Max HP: Difference between revisions

From Revival Ragnarok Online
No edit summary
 
(4 intermediate revisions by the same user not shown)
Line 13: Line 13:
}
}
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) );
Line 24: Line 24:
:'''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:
Line 84: Line 85:
|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;"|0.9 (6.5)
|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