I found this by looking through the files and codes
Code:
// 직업에 따른 property를 설정하는 파일 // 공속 MaxHP관련 MaxMP관련 MaxFP관련 물리방어력관련 hp회복률관련 mp회복률관련 fp회복률관련 SWD AXE STAFF STICK KNUCKLE WAND BLOCKING YOYO CRITICAL JOB_VAGRANT 75.0 0.9 0.3 0.3 1.0 1.2 0.5 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.2 4.2 1.0 JOB_MERCENARY 80.0 1.5 0.5 0.7 1.35 1.6 0.5 1.0 4.5 5.5 0.8 3.0 5.0 6.0 0.8 4.2 1.0 JOB_ACROBAT 75.0 1.4 0.5 0.5 1.4 1.7 0.5 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.5 4.2 1.0 JOB_ASSIST 70.0 1.4 1.3 0.6 1.2 1.6 0.5 1.0 4.5 5.5 0.8 3.0 5.0 6.0 0.5 4.2 1.0 JOB_MAGICIAN 65.0 1.4 1.7 0.3 1.2 1.5 1.75 0.6 4.5 5.5 0.8 3.0 5.0 6.0 0.2 4.2 1.0 JOB_PUPPETEER 75.0 1.6 0.5 0.5 1.2 1.2 0.5 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.2 4.2 1.0 JOB_KNIGHT 60.0 2.0 0.6 0.9 1.8 2.1 0.5 1.4 4.5 5.5 0.8 3.0 5.0 6.0 1.0 4.2 1.0 JOB_BLADE 90.0 1.6 0.6 0.8 1.5 1.7 0.5 1.2 4.5 5.5 0.8 3.0 5.0 6.0 1.5 4.2 1.0 JOB_JESTER 85.0 1.6 0.5 0.7 1.6 2.0 0.7 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.7 4.2 4.0 JOB_RANGER 75.0 1.6 0.5 0.6 1.5 1.8 1.3 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.3 4.2 1.0 JOB_RINGMASTER 70.0 1.6 1.8 0.4 1.2 2.3 1.9 1.1 4.5 5.5 0.8 3.0 5.0 6.0 0.6 4.2 1.0 JOB_BILLPOSTER 85.0 1.8 1.0 0.7 1.7 1.9 1.6 1.3 4.5 5.5 0.8 3.0 5.0 6.0 0.7 4.2 1.0 JOB_PSYCHIKEEPER 70.0 1.5 2.0 0.4 1.3 1.2 1.9 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.3 4.2 1.0 JOB_ELEMENTOR 70.0 1.5 2.0 0.4 1.3 1.2 2.0 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.3 4.2 1.0 JOB_GATEKEEPER 75.0 0.7 1.0 0.5 1.3 1.2 0.5 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.2 4.2 1.0 JOB_DOPPLER 75.0 0.7 0.5 0.5 1.3 1.2 0.5 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.2 4.2 1.0 JOB_KNIGHT_MASTER 60.0 2.0 0.6 0.9 1.8 2.1 0.5 1.4 4.5 5.5 0.8 3.0 5.0 6.0 1.0 4.2 1.0 JOB_BLADE_MASTER 90.0 1.6 0.6 0.8 1.5 1.7 0.5 1.2 4.5 5.5 0.8 3.0 5.0 6.0 1.5 4.2 1.0 JOB_JESTER_MASTER 85.0 1.6 0.5 0.7 1.6 2.0 0.7 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.7 4.2 4.0 JOB_RANGER_MASTER 75.0 1.6 0.5 0.6 1.5 1.8 1.3 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.3 4.2 1.0 JOB_RINGMASTER_MASTER 70.0 1.6 1.8 0.4 1.2 2.3 1.9 1.1 4.5 5.5 0.8 3.0 5.0 6.0 0.6 4.2 1.0 JOB_BILLPOSTER_MASTER 85.0 1.8 1.0 0.7 1.7 1.9 1.6 1.3 4.5 5.5 0.8 3.0 5.0 6.0 0.7 4.2 1.0 JOB_PSYCHIKEEPER_MASTER 