View Full Version : Your Guide to HP and MP
LazyBui
2008-07-01, 07:45 PM
CURRENTLY REQUESTING:
Confirmation of values
Caps, if any, on MP gain
A new character starts with 50 HP and 5 MP. Maximum possible HP/MP is, of course, 30000. You cannot go over this amount with gear, Hyper Body, or any combination of the two.
Hyper Body is affected by gear, as in, if you have 10000 base HP and add 1000 HP in gear with max Hyper Body, you won't have 17000 HP (10000 * 1.6 + 1000). You'll have 17600 HP ((10000 + 1000) * 1.6).
The only base stat that affects HP or MP is INT, which affects MP gain and is reflected in each of the values below.
When using an AP Reset, taking AP out of HP or MP will automatically take the highest number possible. For example, with a Beginner, using an AP Reset on HP will take out 12 HP every time. Putting AP into HP or MP via AP Reset will always yield the minimum number. Going back to a Beginner, that would give you 8 HP.
This has an implication - adding AP from level ups is much more effective than using an AP Reset in terms of HP and MP. You always get the short end of the stick with an AP Reset, but it's possible to get maximum benefit from straight AP distribution. Meaning using an AP Reset at level 200 to swap MP into HP is much less effective than doing it along the way. Especially for warriors, magicians and pirates, because Improving Max *P Increase doesn't apply to AP Reset increases.
An asterisk (*) indicates more samples needed.
*I believe Cygnus has the same HP/MP increments as their parallel regular jobs
Beginner/Noblesse
HP/level: 12-16
MP/level: 10-12 +(Total INT/10)
HP/AP: 8-12
MP/AP: 6-8
Minimum HP: Level*12+50
Minimum MP: Level*10+2
Warrior/Dawn Warrior
HP/level: 24-28 +(Improving Max HP Increase)
MP/level: 4-6 +(Total INT/10)
HP/AP: 20-24 +(Improving Max HP Increase)
MP/AP: 2-4
1st job advance HP: 200-250
1st job advance MP: 0
Minimum HP: Level*24+172
Minimum MP: Level*4+59
Fighter/Dawn Warrior
2nd job advance HP: 300-350
2nd job advance MP: 0
Minimum HP: Level*24+472
Minimum MP: Level*4+59
Page/Spearman
2nd job advance HP: 0
2nd job advance MP: 100-150
Minimum HP: Level*24+172
Minimum MP: Level*4+159
Magician/Blaze Wizard
HP/level: 10-14
*MP/level: 22-24 +(2*Improving Max MP Increase+Total INT/10)
HP/AP: 6-10
*MP/AP: 18-20 +(2*Improving Max MP Increase)
1st job advance HP: 0
1st job advance MP: 100-150
Minimum HP: Level*10+64
Minimum MP: Level*22+38
2nd job advance HP: 0
2nd job advance MP: 450-500
Minimum HP: Level*10+64
Minimum MP: Level*22+488
Bowman/Wind Archer/Thief/Night Walker
HP/level: 20-24
MP/level: 14-16 +(Total INT/10)
HP/AP: 16-20
MP/AP: 10-12
1st job advance HP: 100-150
*1st job advance MP: 25-50
Minimum HP: Level*20+78
Minimum MP: Level*14-3
2nd job advance HP: 300-350
2nd job advance MP: 150-200
Minimum HP: Level*20+378
Minimum MP: Level*14+148
Pirate/Thunder Breaker
*HP/level: 22-26 +(Improving Max HP Increase)
*MP/level: 18-22 +(Total INT/10)
*HP/AP: 18-22 +(Improving Max HP Increase)
*MP/AP: 14-16
*1st job advance HP: 100-150
*1st job advance MP: 25-50
*Minimum HP: Level*22+80
*Minimum MP: Level*18-39
*2nd job advance HP: 300-350
*2nd job advance MP: 150-200
*Minimum HP: Level*22+380
*Minimum MP: Level*18+111
Credits
Nekonecat [sleepywood.net] - Miscellaneous contributions, including rates for several different classes, as well as job advance amounts
Crimsonmyst [sleepywood.net] - Warrior MP gain rate
Beyonder [sleepywood.net] - Spearman job advance HP, Fighter job advance MP
DeanNim [asiasoft.net] - Pirate second job advance HP/MP
Cactuar - First suggestion about pirate HP/MP gain
Stereo - Job advance HP/MP ranges, pirate MP gain on level
Dusk - Pirate MP gain on level, pirate job advance data
FoolsLove - Job advance HP/MP ranges confirmed by a GM
Harrisonized - HP/MP increase data
Hazzy
2008-07-01, 08:11 PM
I did some STR-DEX and how it affects HP-MP for beginners a while ago, I'll go find the images, if you want them. :D
Ok, here are the Levels of beginners, as well as their HP/MP. o_o Not really sure if this is what you need, but posting it can't hurt.
http://i248.photobucket.com/albums/gg162/Ebullient_Nub/Smart%20Stuff/IslandNoobHPMP.png
http://i248.photobucket.com/albums/gg162/Ebullient_Nub/Smart%20Stuff/BlakeHPMP.png
http://i248.photobucket.com/albums/gg162/Ebullient_Nub/Smart%20Stuff/RosesHPMP.png
http://i248.photobucket.com/albums/gg162/Ebullient_Nub/Smart%20Stuff/MardisHPMP2.png
http://i248.photobucket.com/albums/gg162/Ebullient_Nub/Smart%20Stuff/BlowyHPMP.png
http://i248.photobucket.com/albums/gg162/Ebullient_Nub/Smart%20Stuff/BrandiniHPMP.png
http://i248.photobucket.com/albums/gg162/Ebullient_Nub/Smart%20Stuff/IslandNoobHpMP2.png
LazyBui
2008-07-01, 08:43 PM
STR/DEX have no bearing on HP or MP. It's a common misconception that STR affects HP gain because INT affects MP gain. Not the case.
