant Shoes: +20% (-1% Maximum HP and Maximum SP per upgrade)--> | <!--* Variant Shoes: +20% (-1% Maximum HP and Maximum SP per upgrade)--> | ||
* [[Service | * [[Service for You]]: see skill description | ||
== Job Modifiers == | == Job Modifiers == | ||
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Latest revision as of 19:14, 2 March 2021
General
SP is an acronym and is known to stand for Spell Power or Spell Points, sometimes referred to as Mana as well. It is the essence of power that lets the player's character perform skills. Max SP is mainly derived from the class of the character, INT, and any equipment that may affect SP.
Max SP affects SP Recovery, Increase SP Recovery, and Spirit Recovery.
Calculation
var BASE_SP = 10; BASE_SP = Math.floor(BASE_SP + BASE_LEVEL * SP_JOB); var MAX_SP = BASE_SP; MAX_SP = Math.floor( MAX_SP * (1 + UNBUFFED_INT * 0.01) ); MAX_SP = Math.floor( MAX_SP * TRANS_MOD ); MAX_SP += SP_MOD_A; MAX_SP = Math.floor( MAX_SP * (1 + SP_MOD_B * 0.01) + Math.floor( BASE_SP * (BUFFED_INT* 0.01) ));
Where:
- SP_JOB: See the job modifier table
- UNBUFFED_INT: Total INT excluding any buffs (Blessing, ...)
- SP_MOD_A: Sum of additive modifiers
- SP_MOD_B: Sum of multiplicative modifiers
- TRANS_MOD: 1.25 for transcendent classes, 1 otherwise
- BUFFED_INT: Bonus INT granted via buffs
Notes:
- Base SP is the same for all characters with the same job and same level.
- Increase base SP by 1% per 1 INT. Then add +x SP modifiers. Finally add +x% SP modifiers.
Additive modifiers
- Equipment bonus to INT: +1% per point
- Carat Card: +150 (if headgear is +9 or higher)
- Roda Frog Card: +50
- Willow Card: +80
- Clip: +10
- Coif: +100
- Crown of Mistress: +100
- Cute Ribbon: +10
- Mage Hat: +150
- Magician Hat: +50
- Wizard Hat: +100
Multiplicative modifiers
- Dark Lord Card & Dark Illusion Card: +10% (-10% + 20%)
- Sohee Card: +15%
- Verit Card: +8%
- Moonlight Dagger: +10%
- Service for You: see skill description
Job Modifiers
Novices
Novice |
1 |
First Job Classes
Swordman | Archer | Thief | Acolyte | Merchant | Mage | Ninja |
2 | 2 | 2 | 5 | 3 | 6 | 3 |
2-1 Job Classes
Knight | Hunter | Assassin | Priest | Blacksmith | Wizard |
3 | 4 | 4 | 8 | 4 | 9 |
2-2 Job Classes
Crusader | Dancer/Bard | Rogue | Monk | Alchemist | Sage |
4.7 | 6 | 5 | 4.7 | 4 | 7 |
Game Mechanics | ||
---|---|---|
General | Levels • Experience • Attacks • Skills • Elements • Drop System • Monsters • Items • Status Effects | |
Stats | Primary Stats | STR • AGI • VIT • INT • DEX • LUK |
Substats | ATK • MATK • DEF • MDEF • HIT • CRIT • FLEE • ASPD | |
HP / SP | Max HP • Max SP • HP Recovery • SP Recovery • Healing Items • Restoration Calculation | |
Quasi-Stats | Attack Range • Cast Time • Perfect Dodge • Perfect Hit • Weight Limit • Movement Speed |