70.0 1.5 2.0 0.4 1.3 1.2 1.9 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.3 4.2 1.0 JOB_ELEMENTOR_MASTER 70.0 1.5 2.0 0.4 1.3 1.2 2.0 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.3 4.2 1.0 JOB_KNIGHT_HERO 60.0 2.0 0.6 0.9 1.8 2.1 0.5 1.4 4.5 5.5 0.8 3.0 5.0 6.0 1.0 4.2 1.0 JOB_BLADE_HERO 90.0 1.6 0.6 0.8 1.5 1.7 0.5 1.2 4.5 5.5 0.8 3.0 5.0 6.0 1.5 4.2 1.0 JOB_JESTER_HERO 85.0 1.6 0.5 0.7 1.6 2.0 0.7 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.7 4.2 4.0 JOB_RANGER_HERO 75.0 1.6 0.5 0.6 1.5 1.8 1.3 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.3 4.2 1.0 JOB_RINGMASTER_HERO 70.0 1.6 1.8 0.4 1.2 2.3 1.9 1.1 4.5 5.5 0.8 3.0 5.0 6.0 0.6 4.2 1.0 JOB_BILLPOSTER_HERO 85.0 1.8 1.0 0.7 1.7 1.9 1.6 1.3 4.5 5.5 0.8 3.0 5.0 6.0 0.7 4.2 1.0 JOB_PSYCHIKEEPER_HERO 70.0 1.5 2.0 0.4 1.3 1.2 1.9 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.3 4.2 1.0 JOB_ELEMENTOR_HERO 70.0 1.5 2.0 0.4 1.3 1.2 2.0 0.5 4.5 5.5 0.8 3.0 5.0 6.0 0.3 4.2 1.0
then found this struct, which might get filled by the above entities.
Code:
struct JobProp
{
float fAttackSpeed; //°ø¼Ó
float fFactorMaxHP; //ÃÖ´ë HP °è»ê¿¡ »ç¿ëµÇ´Â factor
float fFactorMaxMP; //ÃÖ´ë MP °è»ê¿¡ »ç¿ëµÇ´Â factor
float fFactorMaxFP; //ÃÖ´ë FP °è»ê¿¡ »ç¿ëµÇ´Â factor
float fFactorDef; //¹°¸® ¹æ¾î·Â °è»ê¿¡ »ç¿ëµÇ´Â factor
float fFactorHPRecovery; //HPȸº¹ factor
float fFactorMPRecovery; //MPȸº¹ factor
float fFactorFPRecovery; //FPȸº¹ factor
float fMeleeSWD; //WT_MELEE_SWDÀÇ ATK factor
float fMeleeAXE; //WT_MELEE_AXEÀÇ ATK factor
float fMeleeSTAFF; //WT_MELEE_STAFFÀÇ ATK factor
float fMeleeSTICK; //WT_MELEE_STICKÀÇ ATK factor
float fMeleeKNUCKLE; //WT_MELEE_KNUCKLEÀÇ ATK factor
float fMagicWAND; //WT_MAGIC_WANDÀÇ ATK factor
float fBlocking; //ºí·ÏÅ· factor
float fMeleeYOYO; //¿ä¿äÀÇ ATK factor
float fCritical; //Å©¸®Æ¼Äà ó¸®
};
some keywords I should definetly check out?
Firstly in touch with source since yesterday, but I should be fine with my C++ knowledge, just going to start a character simulator project to start with C# WPF
Edit:
I might found the calculation of MAX_HP but still looking for other attributes like Atk, Def, Blockrate,..
Code:
float a = (pProperty->fFactorMaxHP*m_nLevel)/2.0f; float b = a * ((m_nLevel+1.0f)/4.0f) * (1.0f + nSta/50.0f) + (nSta*10.0f) ; float maxHP = b + 80.f; return (int)maxHP;






