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Author Topic: Mabinogi-On Steam! Close combat revamp!  (Read 379878 times)

SirAaronIII

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3660 on: July 08, 2014, 01:53:15 pm »

Quote
If you've guessed that I'm going to do blacksmithing, you guessed wrong
Haha, darn. Those craftable shuriken do look really nice, and the skills are pretty interesting. General question for everyone: who's planning to go ninja? I know Litteh/Seriyu's elf was, and maybe Haru was going to try it, but beyond that I got nothing.

Gotta say, the Mabi title theme remixed to an over-the-top "Japanese"-style track is pretty great. Definitely brought at least a smirk to my face. Link for the lazy.

Another side note, in the process of rewriting guides, reading all the old guides and dungeon runs is very nostalgic and quite entertaining in itself. Remember wiping like 5 times in Coill Normal while getting Evasion? Remember when the Genesis patch totally altered combat? Remember Mobliz as Savage Beast only having 565 HP? And probably the funniest, remember Elves being deadly and probably "the best race"? :))
What a blast from the past. Sorry for the cliche, there's really no better way to describe that feeling.
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alexwazer

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3661 on: July 08, 2014, 02:23:10 pm »

I will most likely do ninja stuff too with Kyu, if only for the possibility to use hydra followed by that stealth/hide skill for fun and profit. Mostly for fun. And it seems to fit well with the rather supportive nature of alchemy. Might do some on Ryu too, but I'm not really doing anything on him, so just ignore that for now.
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Facekillz058

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3662 on: July 08, 2014, 07:44:31 pm »

I will be going Ninja on Hishi because I feel the fact that it operates off of Will would synergize with Fighter well and give me two awesome methods of killing puppies and fish people for the price of one and a half.
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rumpel

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3663 on: July 09, 2014, 04:42:00 pm »

I can't really play it because it doesn't detect my dedicated graphics card. And with the onboard card it's only playable in a really bad resolution (doesn't even use the whole screen) which is really annoying. Google didn't help at all. Many people have the same problem but no fix. :|
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majikero

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3664 on: July 09, 2014, 04:57:17 pm »

I play it using windows mode and just resize the window. You know, click the edge and drag it.
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Seriyu

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3665 on: July 09, 2014, 05:01:33 pm »

Yeah, mabinogi is a very old game (About a decade, now!) and has some pretty notable issues detecting newer graphics cards. I dunno if there's a ton you can do about it at this point, besides manually resizing it like majikero said.

Just to clarify, can you go fullscreen and the resolution is just bad? Or does it error out or something when you do that?

Edit: While I'm here, for everyone else, dragon pets are back and everyone that wants one better grab one while they're there.
« Last Edit: July 09, 2014, 05:10:01 pm by Seriyu »
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rumpel

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3666 on: July 09, 2014, 06:39:00 pm »

It's fullscreen but it only uses a third of the screen.
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rumpel

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3667 on: July 09, 2014, 06:39:50 pm »

It's fullscreen but it only uses a third of the screen.
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SirAaronIII

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3668 on: July 09, 2014, 06:53:17 pm »

Yeah, the fullscreen resolutions are sorely lacking. I think the only options are 800x600 and 1024x768? I'd recommend just using windowed.
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Malt_Hitman

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3669 on: July 09, 2014, 07:11:04 pm »

So, I know I miss replying to the thread when I get busy so here are a slew of short replies all rolled up into one:

Supplies:  It’s generally best for people to carry around supplies they’ll use on their own as inventory space is the big killer in Mabi.  Saving arrows or bolts or weapons for other people will chew up a lot of inventory space and I really don’t have the use for that stuff right now.  Making potions and handing them off to guildmates would be a simpler matter through the mail and by using alt accounts then having to carry around stacks and stacks of what people need.  It’s pretty easy to create potions with a little work as picking the herbs is the biggest part.  That’s not to saying keeping some spares of important items, or the ability to buy them, is a bad thing. 

Ninja:  I’m planning on trying to do everything eventually and I will at least try and pickup all of the Ninja skills even if I don’t try to go for Master Ninja right away.  I’m sure a few of the skills will be useful in harder dungeons and possibly bandit fights due to utility to freeze/delay attackers.  Right now I’m still on the intro Fighter quest and trying to pound out some life skills this week to get some extra Dex and Int.  Hopefully I’ll have the time/AP get the get the skills even if I won’t have the stats for major damage.