Non-damage dealing uses (secondary uses) of stats:
STR - Damage reduction
DEX - Accuracy, Avoidability, Hands
INT - MATK, MDEF, MP gain, Hands
LUK - Avoidability, Accuracy, EXP loss on death, Hands
However, thank you for helping. Confirmation is a part of having accurate data.
Stereo
2008-07-01, 08:45 PM
STR/DEX have no bearing on HP or MP. It's a common misconception that STR affects HP gain because INT affects MP gain. Not the case.
Non-damage dealing uses (secondary uses) of stats:
STR - Damage reduction
Could you explain this one? STR definitely does not add w.def, is there some other stat involved in monster damage that makes it reduce damage?
As your information pretty much shows, Beginners gain 12~16 HP per level completely at random. There's nothing you can do to change that.
This misses the original numbers I used, I have made most of these advances 2-3 times though & these are rounded to the nearest 10 from highest/lowest observed.
(1st job)
Magician:
100~150 mp
Thief, Bowman:
100~150 hp, 25~50 mp
Warrior:
200~250 hp
(2nd job)
Thief, Bowman:
300~350 hp, 150~200 mp
Page, Spearman:
120~140 mp
Fighter:
300~350 hp
Magician:
400~450 mp
LazyBui
2008-07-01, 08:57 PM
If you go on a private server and jack your STR up to 30k, it's obvious that it reduces damage too. I don't know how it's factored but I know that it IS a factor. But that isn't the purpose of this thread. :P
Were those like guessed ranges as in you rounded them, or did you actually get those numbers? I think you'd have to be pretty lucky to get numbers like that from 2-3 advances for all classes. o_O
Hazzy
2008-07-01, 09:00 PM
STR/DEX have no bearing on HP or MP. It's a common misconception that STR affects HP gain because INT affects MP gain. Not the case.
Non-damage dealing uses (secondary uses) of stats:
STR - Damage reduction
DEX - Accuracy, Avoidability, Hands
INT - MATK, MDEF, MP gain, Hands
LUK - Avoidability, Accuracy, EXP loss on death, Hands
However, thank you for helping. Confirmation is a part of having accurate data.
Well, this weird pattern showed up. Every one of my samples, expect for the "Brandini" and "Mardi" are Islanders who pumped STR, and nothing but. However, "Brandini" is pure Dex, had more MP than anyone else, and a notably lower HP.
If you go on a private server and jack your STR up to 30k, it's obvious that it reduces damage too. I don't know how it's factored but I know that it IS a factor. But that isn't the purpose of this thread. :P
Were those like guessed ranges as in you rounded them, or did you actually get those numbers? I think you'd have to be pretty lucky to get numbers like that from 2-3 advances for all classes. o_O
Private Servers aren't exactly the best source of data like this. I'll have to ask Fiel, the expert, but I don't think that information is stored in the WZ files, but rather stored in the Source, which is editable.
Stereo
2008-07-01, 09:05 PM
Were those like guessed ranges as in you rounded them, or did you actually get those numbers? I think you'd have to be pretty lucky to get numbers like that from 2-3 advances for all classes. o_O
I edited in after, but I rounded to 10's.
The highest HP/MP gain I had as a Thief/Bowman was 348 HP / 198 MP, so it rounded to 350/200.
I'll check out the STR thing later, all I currently know about the damage formula is that there's a factor based on class which no stats affect (a stripped Warrior takes more damage than a stripped Mage, especially at 100+)
LazyBui
2008-07-01, 09:55 PM
No, I assure you, damage is handled by the client. Both to monster and to player. The only things handled by the server are damage reduction skills. If you look at base.wz, there's a section called StandardPDD.img that has the various numbers for wdef that determines damage at a given level. That's where they get the weird numbers for whatever formulae you've seen.
If that's surprising to you that the client would control damage like that, then oh boy. You must be new to Maple. There's a lot of stuff that's controlled by the client.
EDIT: I'd appreciate it very much if you could provide exact numbers. Maple isn't known to be the most well-rounded game in static values. Minimum MP for thieves is level * 14 + 148, what the hell is that? Nothing personal, I just want to be as accurate as possible. :<
Stereo
2008-07-01, 09:59 PM
Originally (patch 0.40 or earlier perhaps) I had a relatively accurate formula for monster damage:
(w.atk)^2/125 = base max
base max * 0.92 = base min
base max - 0.43*wdef = max
base min - 0.43*wdef = min
They changed it to use the file you mentioned I guess & other formula changes (afaik the base range was unaffected, only the way damage is reduced), and presumably added the STR then. I guess I should get ingame and test more, but it essentially boosted the damage my warrior takes by 50~200 depending on monster and it's not much fun running around burning pots. The scaling of wdef is approximately the same as well, they just tossed in a couple factors that make base damage vary by character.
For the thief formula, level*14 covers the minimum amount of MP gained per level - the 148 is about as suspect as anything in this thread, as it's only due to the reports of the few people who actually hit MP minimum. Basing it on the pure minimum at a given level, it should be around 130~150, depending on the actual minimum amount at each job advance. It's possible this number is just hardcoded into MS and doesn't actually reflect the minimum MP a character can get, though.
