Hybrid magicians - HP/INT

What will you make?

  • Hybrid Priest - Low Luk route

    Votes: 0 0.0%
  • Hybrid I/L - Low Luk route

    Votes: 0 0.0%

  • Total voters
    8

Z00M

Explorer
Hello everyone, welcome to the land of possibilities. In collaboration with Xerta; we introduce to you the concept of being a hybrid HP/INT magician which falls under the odd-job class. Hoping to create a viable alternative that is still viable when grinding.

This post will cover:
" A magician with High base HP (to survive w/o MG) with a relatively minimal base INT (to enjoy your grinds). "

To what extent?
  • AP Stats: will be assigned to the point where classes are still able to grind near their optimal capacity. eg: Cleric 1 Shot Coolies w SR / F/P no misses on Grims / I/L (on hold)
  • Gear: will only be using pure int route gear to avoid gear stats requirement to equip. Black Bandana / Sauna robe / Snowshoes / Workglove / Any Cape / Any Earrings / Maple Lama or Red whip / HP or Speed Pet gear.
Same as existing grind builds but work in progress...
Using Average based stats gear and/or Lowest Success rate of scrolling
lv10 Black Bandana (+1 base Int)

lv25 Ribboned Pig Headband (+50 HP)
Hybrid-Pure Int route
lv30 Sauna (Male/Female)
Passed: 2x OA for INT 10% (+10 Int)
OA INT = 10

//or//

lv11 Orange Shirt (Male/Female)
- Passed: 1x topwear for def 10% scrolls (+10 Hp)
Top HP = 10

lv16 SandBlasted Jeans (+3 base hp)
- Passed: 1x btmwear for def 10% scrolls (+10 Hp)
Btm HP = 13

Hybrid-Low Luk route
-work in progress-
Hybrid-Pure Int route
lv8 Wooden Wand (+23 MA)
- Req Int/Luk: 0/0

lv 35 Maple Lama (+100HP (98~101 HP)/ +48MA) For Priest + F/P
- Req Int/Luk: 0/0
- Atk Spd: Normal (6)

lv 35 Red Whip (+15 Spd) For Priest + F/P
- Req Int/Luk: 0/0
- Atk Spd: Fast (4)

lv40 Yellow Umbrella (+52 MA) For Priest
- Req Int/Luk: 0/0
- Atk Spd: Fast (5)

lv 43 Maple Lama (+100HP (90~110 HP)/ +58MA) For Priest
- Req Int/Luk: 0/0
- Atk Spd: Normal (6)

Hybrid-Low Luk route
lv 65 Evil Wings (+80MA) For Priest + F/P
- Req Int/Luk: 198/68
- Atk Spd: Fast (4)
Hybrid-Pure Int route
lv 11 Gomushin (+2+7 = +9 Spd)
- Passed: 7x Shoes for Speed 100% scrolls (+7 Spd)

lv 26 Whitebottom shoes (+3+7 = +10 Spd)
- Passed: 7x Shoes for Speed 100% scrolls (+7 Spd)

lv 30 Blue Snowshoes (+7 Spd)
- Passed: 7x Shoes for Speed 100% scrolls (+7 Spd)
Hybrid-Pure Int route
lv5 Stolen Fence (7 slots)
- Passed: 1x Shield for def 10% scrolls (+10 Hp)
- Shield HP = 10

