Max HP: Difference between revisions
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} | } | ||
var MAX_HP = BASE_HP; | var MAX_HP = BASE_HP; | ||
MAX_HP = Math.floor( MAX_HP * (1 + VIT * 0.01) * TRANS_MOD ); | MAX_HP = Math.floor( MAX_HP * (1 + VIT * 0.01) * TRANS_MOD * BABY_MOD ); | ||
MAX_HP += HP_MOD_A; | MAX_HP += HP_MOD_A; | ||
MAX_HP = Math.floor( MAX_HP * (1 + HP_MOD_B * 0.01) ); | MAX_HP = Math.floor( MAX_HP * (1 + HP_MOD_B * 0.01) ); | ||
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:'''HP_MOD_B''': Sum of multiplicative modifiers | :'''HP_MOD_B''': Sum of multiplicative modifiers | ||
:'''TRANS_MOD''': 1.25 for transcendent classes, 1 otherwise | :'''TRANS_MOD''': 1.25 for transcendent classes, 1 otherwise | ||
:'''BABY_MOD''': 0.70 for baby classes, 1 otherwise | |||
Notes: | Notes: | ||
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!style="text-align: center;"|[[TaeKwon Master]] | !style="text-align: center;"|[[TaeKwon Master]] | ||
|- | |- | ||
|style="text-align: center;"|1. | |style="text-align: center;"|1.3 | ||
|style="text-align: center;"|0.85 | |style="text-align: center;"|0.85 | ||
|style="text-align: center;"|1.0 | |style="text-align: center;"|1.0 | ||
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|style="text-align: center;"|0.9 | |style="text-align: center;"|0.9 | ||
|style="text-align: center;"|0.55 | |style="text-align: center;"|0.55 | ||
|style="text-align: center;"|0 | |style="text-align: center;"|1.0 (6.75) | ||
|} | |} | ||
Latest revision as of 01:50, 22 March 2014
General
Max HP (also called MHP) affects HP Recovery, Increase HP Recovery, and Spiritual Cadence.
Calculation
Ragnarok Online does not calculate the base maximum HP of players in real time. Instead, this lookup table is used. The following is an algorithm how the values of the lookup tables are calculated:
var BASE_HP = 35; BASE_HP += BASE_LEVEL * HP_JOB_B; for (var i = 2; i <= BASE_LEVEL; i++) { BASE_HP += Math.round(HP_JOB_A * i); } var MAX_HP = BASE_HP; MAX_HP = Math.floor( MAX_HP * (1 + VIT * 0.01) * TRANS_MOD * BABY_MOD ); MAX_HP += HP_MOD_A; MAX_HP = Math.floor( MAX_HP * (1 + HP_MOD_B * 0.01) );
Where:
- HP_JOB_A: See the job modifier table
- HP_JOB_B: The number in parenthesis, if any. Otherwise 5.
- HP_MOD_A: Sum of additive modifiers
- HP_MOD_B: Sum of multiplicative modifiers
- TRANS_MOD: 1.25 for transcendent classes, 1 otherwise
- BABY_MOD: 0.70 for baby classes, 1 otherwise
Notes:
- Base HP is the same for all characters with the same job and same level.
- Increase base HP by 1% per VIT. Then add additive modifiers. Finally add multiplicative modifiers.
Job Modifiers
Novices
Novice | Super Novice |
---|---|
0 | 0 |
First Job Classes
Swordman | Archer | Thief | Acolyte | Merchant | Mage | TaeKwon Kid | Ninja | Gunslinger |
---|---|---|---|---|---|---|---|---|
0.7 | 0.5 | 0.5 | 0.4 | 0.4 | 0.3 | 0.7 | 0.8 (0) | 0.75 (0) |
2-1 Job Classes
Knight | Hunter | Assassin | Priest | Blacksmith | Wizard | TaeKwon Master |
---|---|---|---|---|---|---|
1.3 | 0.85 | 1.0 | 0.75 | 0.9 | 0.55 | 1.0 (6.75) |
2-2 Job Classes
Crusader | Dancer/Bard | Rogue | Monk | Alchemist | Sage | Soul Linker |
---|---|---|---|---|---|---|
1.1 (7) | 0.75 (3) | 0.85 | 0.9 (6.5) | 0.9 | 0.75 | 0.75 |