I mentioned it before, more specifically:
Assassin (2nd job adv): gained 348 hp, 198 mp.
Trinity
2008-07-02, 04:05 PM
i have one quick question
if int directly relates to mp increase per level,
than why dont people put on a bunch of int equips before they level for extra mp?
Hazzy
2008-07-02, 04:07 PM
i have one quick question
if int directly relates to mp increase per level,
than why dont people put on a bunch of int equips before they level for extra mp?
It's a pain to get massive INT gear. People did do that, but only to HP Wash. Even a perfect 50 INT overall would leave only five extra MP gained per level, not really worth it unless you want to HP Wash. :/
I think a recent patch made only Base INT affect it D:
Cardboardsnail
2008-07-02, 04:10 PM
i have one quick question
if int directly relates to mp increase per level,
than why dont people put on a bunch of int equips before they level for extra mp?
Some people do do that
FoolsLove
2008-07-02, 10:00 PM
First Job Advancement Warrior is 200 ~ 250 HP Increase
Second Job Advancement Fighter is 300 ~ 350 HP Increase
Second Job Advancement Page is 100 ~ 150 MP Increase
Chooses a random number with each advancement. I know this for a fact as a retired MapleStory GM told me. Still waiting to receive the rest, he's still busy with life and such. Will edit post as given. Though I would assume that the range for each one is 50, so if that's right the rest would just take simple math to figure out.
LazyBui
2008-07-05, 03:34 AM
So GMs actually have access to the source? I thought they only did user involvement things, such as policing the game and answering tickets?
Those would be consistent with my results. Hm. Think I'll add with a side note.
FoolsLove
2008-07-05, 04:11 AM
Depends on what type of GM they are. The one I know coded NPCs/Maps/Monsters. There's the GMs that do as you said, policing the game/answering tickets etc.. Then there are the coders for the game. They are still GMs, just don't do much other than play around in-game.
I asked about the 50 range and he said after a glance that they all are within that range.
LazyBui
2008-07-07, 06:50 AM
Interesting. I always thought people were silly for thinking that GMs did any game coding when they use Super Megaphones to complain and stuff, but it turns out I was wrong. I was under the impression that game administrators were the coders and you'd rarely, if ever, see them in game. I think I remember some Wizet Q&A saying something to that effect. k, good to know.
Anyway, what about 1st job advance thief/bowman MP? Does that mean that the range is 0-50? I assume that this is the case if all of them are within the 50 range, or is it possible that it has changed? Maybe an exception to the rule?
Holypie
2008-07-08, 08:47 AM
i have one quick question
if int directly relates to mp increase per level,
than why dont people put on a bunch of int equips before they level for extra mp?
they do, and it pisses me off as a mage to see a warrrior has better int equips than me -.-" also, its driving the prices of int scrolls up like no tomorrow, so only those funded people get the good int equips, and 90% of the AREN'T mages!!!!!!(didn't want to be offensive to anyone)
Hazzy
2008-07-08, 09:03 AM
they do, and it pisses me off as a mage to see a warrrior has better int equips than me -.-" also, its driving the prices of int scrolls up like no tomorrow, so only those funded people get the good int equips, and 90% of the AREN'T mages!!!!!!(didn't want to be offensive to anyone)
Everyone uses Dex Scrolls, so wouldn't Dex Scrolls be worth even more? :f6:
Last I remember, 60% Overall Int Scrolls were over 11m in Khaini, while Dex were 6m?
Harrisonized
2008-07-09, 12:38 AM
Here's the data for my Cleric.
The (~) are just dividers. The bonuses from Equips are upon level up (counted from the lower level).
For example, when I leveled from 18 to 19
18 ~ 94 ~ 1 ~ 8 ~ 1 ~ 272 ~ 3 ~ 648 ~ 0 ~ 13 ~ 52
19 ~ 99 ~ 0 ~ 8 ~ 1 ~ 286 ~ 3 ~ 700 ~ 0 ~ 14 ~ 52
I had a 1 int bonus before I leveled up.
