Max SP: Difference between revisions

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<pre>
<pre>
var BASE_SP = 10;
var BASE_SP = 10;
BASE_SP += BASE_LEVEL * SP_JOB;
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 + INT * 0.01) );
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 For You]]: see skill description
* [[Service for You]]: see skill description


== Job Modifiers ==
== Job Modifiers ==
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|style="text-align: center;"|[[Mage]]
|style="text-align: center;"|[[Mage]]
<!--|style="text-align: center;"|[[TaeKwon Kid]]-->
<!--|style="text-align: center;"|[[TaeKwon Kid]]-->
<!--|style="text-align: center;"|[[Ninja]]-->
|style="text-align: center;"|[[Ninja]]
<!--|style="text-align: center;"|[[Gunslinger]]-->
<!--|style="text-align: center;"|[[Gunslinger]]-->
|-
|-
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|style="text-align: center;"|6
|style="text-align: center;"|6
<!--|style="text-align: center;"|2-->
<!--|style="text-align: center;"|2-->
<!--|style="text-align: center;"|3-->
|style="text-align: center;"|3
<!--|style="text-align: center;"|4-->
<!--|style="text-align: center;"|4-->
|}
|}

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

Multiplicative modifiers

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