lv20 Maple Shield (+1 Avoid, 10 slots)
- Passed: 1x Shield for def 10% scrolls (+10 Hp)
- Shield HP = 10
work in progress
-work in progress-
Assumption(s):
  1. Only Mages 1st Job Advancements has HP & MP bonus (100~149)
  2. 1st Job Advancements has No AP bonus
  3. 2nd Job Advancements has No AP bonus
  4. 3rd Job Advancements has 5 AP bonus
  5. (1)SP @ lvl8 goes to Magic Bolt
  6. (3)SP @ lvl9 goes to Improving MP recovery
  7. (2)SP @ lvl10 goes to Improving MP recovery (stop @ lvl5)
    1. (1)SP remainder to Improved Max MP Increase
  8. (3)SP @ lvl11 goes to Improved Max MP Increase
  9. (3)SP @ lvl12 goes to Improved Max MP Increase
  10. (3)SP @ lvl13 goes to Improved Max MP Increase (max @ lvl10)
Mage Formula
  • /Fresh AP into HP Gain = 6 (6~10, chose lower option)
  • HP/lvl Gain = 10 (10~14, chose lower option)
  • HP (Min)
    • = ( Lowest: [current level*10]+64 )
  • HP (Avg)
    • = ( Lowest: [current level*10]+ (?? - 64)/2
  • HP (Max)
    • = ( Lowest: [current level*10]+?? )
  • MP/lvl Gain (22~-24)
    • Min
      • = 22 +(Improving Max MP Increase lvl+Total INT/10)
    • Avg
      • = 23 +(Improving Max MP Increase lvl+Total INT/10)
    • Max
      • = 24 +(Improving Max MP Increase lvl+Total INT/10)
  • MP (Min)
    • = (??)+ Min.MP/lvl Gain
  • MP (Avg)
    • = (??)+ Avg.MP/lvl Gain
  • MP (Max)
    • = (??)+ Max.MP/lvl Gain
2000001.pngImproved Max MP increase
  • Mp gain from lvl 9 to 10
    • = 22~24 +(0+Total INT/10)
  • Total MP at lvl 10
    • =
Character Lvl 10 @ =(11+ (# of times lvled*5)) =56 Total Int
1 If Level UP, +2 more; if AP applied, +1 more on top on MaxMP
  • Mp gain from lvl 10 to 11
    • = 22~24 +(2+Total INT/10)
  • Total MP at lvl 11
    • =
Character Lvl 11 @ 61 Total Int
2 If Level UP, +4 more; if AP applied, +2 more on top on MaxMP
3 If Level UP, +6 more; if AP applied, +3 more on top on MaxMP
4 If Level UP, +8 more; if AP applied, +4 more on top on MaxMP
  • Mp gain from lvl 11 to 12
    • = 22~24 +(8+Total INT/10)
  • Total MP at lvl 12
    • =
Character Lvl 12 @ 66 Total Int
5 If Level UP, +10 more; if AP applied, +5 more on top on MaxMP
6 If Level UP, +12 more; if AP applied, +6 more on top on MaxMP
7 If Level UP, +14 more; if AP applied, +7 more on top on MaxMP
  • Mp gain from lvl 12 to 13
    • = 22~24 +(14+Total INT/10)
  • Total MP at lvl 13
    • =
Character Lvl 13 @ 71 Total Int
8 If Level UP, +16 more; if AP applied, +8 more on top on MaxMP
9 If Level UP, +18 more; if AP applied, +9 more on top on MaxMP
10 If Level UP, +20 more; if AP applied, +10 more on top on MaxMP
  • Mp gain from lvl 13 to 14
    • = 22~24 +(20+Total INT/10)
  • Total MP at lvl 14
    • =
Base HP: min/avg/max
lv 90 = 964/ xx/ xx
lv100 = 1,064/ xx/ xx
lv110 = 1,164/ xx/ xx
lv120 = 1,264/ xx/ xx
lv130 = 1,364/ xx/ xx
lv140 = 1,464/ xx/ xx