Dragons:  I’ve seen the Ice and Thunder being quite useful in MA and 60 more inv slots is always a nice thing.  Right now I’m teetering between “I’d be stupid to spend $16 on these.” and “Shut up and take my money.”  At least I’ll have about 2 weeks to make my mind up.
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SirAaronIII

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Overview of Combat Talents
« Reply #3670 on: July 09, 2014, 11:02:09 pm »

Re: Dragons, the inventory is pretty sizable and the AOE summon is always a plus. Of course, $16... it really is a tough choice. My favorite personally is the bone dragon, but I'm biased because I got one a long time ago.

To make this post a little more useful, here's the promised "class"/talent overview, now up to date. I might go back here and update this post as new talents are released, or I could just make new posts as they come out. I'll start on combat talents first because crafting ones are a little more involved and aren't really the best choice for a beginner. Note that I haven't yet used every single talent out there, so I might not be 100% familiar with how they all work. These little descriptions are based off what experience I have and observations of other members using them. Talents that have vastly different names from the title that appears over your head will have the talent name first and the title second. Also note that I'll be making liberal use of the [abbr] tag to describe skills and clean up all my parentheses. The tag lets you mouse over things and see a little description like alt-text. Try it on this whole paragraph!

Close Combat/Warrior, obviously a close range combat talent, is likely the easiest and cheapest to get started. Basically, you just run up to enemies and attack them at close range. This does some good damage early on and isn't that hard to pick up, but also has a high potential for you to get hurt because you're right in enemies' faces. 1 on 1 combat is simple enough especially with the instaload alterations from the Genesis patch back in 2012, but it quickly gets dangerous when you have to fend off more than one enemy. It gets especially ugly when an enemy archer/mage is also shooting you. Basically, if more than one thing targets you, close combat will get a lot tougher. There are three different weapon types: swords, axes, and maces/blunts. Swords are by far the most common with higher balance, while axes and maces have little diversity but come packing high crit and damage, respectively. I'd recommend at least learning some skills and how they interact before moving onto other talents. Windmill, Counterattack, and Defense are essentials, while Smash is kind of nice. Damage is based on strength.

Archery is a long range attacking talent. It's rather unique for archery in an MMO: to attack, you have to click on your target once, wait for an aiming gauge over your head to reach 100%, and then click again to fire. You can shoot before it hits 100%, but there's a chance you'll miss, wasting an arrow, stamina, and time. Bows and crossbows have high wound rate in general, meaning that any damage you do is going to stay there and not be healed. Archery can get frustrating when things rush at you, you aim at them (aim goes up faster the closer the target is!), fail to hit, and you end up getting wrecked. The talent as a whole is a little weaker than most, but is by no means bad. There are two weapon types: the diverse bows and the sorely-lacking-variety crossbows with differing stats and some small gameplay effects. For example, humans are forced to walk with ranged attacks loaded using a bow, but can run using a crossbow. Based on dexterity.

Magic is my chosen field of expertise, a mid-long range attack talent. Magic is notable in that it uses mana (MP), unlike pretty much everything else which uses Stamina. Mana regenerates very slowly during the day, so unless you use Meditation, drink potions, or wait until Eweca rises, that blue bar isn't going anywhere. Divided into tiers: bolt magic, intermediate, and advanced. Note that intermediate and advanced magic require wands and staves respectively, which are pretty expensive to get and repair. You also have to go on lengthy quests to unlock intermediate magic and above, which can be difficult. The vast majority of these quests come from one NPC, Stewart the magic teacher in Dunbarton. Bolt magic is fairly weak at first but fast, whereas intermediate and advanced magic do extreme damage but are time and mana consuming to cast. All magic skills eat up a lot of AP, so beware! Based on intelligence.

Alchemy is an all-range attack and support talent. Well, there are actually two talents, Battle Alchemy for battling and Construct Alchemy for more out of combat support stuff. Alchemists use cylinders and various elemental alchemy crystals for all their skills. There are several diverse skills, such as the AoE multihit Flame Burst, the single target powerful Water Cannon, the defensive barricade Barrier Spikes, the AoE crowd control Shock, and the almighty Hydra Transmutation. The main alchemy weapon is the cylinder, which can be buffed by an offhand guard cylinder to boost effects. Alchemists don't use stats in the way other talents do; instead, the alchemy skills' damage is increased by the skill rank and your bars (HP, MP, and Stamina) depending on the skill.

