Max SP
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General
Max SP affects SP Recovery, Increase SP Recovery, and Spiritual Cadence.
Calculation
var BASE_SP = 10; BASE_SP += BASE_LEVEL * SP_JOB; var MAX_SP = BASE_SP; MAX_SP = Math.floor( MAX_SP * (1 + INT * 0.01) ); MAX_SP += SP_MOD_A; MAX_SP = Math.floor( MAX_SP * (1 + SP_MOD_B * 0.01) ); MAX_SP = Math.floor( MAX_SP * TRANS_MOD );
Where:
- SP_JOB: See the job modifier table
- SP_MOD_A: Sum of additive modifiers
- SP_MOD_B: Sum of multiplicative modifiers
- TRANS_MOD: 1.25 for transcendent classes, 1 otherwise
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
- Andre Larva Card: +10
- Carat Card: +150 (if headgear is +9 or higher)
- Evil Nymph Card: +50
- Incubus Card: +150
- Roda Frog Card: +50
- Willow Card: +80
- Clip [1]: +10
- Coif [1]: +100
- Crown of Mistress: +100
- Cute Ribbon: +10
- Mage Hat: +150
- Magician Hat: +50
- Wizard Hat: +100
- Valkyrian Shoes: +(Job Level*2) (Swordman, Merchant and Thief types only)
Multiplicative modifiers
- Dark Lord Card & Dark Illusion Card: +10% (-10% + 20%)
- Firelock Soldier Card: +10% (if shoes are +9 or higher)
- Miyabi Doll Card: +10%
- Sohee Card: +15%
- Verit Card: +8%
- Assassin Dagger: +15%
- Moonlight Dagger: +10%
- Sleipnir: +20%
- Variant Shoes: +20% (-1% Maximum HP and Maximum SP per upgrade)
- Gypsy's Kiss: see skill description
Job Modifiers
Novices
Novice | Super Novice |
1 | 1 |
First Job Classes
Swordman | Archer | Thief | Acolyte | Merchant | Mage | TaeKwon Kid | Ninja | Gunslinger |
2 | 2 | 2 | 5 | 3 | 6 | 2 | 3 | 4 |
2-1 Job Classes
Knight | Hunter | Assassin | Priest | Blacksmith | Wizard | TaeKwon Master |
3 | 4 | 4 | 8 | 4 | 9 | 4 |
2-2 Job Classes
Crusader | Dancer/Bard | Rogue | Monk | Alchemist | Sage | Soul Linker |
4.7 | 6 | 5 | 4.7 | 4 | 7 | 9 |