3,200 hp by lvl100
  • (Lowest) Base HP @ lvl100 w/o stats into hp = 1,064
  • HP gears bonus: +183HP ( Lowest: 50+10+13+10+100 )
  • Total AP stats gained = 500 ( [#of times lvled*5]+5 )
  • 3,200 - 1,064 - 183 = 1,953 HP Lacking
    • =1953/6 = 326 (rounded up 325.5) Fresh AP into HP
  • 500 - 326 = 174 AP into INT (total INT = 174 + 11 original = 185)
*+5 to stats gained since it's given in 3rd job advancement
3,200 hp by lvl110
  • (Lowest) Base HP @ lvl110 w/o stats into hp = 1,164
  • HP gears bonus: +183HP ( Lowest: 50+10+13+10+100 )
  • Total AP stats gained = 550 ( [#of times lvled*5]+5 )
  • 3,200 - 1,164 - 183 = 1,853 HP Lacking
    • = 1853/6 = 309 (rounded up 308.8) Fresh AP into HP
  • 550 - 309 = 241 AP into INT (total INT = 241 + 11 original = 252)

3,200 hp by lvl120

  • (Lowest) Base HP @ lvl120 w/o stats into hp = 1,264
  • HP gears bonus: +183HP ( Lowest: 50+10+13+10+100 )
  • Total AP stats gained = 600 ( [#of times lvled*5]+5 )
  • 3,200 - 1,264 - 183 = 1,753 HP Lacking
  • = 1753/6 = 293 (rounded up 292.2) Fresh AP into HP
  • 600 - 293 = 307 AP into INT (total INT = 307 + 11 original = 318)
  • 2001002.png MG not necessary
  • 02000003.png Less MP pot burn
  • maplesea_mesos__aquilla_1506155695_2fae8e68.jpg Saves mesos
  • 2030004.png Higher Survival
  • 02000004.png It's either Inflated prices or theres nobody selling, no worries.
1 mesos per 1hp of pots VS 2 mesos per 1mp of pots
- HP potions costs is relatively similar to the HP gained from the potion
- However, that is not the case for MP pots

Elixirs are commonly used for:
1. Zakum Bossing Priest
2. C.Rog Priest
3. Mist Training at Vikings/MDT/Grims F/P

*Note: Further details explained in Pros & Cons
Priest:
F/P:
I/L:
Priest: Will take more time than usual to kill but doable
F/P: Possible: Have to follow Priest AP build for accuracy ref
I/L: (on hold / accepting suggestions)
8800000.png
Min HP to survive = 3,200 HP
Min Lvl to receive party exp = 135 or within 5 lvls of member who white zakum