Fighter/Martial Arts is a single-target melee talent. With some cool knuckles, you punch and kick enemies with Chain Skills to make combos. It's very good at locking down single enemies and can do amazing damage . However, its weaknesses start to show up when Heavy Stander and multiaggro come into play, though it's still workable. Knuckles have shorter range than even Close Combat/Warrior, which can be dangerous. Most Close Combat/Warrior skills can still be used, like Smash, Counter, and Windmill (note that Windmill's radius is reduced greatly so it's basically unusable). There are only a few types of knuckles. Based on will.

Music/Bard is a melee/support talent. You can play music and give your party buffs. Notable in that you can write your own music onto score scrolls using Music Markup Language (MML). You'll hear anime openings, anime endings, plenty of Vocaloid music, and video game songs. Programs such as 3ML Editor are very helpful and can convert midi files to MML for score scroll use. Bards have only one direct damage skill, and instruments do rather weak damage. Skills range from boosting recovery speed to putting enemies to sleep to buffing damage and crit. There are plenty of instruments with a variety of sound ranges. Damage is based on strength, but playing music without making mistakes is based on dexterity.

Lance Combat/Knight is a close-midrange attacking talent. Lances play like an extension to Close Combat/Warrior, using some of the same skills like Smash but having others disabled like Counterattack and Defense. Lances have a unique Piercing Level stat that ignores a set amount of defense and protection on the enemy. However, they have a minimum range unlike all other weapons, meaning if an enemy gets too close there's not much you can do. They also attack slowly and have terrible balance. There are very few lances. Based on strength.

Puppetry is a close to mid-range attacking talent. The unique gimmick that puppets bring is.. well, the puppet. It acts like a summon that you control using control bars. When Control Marionette is active, you control the puppet and your character follows it around. However, puppets can't be healed or revived like players and pets can, needing special recovery potions and repair kits. Puppetry has some very powerful AoE and positioning attacks, like Act 6: Crisis' suction effect and Act 7: Climactic Crash's huge whirlwind area. There are very few control bar choices. Based on strength and dexterity.

Dual Guns/Gunslinger is another mid-range attack talent. First off, all guns in this game to date are dual handguns. Sorry, no rifles or shotguns or anything. Dual guns use mana bullets, but unlike archery and alchemy, each mana bullet acts as a cartridge or magazine. The different guns have different clip sizes, and each mana bullet item fills it up entirely, so if your gun can load 64 shots and you have 100 mana bullets, that's the equivalent of 6400 shots (but all attacks use more than 1). Dual guns can do both high AoE and single target damage, with skills like Shooting Rush and Bullet Storm covering huge areas and Flash Launcher and even normal attacks being able to dish out damage to one enemy. Single-target normal attacks have NO knockback except on critical hits so if you shoot someone running at you, they won't be dissuaded much. There are 4 kinds of normal guns, which I'll talk about later. Based on strength and intelligence.

Then there's the upcoming mid-range Ninja, as described by Seriyu. Looks like many crowd control and misdirection-style attacks just like a real ninja, such as smokescreens and traps. Since it's not out at the time of this writing and I don't want to research it I'll leave it at that for now.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

krisslanza

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3671 on: July 10, 2014, 11:32:12 am »

To latch onto Gunslinger, its HIGHLY dependent on a stable latency - more so then most other sets. The lack of a stun time on basically any of your moves, and the incredibly short range of Dual Guns, means latency will get you destroyed.

Evaris

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3672 on: July 11, 2014, 02:49:17 am »

Figured I'd pop in to say hi and PTW.  I'm a long time player since early G1 on the North American servers; 1 week after open beta ended.  (sadly didn't hear about it till then, but hopped on the game right away.)  I play on the Tarlach server so.. yeah. 
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Seriyu

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3673 on: July 11, 2014, 02:56:52 am »

dang! Well, if you have any feedback on whatever schemes we've got going, please feel free to chime in nontheless!

Malt_Hitman

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Re: Mabinogi-On Steam! Ninja talent approaches!
« Reply #3674 on: July 11, 2014, 06:45:00 pm »

Nice to have you in the thread, Evaris!  I notice your avatar around threads here and there and recognized it as a Mabi character.  I wasn’t sure if you grabbed it from somewhere or you played the game as I never saw you in the thread before.

If you have any interesting news about Tarlach or want to chat us up on what you’re doing with your character I’d be quite interested.  From what I’ve seen/heard on the official forums the other servers are less populated and that can make either a ghost town or a tight-knit community.

Say, is it possible to chat with people across servers?  I thought I remembered seeing an option for server selection when adding someone to the friends list.
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