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Author Topic: Mabinogi-On Steam! Close combat revamp!  (Read 380180 times)

Seriyu

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #900 on: August 12, 2012, 07:09:36 pm »

Probably until the next patch.

EDIT: And Granorke, you've been added to the guild. Aco's alt has too.
« Last Edit: August 12, 2012, 07:40:00 pm by Seriyu »
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Girlinhat

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #901 on: August 13, 2012, 12:53:56 am »

My apologies for failing everything forever.  Internet decided "Nah, not for a few days." and laughs at my misery.

The signs point that tomorrow may be more stable.  Likely not, but if possible I'll try and hand off the spider statue so that others can run Karu.  That is, if they want to do it without good archer support.  I don't think the guild really has a high-level dedicated archer aside from myself.

Seriyu

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #902 on: August 13, 2012, 01:11:32 am »

I wouldn't mind waiting longer, because like you said, you're really the only well off archer right now. But eh, up to other people as far as I'm concerned.

Lordinquisitor

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #903 on: August 13, 2012, 06:09:33 am »

Well, time to reach port cobh then!

Also the luck finally smiled on me, and i found a neat leather and vest with a defense value of 2 and an enchantment which increases my critical strike chance by 2 (while lowering my max endurance by 4) and then i saved someone from a black wolf, he thanked me, and the very next wolf i killed dropped like ~1500 gold and earned me the title "the lucky". I still feel like the "aspiring maestro" title is more useful.
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Seriyu

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #904 on: August 13, 2012, 07:42:00 am »

Yep, that aspiring maestro title will be amazing forever, but you lose access to it once you reach cumulative level 100. So just be ready for that!

Also lemme know when you've signed up for the guild so I can get you in.

Update later today too!

Girlinhat

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #905 on: August 13, 2012, 09:29:26 am »

You'll find luck to be extremely valuable, perhaps more valuable than any other stat.  Luck can only be raised by leveling up at a young age (which implies paid rebirth), being a merchant, or leveling up Gold Strike.  Dex, str, and int come from all sorts of skills, and leveling up, but luck is extremely rare.  The best (easiest and highest rating) title for luck appears to be The Crystal Collector, in which you must deliver one of each type of alchemy crystal to someone.  This isn't too difficult, and it gives +20 luck, +20 int and -10 to will, str, and dex.

For those unaware, luck affects three things, mostly.  It directly adds critical hit chance, which in turn increases the damage of critical hits.  It gives a higher gold rate drop and increases the chance of having a Lucky or Huge Lucky finish, often hitting the 21,000 gold drop limit.  It gives the chance for Lucky and Huge Lucky on gathering materials, like firewood, herbs, ore, etc, and increases the chance of getting a Great Success on tailoring and blacksmithing, which will do a large chunk of completion rate, compared to regular success.

Mainly though, it provides critical chance.  Critical rate is capped at 30%, but protection counts double, so a Siren has 30 protection, that nullifies 60% crit, meaning that you need 61% to score a crit at all, and you need 90% to get the critical cap.  Field Bosses have 50 protection, and Golden Mask Ghosts with titles have like, 70 protection or something.

The power of critical hits though, is outrageous.  It's factored by damage*skill_multiplier*crit_rate = crit_damage.  So, if you managed to get 90% critical, to cap out on a siren, and had r1 critical skill, and your weapon does 50 damage (my highlander long bow does), then you'd get 50(weapon)*1.5(crit r1)*1.9(rate) = 142.5 damage - and that's using a regular attack.  If I got lucky with r1 Magnum Shot, then that's 5x damage, for 712.5 damage.

I don't have r1 magnum nor r1 critical, nor 90% crit, but you can imagine that with proper skill, a good critical hit can one-shot quite a bit of enemies, even many bosses!

Aklyon

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #906 on: August 13, 2012, 09:36:06 am »

That is quite a lot of use for the often ignored luck stat.
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Seriyu

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #907 on: August 13, 2012, 09:43:22 am »

The update for later that I promised.

A minor overview of transformations! More and more people have been reaching that point of the game, and there are a few things you need to know.

First rule, if you notice it's about 5 AM in game, and you haven't transformed that day? Transform. It'll go to waste otherwise, and it clearly doesn't hurt. If you do this, you will literally never have to eat again. Transformations reset at 6 AM every day in game.