Priest: Main role is to Survive in order to Heal / Dispel / HS
- Req Max Heal/ HS/ Dispel
F/P: Possible: Have to follow Priest AP build for accuracy ref
I/L: (on hold / accepting suggestions)
Alright, we back again on elixirs (50% hp and mp). Here we'll have to put up some assumptions of numbers for visual aid.
Assumption(s):
  1. Zakum ready @ lvl 120 for mages. Through the past few 3rd job only servers, mages tend to only reach within lvls from 100 to 140, we'll take the Avg lvl range.
  2. Pot prices
    1. Elixir @ 10,000 mesos ea - price range (10,000~12,000 mesos from drops)
    2. Cheese @ 4,500 mesos ea - price range (4,500~4,680 from NPC)
    3. Mana Elixir @ 620 mesos ea - price range (598~620~644 from NPC)
  3. Heal @ lvl 30 (-24mp and recovers 300% of hp)
  4. HB available:
    1. 3,000 Elixir (3k*10k mesos = 30m mesos) usage for a normal lvl120 Priest - for a 3hr zakum run. Back on Legends, usually a 30mins run w HB 60% MP increase would cost an unwashed Experienced lvl120 Priest 300~500 Elixirs. Taking the higher end; 500, 3000 pots.
    2. (4.5m+1.8m = 6.3m) Hybrid HP/INT Priest - for a similar 3hr zakum run.
      1. HP pots: 1,000~3,000 Cheese (3k*4.5k = 13.5m mesos). The reason why u even need to bring is just for incase for when ur eyes are sleeping @ seal & unable to avoid stuns and not being able to heal). By using 3,000 Cheese, you're acting as a normal priest as this is really the worst case scenario. Overtime this number shld go down to even 1,000 Cheese (1k*4.5k = 4.5m mesos) in the future shld you become a more experienced Priest. Since you'll be self healing on most parts of the run, this becomes a substantial save in mesos compared to bringing in 30m worth of pots above.
      2. MP pots: 3,000 Mana Elixir (3k*598 mesos = 1.8m mesos). This MP pots r just for u to cast ur support skills only since u wont be using MG. Reason why it's at 3,000 is to safeguard and let Priests spam as much mp pots they want during any point in zakum to feel safe. Arms stage shouldnt take up much since it doesnt 1/1 hp/mp you, but you'll have to watch out for the MP drain on 1 of the arms. With a gain of 300MP = 12 x heals can be done (rounded down 12.5 and did not consider MP recovery of approx 80+ every 10s). Which is a fair number of heals till the next pot.
      3. Lastly, I've yet to even factor in a 3,200 hp base for Hybrid Priest. Post HB, Total HP would be 5,120. When a 3.2k dmg is received, leftover hp would be 1,920 and after using Ice Cream Pop instead of Cheese (2k recovery and cheaper), we arrive at 3,920HP, ready to take ur own sweet time to heal/dispel with no fear of receiving another 3.2k dmg. This would most definitely save huge costs on the HP portion. Lower than 6.3M
  5. No HB
    1. Almost never happens but heck, even without, this wouldnt be any more expensive for the Hybrid HP/INT Priest, standing at a solid 6.3m.
Priest:
Heal - We're not really looking for Heal to be the 1 Hitter skill for Coolies atm as it's has quite an unstable dmg formula that hits extreme ends (Min and Max dmg). Sometimes on a normal priest, it may show results of ability to OHKO coolies with dmg way above the mob hp and times where 2~3 heals are necessary. Almost like the dmg gets lower as more mobs are affected by the heal.
However, in cases where priests r not able to survive in a pt (w/o HB and MG) at deep ludi, this build would fit you just right. Once u survive a hit this time, u can simply heal instead of using HP nor MP pots. Similar to Zak, where you'd be able to use Minimal pots ranging from Mana Elixir (+300mp) instead of Elixirs.
SR - Whether it's hitting >1 mob, the dmg is relatively stable as compared to heal. Thus for the time being we'll use SR as one of the anchor to consider to be a Hybrid HP/INT priests.
  • Coolies (need at least 2HitKO using SR, can mix it up with SR+Heal+Tele combo)
  • MDT (PT w minimal Fighting)
  • Vikings (PT w minimal Fighting)
  • Grims (PT w minimal Fighting)
  • Newties (PT w minimal Fighting)
F/P:
Misting - dmg solely relies only on skill level with DOT in % of Monster's HP.
Eruption/Magic Claw - Finishing off hit when monster left with 1 Hp has to at least meet magic accuracy req to land a hit on monster. Here, we'll try to match it as close as possible so that the user will be able to grind as per usual like a typical mage. But on the other hand, achieve high hp base to master the act of turning MG off and solely relying on HP pots to survive hits and saving the need to use MP pots (especially Elixirs).
  • MDT (Solo/PT)
  • Vikings (Solo/PT)
  • Grims (Solo/PT)
  • Newties (Solo/PT)
I/L: (on hold / accepting suggestions)
Zakum Guide (Quests + Boss)

Disclaimer
: Ok so, this is merely just an experiment out of pure curiosity and exploring the odd-job scene. Hence we'll not be liable for any deaths or character rerolling in any way.

Terms/Jargons:
F/P - Fire Poison Mage
I/L - Ice Lightning Mage
SR - Shining Ray
C.Rog - Crimson Balrog
HS - Holy Symbol
Btm - Bottom
Ref - Reference
Min - Minimum
Max - Maximum
Avg - Average
HB - Hyper Body
DOT - Damage Over Time
 
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