Level ~ Base INT ~ (+) = INT bonus from Equips ~ Base LUK ~ (+) = LUK bonus from Equips ~ Base HP ~ (+) HP Bonus from Equips ~ Base MP ~ (+) MP Bonus from Equips ~ (LLHP) = Base HP gained from previous levels ~ (LLMP) = Base MP gained from previous levels
LVL ~ INT ~ + ~ LUK ~ + ~ HP ~ + ~ MP ~ + ~ LLHP ~ LLMP
1 ~ 9 ~ 0 ~ 8 ~ 0 ~ 50 ~ 0 ~ 5 ~ 0 ~ 0 ~ 0
2 ~ 14 ~ 0 ~ 8 ~ 0 ~ 62 ~ 0 ~ 16 ~ 0 ~ 12 ~ 11
3 ~ 19 ~ 0 ~ 8 ~ 0 ~ 74 ~ 0 ~ 29 ~ 0 ~ 12 ~ 13
4 ~ 24 ~ 0 ~ 8 ~ 0 ~ 88 ~ 0 ~ 41 ~ 0 ~ 14 ~ 12
5 ~ 29 ~ 0 ~ 8 ~ 0 ~ 100 ~ 0 ~ 55 ~ 0 ~ 12 ~ 14
6 ~ 34 ~ 0 ~ 8 ~ 0 ~ 115 ~ 0 ~ 67 ~ 0 ~ 15 ~ 12
7 ~ 39 ~ 0 ~ 8 ~ 0 ~ 129 ~ 0 ~ 80 ~ 0 ~ 14 ~ 13
8 ~ 44 ~ 0 ~ 8 ~ 0 ~ 145 ~ 0 ~ 94 ~ 0 ~ 16 ~ 14
Advancement
8 ~ 44 ~ 1 ~ 8 ~ 1 ~ 145 ~ 0 ~ 224 ~ 0 ~ 0 ~ 130 ~ Max MP LVL
9 ~ 49 ~ 1 ~ 8 ~ 1 ~ 155 ~ 0 ~ 250 ~ 0 ~ 10 ~ 26 ~ 0
10 ~ 54 ~ 1 ~ 8 ~ 1 ~ 167 ~ 0 ~ 277 ~ 0 ~ 12 ~ 27 ~ 2
11 ~ 59 ~ 1 ~ 8 ~ 1 ~ 181 ~ 0 ~ 309 ~ 0 ~ 14 ~ 32 ~ 5
12 ~ 64 ~ 1 ~ 8 ~ 1 ~ 195 ~ 0 ~ 349 ~ 0 ~ 14 ~ 40 ~ 8
13 ~ 69 ~ 1 ~ 8 ~ 1 ~ 208 ~ 3 ~ 394 ~ 0 ~ 13 ~ 45 ~ (MAX) 10
14 ~ 74 ~ 1 ~ 8 ~ 1 ~ 222 ~ 3 ~ 443 ~ 0 ~ 14 ~ 49
15 ~ 79 ~ 1 ~ 8 ~ 1 ~ 234 ~ 3 ~ 493 ~ 0 ~ 12 ~ 50
16 ~ 84 ~ 1 ~ 8 ~ 1 ~ 246 ~ 3 ~ 544 ~ 0 ~ 12 ~ 51
17 ~ 89 ~ 1 ~ 8 ~ 1 ~ 259 ~ 3 ~ 596 ~ 0 ~ 13 ~ 52
18 ~ 94 ~ 1 ~ 8 ~ 1 ~ 272 ~ 3 ~ 648 ~ 0 ~ 13 ~ 52
19 ~ 99 ~ 0 ~ 8 ~ 1 ~ 286 ~ 3 ~ 700 ~ 0 ~ 14 ~ 52
20 ~ 104 ~ 1 ~ 8 ~ 1 ~ 297 ~ 3 ~ 754 ~ 0 ~ 13 ~ 54
21 ~ 109 ~ 1 ~ 8 ~ 1 ~ 311 ~ 3 ~ 806 ~ 0 ~ 14 ~ 52
22 ~ 114 ~ 1 ~ 8 ~ 0 ~ 325 ~ 3 ~ 860 ~ 0 ~ 14 ~ 54
23 ~ 119 ~ 1 ~ 8 ~ 1 ~ 338 ~ 3 ~ 914 ~ 0 ~ 13 ~ 54
24 ~ 124 ~ 1 ~ 8 ~ 1 ~ 348 ~ 33 ~ 968 ~ 0 ~ 10 ~ 54
25 ~ 129 ~ 1 ~ 8 ~ 4 ~ 362 ~ 33 ~ 1024 ~ 50 ~ 14 ~ 56
26 ~ 134 ~ 1 ~ 8 ~ 4 ~ 376 ~ 33 ~ 1081 ~ 50 ~ 14 ~ 57
27 ~ 139 ~ 1 ~ 8 ~ 4 ~ 390 ~ 33 ~ 1136 ~ 50 ~ 14 ~ 55
28 ~ 144 ~ 1 ~ 8 ~ 4 ~ 401 ~ 33 ~ 1192 ~ 50 ~ 11 ~ 56
29 ~ 149 ~ 1 ~ 8 ~ 4 ~ 415 ~ 33 ~ 1248 ~ 50 ~ 14 ~ 56
30 ~ 154 ~ 0 ~ 8 ~ 3 ~ 427 ~ 33 ~ 1305 ~ 0 ~ 13 ~ 57
Advancement
30 ~ 154 ~ 1 ~ 8 ~ 1 ~ 427 ~ 0 ~ 1773 ~ 50 ~ 0 ~ 468
31 ~ 159 ~ 1 ~ 8 ~ 1 ~ 440 ~ 0 ~ 1830 ~ 50 ~ 13 ~ 57
32 ~ 164 ~ 1 ~ 8 ~ 1 ~ 450 ~ 0 ~ 1888 ~ 50 ~ 10 ~ 58
33 ~ 169 ~ 1 ~ 8 ~ 4 ~ 460 ~ 0 ~ 1947 ~ 50 ~ 10 ~ 59
34 ~ 174 ~ 1 ~ 8 ~ 4 ~ 473 ~ 0 ~ 2008 ~ 50 ~ 13 ~ 61
35 ~ 179 ~ 1 ~ 8 ~ 4 ~ 483 ~ 30 ~ 2069 ~ 50 ~ 13 ~ 61
36 ~ 184 ~ 0 ~ 8 ~ 3 ~ 500 ~ 160 ~ 2129 ~ 50 ~ 14 ~ 60
37 ~ 189 ~ 0 ~ 8 ~ 3 ~ 513 ~ 190 ~ 2191 ~ 50 ~ 13 ~ 62
38 ~ 194 ~ 0 ~ 8 ~ 3 ~ 526 ~ 190 ~ 2253 ~ 50 ~ 12 ~ 62
39 ~ 199 ~ 1 ~ 8 ~ 4 ~ 538 ~ 135 ~ 2315 ~ 50 ~ 12 ~ 62
40 ~ 204 ~ 1 ~ 8 ~ 4 ~ 550 ~ 175 ~ 2378 ~ 50 ~ 12 ~ 63
41 ~ 209 ~ 0 ~ 8 ~ 3 ~ 562 ~ 260 ~ 2441 ~ 50 ~ 12 ~ 63
42 ~ 214 ~ 0 ~ 8 ~ 3 ~ 572 ~ 260 ~ 2503 ~ 50 ~ 10 ~ 62
43 ~ 219 ~ 0 ~ 8 ~ 3 ~ 583 ~ 260 ~ 2568 ~ 50 ~ 11 ~ 65
44 ~ 224 ~ 1 ~ 8 ~ 4 ~ 594 ~ 290 ~ 2633 ~ 80 ~ 11 ~ 65
45 ~ 229 ~ 1 ~ 8 ~ 4 ~ 607 ~ 290 ~ 2698 ~ 80 ~ 13 ~ 65
46 ~ 234 ~ 1 ~ 8 ~ 4 ~ 619 ~ 320 ~ 2764 ~ 110 ~ 12 ~ 66
LazyBui
2008-07-10, 04:20 PM
Ow @ format.
