MP: Difference between revisions
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imported>JLE New MaxMP calculation |
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{{NeedsSpading|MP calculation has changed. | {{NeedsSpading|MP calculation has changed. New formula should now be correct, please test and confirm or amend.}} | ||
<center>[[Image:mpoints.gif]]<br>[[MP]]</center> | <center>[[Image:mpoints.gif]]<br>[[MP]]</center> | ||
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In all cases, though, MP are used for casting [[:Category:Skills|skills]]. | In all cases, though, MP are used for casting [[:Category:Skills|skills]]. | ||
The amount of MP characters have is directly based on how much Mysticality they have, although Mysticality classes inherently have 50% | The amount of MP characters have is directly based on how much Mysticality they have, although Mysticality classes inherently have a +50% bonus to MP. | ||
A [[moxie magnet]] or a pair of [[Travoltan trousers]] can change the calculation of MP from being based on [[Mysticality]] to [[Moxie]]. | A [[moxie magnet]] or a pair of [[Travoltan trousers]] can change the calculation of MP from being based on [[Mysticality]] to [[Moxie]]. | ||
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==Notes== | ==Notes== | ||
calculation of MaxMP is as follows: | |||
- Base MaxMP = (current buffed) Mysticality, OR current Moxie if Travoltan Trousers or Moxie Magnet are worn. | |||
- Add together all percentage bonuses to MP, as below: | |||
* being a myst class = +50% | |||
* Skill (Turtle Tamer): Wisdom of the Elder Tortoises = +50% | |||
* Skill (Hodgman, Journal #4): Marginally Insane = +10% | |||
* Skill (Gnomish): Cosmic Ugnderstandigng = +5% | |||
(these stack additively, NOT multiplicatively, for total maximum bonus = +115% for myst classes, +65% for non-myst) | |||
- Multiply Base MaxMP by the resulting number. (e.g. 65% bonus = multiply by 1.65) | |||
- Add all flat +MP bonuses, from whatever source (passive, skill, buff, self-buff, equipment, effect, whatever) and round up fractions to the nearest higher whole point. | |||
==The old, obsolete calculation== | |||
Your maximum MP is determined from several factors: | Your maximum MP is determined from several factors: | ||
<pre> | <pre> |
Revision as of 01:39, 26 January 2012
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There are some vague or non-exact figures and information on this page. Some spading is required.
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MP
MP can stand for one of three things, based on a player's class:
- Muscularity Points: Seal Clubber, Turtle Tamer
- Mana Points: Pastamancer, Sauceror
- Mojo Points: Accordion Thief, Disco Bandit
In all cases, though, MP are used for casting skills.
The amount of MP characters have is directly based on how much Mysticality they have, although Mysticality classes inherently have a +50% bonus to MP.
A moxie magnet or a pair of Travoltan trousers can change the calculation of MP from being based on Mysticality to Moxie.
See MP Increasers for details as to how you can increase your maximum MP.
See Skill MP Cost Modifiers for details on how you can reduce the MP cost of skills.
MP is regained at rollover and by resting or relaxing in your campsite, consuming various items, or with the aid of your familiar. See MP Restorers for full details as to how MP can be restored.
Notes
calculation of MaxMP is as follows:
- Base MaxMP = (current buffed) Mysticality, OR current Moxie if Travoltan Trousers or Moxie Magnet are worn.
- Add together all percentage bonuses to MP, as below:
- being a myst class = +50%
- Skill (Turtle Tamer): Wisdom of the Elder Tortoises = +50%
- Skill (Hodgman, Journal #4): Marginally Insane = +10%
- Skill (Gnomish): Cosmic Ugnderstandigng = +5%
(these stack additively, NOT multiplicatively, for total maximum bonus = +115% for myst classes, +65% for non-myst)
- Multiply Base MaxMP by the resulting number. (e.g. 65% bonus = multiply by 1.65)
- Add all flat +MP bonuses, from whatever source (passive, skill, buff, self-buff, equipment, effect, whatever) and round up fractions to the nearest higher whole point.
The old, obsolete calculation
Your maximum MP is determined from several factors:
Max MP = S + MAXIMUM( m, CEILING( I x CEILING( G x FLOOR( W × (FLOOR(M × C) + P) ) ) ) )
Where:
- M is your buffed Myst
- or your buffed Moxie with Travoltan trousers and Moxie > Myst
- or your buffed Moxie with a moxie magnet
- m is your base Myst
- C is 1.5 if you are a Myst class (1 for other classes)
- S is your MP increase from Slimy Synapses
- P is the total of any other direct MP Increasers you have (e.g., bejeweled accordion strap)
- W is 1.5 if you have Wisdom of the Elder Tortoises (1 if you don't)
- G is 1.05 if you have Cosmic Ugnderstanding (1 if you don't)
- I is 1.1 if you have Marginally Insane (1 if you don't)
Notice the use of the MAXIMUM function, it means that if your buffed Myst is less than your unbuffed Myst, e.g. when Beaten Up or Confused, MP will be calculated using your unbuffed Myst.
Note that a moxie magnet can reduce your MP but Travoltan trousers cannot.
In practice, if your Mysticality is not suffering from a net negative effect, your MP ceiling can be approximated using:
Max MP ≈ GIW(CM + P) + S
So players trying to maximize their MP are best off wearing an outfit with the largest value of
C × EquipmentMysticalityBuff + EquipmentMPBuff