Thank you for adding your information. It doesn't seem like there are any inconsistencies with my data thus far. Good stuff. :f2:
ItzTaylor
2008-07-25, 02:19 AM
Is their a way to find out the Hp Wash Formula for Gunslingers/Pirates?
I don't see it.
Russt
2008-07-25, 02:33 AM
Someone would have to try HP washing a pirate, basically.
i have one quick question
if int directly relates to mp increase per level,
than why dont people put on a bunch of int equips before they level for extra mp?
Thats what HP washers do o_0
LazyBui
2008-10-01, 01:27 PM
All minimum HP/MP formulae are up, very little left to do with this thread. :wink:
Is their a way to find out the Hp Wash Formula for Gunslingers/Pirates?
I don't see it.
I'll be able to figure that out when they release pirates.
Tables are your friend, man!
lvl |
int |
+ |
luk |
+ |
hp |
+ |
mp |
+ |
llhp |
llmp
1 | 9 | | 8 | | 50 | | 5 | | 0 | 0
2 | 14 | | 8 | | 62 | | 16 | | 12 | 11
3 | 19 | | 8 | | 74 | | 29 | | 12 | 13
4 | 24 | | 8 | | 88 | | 41 | | 14 | 12
5 | 29 | | 8 | | 100 | | 55 | | 12 | 14
6 | 34 | | 8 | | 115 | | 67 | | 15 | 12
7 | 39 | | 8 | | 129 | | 80 | | 14 | 13
8 | 44 | | 8 | | 145 | | 94 | | 16 | 14
blitzkrieg
2008-10-02, 12:54 PM
What kind of information would you need to find the minimum MP formula for a Gunslinger? I've been HP washing lately but was only able to do it about 16 times; needless to say, I'd like to know when I'll be able to try it some more, lol.
LazyBui
2008-10-03, 04:58 PM
The formulae are client-based, it's pretty easy to figure them out if you have the ability to mess with your HP/MP.
There seems to be numbers in there, but I can't guarantee that they'll remain the same when pirates are released, nor can I guarantee that they are the same as other versions or fully added.
EDIT: Added based on the trends I've seen so far and what I could grab from the client's output.
As a thought: If these are accurate values, the people who have level 29 Beginner pirates-to-be are getting massively owned on HP/MP.
EDIT2: If you would, post regarding the accuracy of the numbers that I found.
Russt
2008-10-03, 07:25 PM
I wouldn't say massively owned. It's only like 200 HP/MP, and they do appear to have more than archers/thieves anyway without HP increase.
blitzkrieg
2008-10-03, 08:22 PM
The formulae are client-based, it's pretty easy to figure them out if you have the ability to mess with your HP/MP.
There seems to be numbers in there, but I can't guarantee that they'll remain the same when pirates are released, nor can I guarantee that they are the same as other versions or fully added.
EDIT: Added based on the trends I've seen so far and what I could grab from the client's output.
As a thought: If these are accurate values, the people who have level 29 Beginner pirates-to-be are getting massively owned on HP/MP.
EDIT2: If you would, post regarding the accuracy of the numbers that I found.
Thanks! The formula you posted works perfectly with the numbers I've come up with while HP washing my Valkyrie.
LazyBui
2008-10-03, 10:14 PM
k. It's likely that those will be the values in global, then, but we'll have to see.
I wouldn't say massively owned. It's only like 200 HP/MP, and they do appear to have more than archers/thieves anyway without HP increase.It'll be less important for the fist-using track (which I assume is what the majority of the population is going for), but for the gun-using track, 200 HP could easily make the difference between life or death, particularly when higher level monsters are involved. I suppose I speak from the perspective of a decent-leveled Night Lord, though. I'm not sure how pirates compare in the grander scheme. Perhaps "massively owned" is a bit of an overstatement.
Russt
2008-10-04, 01:08 PM
True.
-thinks-
If you prelevel a GS to 30, it'll break even with a BM/NL at 130, not counting MP for washing. If you include washing, it'll never break even, partially because GS lose more MP per AP out, and have higher minimum MP, than BM/NL.
If you bloodbuild, though, and leave the MP alone, it's easier with a GS than a BM/NL since they gain more HP per AP in. You'd just be weaker.
KajitiSouls
2008-10-14, 06:27 PM
Where exactly did the constant for Minimum MP for Warriors come from? Was it determined by repeatedly bumping into it via AP resets? If it's from crunching the statistics and numbers, there doesn't seem to be much of an indication...
This has an implication - adding AP from level ups is much more effective than using an AP Reset in terms of HP and MP. You always get the short end of the stick with an AP Reset, but it's possible to get maximum benefit from straight AP distribution. Meaning using an AP Reset at level 200 to swap MP into HP is much less effective than doing it along the way. Especially for warriors and magicians, because Improving Max *P Increase doesn't apply to AP Reset increases.
Could you explain this in a bit simpler terms? Sorry for being dumb.
But does it mean that leveling with INT equips from like 10 and washing it all out at 120 is a bad idea?
Russt
2008-10-15, 09:42 PM
Basically, he means it's better to use level-up points on HP/MP rather than reset points.
Oh! Okay, I understand what he means now. Although, I've never heard of anyone trying to use any points besides the ones you get from leveling up.
Thanks for clarifying. [:
Peculator
2008-10-23, 10:54 PM
Just a quick question ;
Bishop is recommended for HP wash?? :f6:
LazyBui
2008-10-24, 12:50 PM
Where exactly did the constant for Minimum MP for Warriors come from? Was it determined by repeatedly bumping into it via AP resets? If it's from crunching the statistics and numbers, there doesn't seem to be much of an indication...Sorry about the delay, I haven't been on southperry much lately. All the calculations for being able to wash are done on the client end of things. That means that I can fiddle with max HP/MP to determine how it works. It has nothing to do with statistics or anything.
Even if I couldn't do that, EVERY one of these formulae are in the format of (level * minimum from level up + constant). It's easy to test for constant when you know the other two and the other two are not difficult to figure out.
On an interesting side note, I'm doing some computations on max feasible HP washing on a bowman/thief and I've come up with some very.. uh. Well. It's possible to have an excess of 457 MP on these classes by level 25. That's 38-39 washes, if I'm not mistaken. More on this when I'm done though.
XTOTHEL
2008-10-29, 09:59 AM
well MG let's you move 80% of the dmg to MP, so as long as your MP is 4 times your HP you can benifit from the fact that you can take more dmg at a lower level...but you will see higher pot cost when training.
LazyBui
2008-11-19, 02:22 PM
Nobody's tracking their job advance amounts? :(
Jeez. 9,001 pirates and none saved any info.
Nobody's tracking their job advance amounts? :(
Jeez. 9,001 pirates and none saved any info.
Well, it seems like you already have them, but here you go:
http://img155.imageshack.us/img155/6841/maplestory2008111418004jh1.png
http://img386.imageshack.us/img386/8562/maplestory2008111418030xw8.png
Difference of 346 HP and 192 MP, which indicates possible ranges of 300-350 HP and 150-200 MP. I forgot that you were interested in this.
Russt
2008-11-26, 09:59 PM
The lower bound advance amounts can be more or less derived from the minimum HP/MP amounts.
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:
5 + 10~12 + (4/10)
5 + 10~12 + 0
5 + 10~12
= 15~17
Level|INT|Min MP|Max MP
1|4|5|5
2|4|15|17
3|4|25|29
4|4|35|41
5|4|45|53
6|4|55|65
7|4|65|77
8|4|75|89
9|4|85|101
10|4|95|113
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.
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.
Morgana
2008-12-01, 02:32 AM
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.
Stereo
2008-12-02, 10:38 AM
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.
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.
Sivrat
2008-12-02, 12:42 PM
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.
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.
Russt
2008-12-02, 06:15 PM
If I were to wash, cheaper cost in resets would be a lot more important to me than minute differences in washing capacity >_>
Sivrat
2008-12-07, 12:32 AM
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.
Stereo
2008-12-07, 01:08 AM
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.
Sivrat
2008-12-07, 01:10 PM
Yes, but is that touch damage, or an actual attack? It'd be nice to have clarification regardless.
DamyouAL
2008-12-11, 08:29 PM
how much MP is it take down per AP reset from a pirate (buccaneer) ?
Read the first post o_o
14-16.
LazyBui
2008-12-13, 02:26 PM
postwat
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.
mathwreck
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.
http://img117.imageshack.us/img117/3438/maple0359rf2.th.jpg (http://img117.imageshack.us/my.php?image=maple0359rf2.jpg) http://img71.imageshack.us/img71/711/maple0360dm9.th.jpg (http://img71.imageshack.us/my.php?image=maple0360dm9.jpg)
Again, Max MP Increase is Leveled.
LEVEL | INT | MP | AP | MP Difference
1 | 297 | 16 | - | -
2 | 302 | 89 | - | 73
140 | 989 | 14598 | - | -
141 | 994 | 14738 | - | 140
142 | 999 | 14880 | - | 142
143 | 999 | 15023 | 5 | 143
- | - | 15539 | 0 | 516
144 | 999 | 15680 | 5 | 141
- | - | 16198 | 0 | 518
145 | 999 | 16339 | 5 | 141
- | - | 16854 | 0 | 515
146 | 999 | 16995 | 5 | 141
- | - | 17510 | 0 | 515
147 | 999 | 17651 | 5 | 141
- | - | 18162 | 0 | 511
148 | 999 | 18305 | 5 | 143
- | - | 18820 | 0 | 515
149 | 999 | 18962 | 5 | 142
- | - | 19481 | 0 | 519
150 | 999 | 19624 | 5 | 143
- | - | 20143 | 0 | 519
LazyBui
2008-12-14, 03:42 PM
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.
http://img117.imageshack.us/img117/3438/maple0359rf2.th.jpg (http://img117.imageshack.us/my.php?image=maple0359rf2.jpg) http://img71.imageshack.us/img71/711/maple0360dm9.th.jpg (http://img71.imageshack.us/my.php?image=maple0360dm9.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?
You'd lose that extra MP when you washed back out. I suppose if you really wanted more MP...
Stereo
2008-12-14, 11:10 PM
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.
BelleShadow
2008-12-15, 10:02 AM
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
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
HP/level: 20-24
MP/level: 14-16 +(Total INT/10)
HP/AP: 16-20
MP/AP: 10-12
1st job advance HP: 100-150
*1st job advance MP: 25-50
Minimum HP: Level*20+78
Minimum MP: Level*14-3
2nd job advance HP: 300-350
2nd job advance MP: 150-200
Minimum HP: Level*20+378
Minimum MP: Level*14+148
The bolded numbers are what you're interested in.
BelleShadow
2008-12-15, 10:57 AM
so when you level, you get 20-24 hp, but when you put ap in hp, you get 16-20?
That's what the numbers say, yes. As long as you are a thief or an archer.
KingDragonXT
2008-12-17, 08:27 AM
That's what the numbers say, yes. As long as you are a thief or an archer.
and a slinger?
and a slinger?
*facepalm*
Read the section for Pirates, please. I already provided one example.
Sivrat
2009-01-28, 03:34 AM
Min MP is off for pirates though i dont know by how much. Im level 124 buccaneer and just washed 5 points, now i have 2328 mp.
124 * 18 + 111 = 2343
gonna try to reach cap, i assume its near here though.
Chameleonic
2009-02-21, 07:37 PM
"Warrior
1st job advance HP: 200-250"
This is incorrect. I just advanced and got 274 HP. I went from 170-444 HP.
Stereo
2009-02-21, 08:00 PM
"Warrior
1st job advance HP: 200-250"
This is incorrect. I just advanced and got 274 HP. I went from 170-444 HP.
That's nice, 40 extra HP for new players.:f7: I've advanced to warrior about a dozen times and never had more than 410 hp.
So how does it work now? The job advancement AP reset thing is very confusing. I made a new Bandit and invested all my AP into INT from level 1-10 and used an 11 int wand from 8-10. I had a lot of bonus MP but I only gained 4x MP from the job advancement to thief.
Edit: Oh wait, that falls within the normal bounds. Still, it seems to automatically make a bunch of adjustments.
Chameleonic
2009-02-21, 09:06 PM
I also put nearly all my AP into INT just to see what happened. I lost MP(as predicted) and went from 120 MP to 113 MP. lol
Tamillan
2009-02-23, 11:56 AM
You should also mention that int gear affects the amount of mp you gain by putting LEVEL UP AP into MP. I tested it out. I got 10-12 with 5 base int on a mule. when i used mp gear i got like 13-14. i was only like lvl 16 so i cant wear most of my INT gear. i had like 37 total int.
However some people told me with a 150int total gear only gave about 22mp. makes no sense though. you have an idea about this?
Zpyke
2009-05-08, 07:52 PM
You should also mention that int gear affects the amount of mp you gain by putting LEVEL UP AP into MP. I tested it out. I got 10-12 with 5 base int on a mule. when i used mp gear i got like 13-14. i was only like lvl 16 so i cant wear most of my INT gear. i had like 37 total int.
However some people told me with a 150int total gear only gave about 22mp. makes no sense though. you have an idea about this?
I would also like to know this. Not trying to just lurk, but I'd like to know on a statistical standpoint, and whether or not some of us should just do regular washing, or "double" hp washing.
LazyBui
2009-06-10, 05:13 PM
Kinda pointless to post, since this is a sticky, but I'm thinking that Cygnus jobs mirror their normal counterparts in terms of HP/MP gain. Any evidence to the contrary would be welcomed. As far as I know, you can't actually use AP resets on them, though. This may change before/when they're released, but that's how it looks currently.
Hazzy
2009-07-25, 06:54 PM
Any information regarding Aran HP/level? Breaking 2k before 50, Arans definitely get more than Archers/Thieves.
LazyBui
2009-07-26, 09:27 PM
Given that Aran is simply a warrior clone, it would seem silly to assume that HP gain is anything other than that.
Man, I hate bullshit rehash classes.
Takebacker
2009-07-26, 09:28 PM
Given that Aran is simply a warrior clone, it would seem silly to assume that HP gain is anything other than that.
Man, I hate bullpomegranate rehash classes.
No, their HP gain is special somehow. They get more than my bucc but still less than a warrior.
LazyBui
2009-07-26, 09:36 PM
They don't get Improving Max HP Increase, from a cursory glance at their skill tables. Still, that means that a Brawler should surpass them fairly quickly into second job. There probably is something special about the HP gain, then.
Takebacker
2009-09-16, 01:55 PM
Requesting aran HP per level values.
roninmedia
2009-09-24, 01:01 PM
This is no longer variation when you make your first job advancement at LVL 8 or 10.
Every warrior I've made has had it's HP/MP set to 444/113 respectively. I tried a little experiment. Since we have our AP reset at lvl 10, I poured as much INT into my warrior as possible before making the job advance. When I went to meet Dances with Balrog, I had 119 MP. I made the job advancement, I went to 113 MP.
I don't remember the HP gained for Mages at level 8, but MP will be set to 253.
The minimum MP gain per level for warriors is 3. I have had 3 MP on leveling up as a page several times.
ZakumSlaYers
2009-11-08, 08:10 PM
Any information regarding Aran HP/level? Breaking 2k before 50, Arans definitely get more than Archers/Thieves.
Aran has a higher HP gain as compared to normal warrior class.
From the video here,
tIn6uaoaHCM
A Level 75 Aran has 3449 HP, so it would be 40 ~ 45 per level.
(50 * 65) = 3250
Total = (3250) + (Job advancement HP MP) + (Level 1~10 HP MP) + (Base HP of 50)
ARAN do not have HP increase skill!
As for MP, it's the same.. 4~6 per levels.
I have numbers, guys. Arans gain 44-48 HP per level, which is exactly 20 more than a Warrior with no HP increase. This gain is comparable to Shadowers, who gain 40-48 HP per level (doubled with Meso Guard), and Buccaneers, who initially gain 22-26 HP per level but make up for it with 52-56 HP per level after 2nd job.
http://img211.imageshack.us/img211/9610/maplestory2009111815513.png
http://img267.imageshack.us/img267/1799/maplestory2009111815531.png
http://img252.imageshack.us/img252/1520/maplestory2009111815575.png
http://img264.imageshack.us/img264/3973/maplestory2009111815584.png
http://img252.imageshack.us/img252/5470/maplestory2009111816074.png
By the way, SEA is laggy as hell from the East Coast USA. Almost died to Ribbon Pigs.
KaidaTan
2009-11-18, 05:38 PM
I have numbers, guys. Arans gain 44-48 HP per level, which is exactly 20 more than a Warrior with no HP increase. This gain is comparable to Shadowers, who gain 40-48 HP per level (doubled with Meso Guard), and Buccaneers, who initially gain 22-26 HP per level but make up for it with 52-56 HP per level after 2nd job.
http://img211.imageshack.us/img211/9610/maplestory2009111815513.png
http://img267.imageshack.us/img267/1799/maplestory2009111815531.png
http://img252.imageshack.us/img252/1520/maplestory2009111815575.png
http://img264.imageshack.us/img264/3973/maplestory2009111815584.png
http://img252.imageshack.us/img252/5470/maplestory2009111816074.png
By the way, SEA is laggy as hell from the East Coast USA. Almost died to Ribbon Pigs.
MP seems to be 4-8 as well. Very easy to wash 'em, if you are so inclined.
50504724
2010-01-03, 01:55 AM
This is no longer variation when you make your first job advancement at LVL 8 or 10.
Every warrior I've made has had it's HP/MP set to 444/113 respectively. I tried a little experiment. Since we have our AP reset at lvl 10, I poured as much INT into my warrior as possible before making the job advance. When I went to meet Dances with Balrog, I had 119 MP. I made the job advancement, I went to 113 MP.
I don't remember the HP gained for Mages at level 8, but MP will be set to 253.
The minimum MP gain per level for warriors is 3. I have had 3 MP on leveling up as a page several times.
I'm interest in it so I register 5 new IDs to confirm that..
Warriors'HP/MP will be set to 444/113 if they get the job adv. on level 10,
then I test getting 1st job on lvl 11 , HP/MP was set to 460/125,
and...if 1st job adv. on level12,it weill set to 476/137.
er...also test other jobs...
magician will set to 162/253 on lvl 8 job adv. 178/269 on lvl 9,and 194/285 on lvl 10.
bowman/thief/pirate will set to 344/163 on lvl 10,and 360/175 on lvl 11.
so there is a new formula on latest MapleStory version.
Warrior/Aran:
1st job adv. HP: 444 + (lvl-10)*16
1st job adv. MP: 113 + (lvl-10)*12
Magician:
1st job adv. HP: 162 + (lvl-8)*16
1st job adv. MP: 253 + (lvl-8)*16
Bowman/Thief/Pirate
1st job adv. HP: 344 + (lvl-10)*16
1st job adv. MP: 163 + (lvl-10)*12
not test cygnus jobs because i think they are the same to maplers.
from my Blaze Wizard(?) lvl/HP/MP log:
10 / 194 / 285
so it should be correct.
OB3LISK
2010-03-10, 08:51 PM
Sorry if this is necro posting but something I see missing is how much int affects a Ranged characters MP if you use an AP point in MP.
For example. Put a point in MP with 0x int and you get 10-12 MP.
Put a point in MP with 12x int and you get like 24? Or some number.
This is used for "MP Washing" which is why I asked. Sorry if it was there and I missed it or something.
Sorry if this is necro posting but something I see missing is how much int affects a Ranged characters MP if you use an AP point in MP.
For example. Put a point in MP with 0x int and you get 10-12 MP.
Put a point in MP with 12x int and you get like 24? Or some number.
This is used for "MP Washing" which is why I asked. Sorry if it was there and I missed it or something.
Not sure what you mean exactly by "ranged" but in any event unless something has changed recently INT does not effect MP gained by AP. It's still the same 2-20 depending on your class.see 1st post in thread
Jellyflower
2010-03-14, 08:44 PM
It's been pointed out that in the Q&A for AP it's job base + 0.075*int. So taking the example from warriors.
HP/level: 24-28 +(Improving Max HP Increase)
MP/level: 4-6 +(Total INT/10)
HP/AP: 20-24 +(Improving Max HP Increase)
MP/AP: 2-4
Can also be rewritten as:
HP/level: 24-28 +(Improving Max HP Increase)
MP/level: 4-6 +(Total INT x 0.1)
HP/AP: 20-24 +(Improving Max HP Increase)
MP/AP: 2-4 + (Total INT x 0.075)
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