Let's go over the transform skills. First, you rank these up with points earned from levels. You should start by ranking up your "main" skill, where your level points go, to keep levels from going to waste in that regard, and also because it gives you more HP in almost all, if not all regards, and the primary thing for transformations is giving you more breathing room. Transformation time is also increased the younger you are, and the more rebirths you have.

Passive defenses work wierd for transformations. When you transform, the three will randomly "activate". sometimes you'll get no passive defenses, sometimes you'll get all, sometimes you'll only get a couple. The chance for this happening increases with the rank of passive defenses, and also sometimes with the rank of the "main" skill.

Now, the transformations themselves. For humans, Paladin or Dark Knight. Dark knights get a free animal tame skill (you can get it anyway outside of transformation), and their transformation effectively doesn't ave a time limit, once the time limit runs out it constantly drains HP until you reach deadly, forcing you to never be hit ever. If you're REALLY GOOD at the game the HP drain thing could help but eh. Paladins get Defense and Protection raised in their main skill, making their transformation even more of a tank.

Giants get Savage Beast, and the skill they get on transform is giant full swing, which is a linear AoE attack that can only be used if you have a 2 handed blunt weapon or Axe Equipped. It can do some amazing damage, which is nice.

Elves get Falcon Sage (I think?) and the skill they gain on transformation is Magic Missle, which is a stronger ranged magic/arrow attack that  allows you to play a brief minigame to pick an element, it's not hugely stronger and it uses a very poorly fleshed out part of mabi so it's kind've... bad. But the skills aren't what you're transforming for anyway.

Now. The passives you get from transforming, IE the real reason you transform.

Paladin - Spirit of Order - Increases Life, Mana, Stamina, defense and protection. Does NOT increase transformation time. It also changes the graphic you use when you transform. At Rank 1, paladins get giant black wings similar to morrighan's, for instance.

Dark Knight - Soul of Chaos - Increases Life, Mana, And Stamina. No Def or Prot, and again Does NOT increase transformation time. Changes graphic in a similar manner.

Falcon Form - Fury of Connous - Increase Life, Stamina, strength, damage, and Passive Defense activation. Changes graphic.

Savage Beast - Daemon of Physis - Increases Dex, Damage, and Balance. Changes graphic.


Dark Knight Exclusive - Control of Darkness - Allows you to tame enemies. This litterally just flips the aggro situation on them so they attack other enemies. Note that controlling Archers, or way too many enemies at one time may cause your client to become unresponsive. You also can't control really strong enemies like dragons.

Elf Exclusive - Elven Magic Missle - A spinner appears and when you stop it, it picks an element. The attack becomes that element, also along with being hiked up and being higher damage then usual. It also ignores enemy protection.

Giant Exclusive - Giant Full Swing - A Linear AoE that does huge damage to everything it hits. Activate the skill then click the Ground near an enemy, or an enemy itself to start. A little meter will appear next to your cursor. CLick when it's as high as possible to get the most damage possible.


Paladin - Power of Order - Raises Strength and Will.

Dark Knight - Body of Chaos - Raises Strength and Balance.

Falcon Form - Armor of Connous - Raises Will and Protection.

Savage Beast - Shield of Physis - Raises Life and Protection.


Paladin - Eye of Order - Raises Dex and Balance.

Dark Knight - Hands of Chaos -  Raises Dex and Wound Rate.

Falcon Form - Mind of Connuous - Raises Mana and Intelligence.

Savage Beast - Spell of Physis - Raises Mana, Intelligence and Critical.


Paladin - Sword of Order - Raises Damage and Wound rate.

Dark Knight - Mind of Chaos - Raises Int and Critical.

Falcon Form - Sharpness of Connuous - Raises Dex, Critical, and Balance.

Savage Beast - Life of Physis - Raises Strength, Will, and Stamina.

After this are the passive defenses. Notes on them include the fact that Paladin Passive defenses defend more and activate (as in prevent flinching, not activate on transformation) more often then othe transformations.

Dark Knights get the shit end of the stick on passive defenses and aren't really that good at any of it.

Falcons passive defenses activate more often then everyone's passive defenses, except giants.

And Savage Beasts passive defenses always activate, and help them recover from knockback faster.

So to summarize, for humans, paladins work better defensively, but dark knights get more offensive stats, including intelligence and crit, that the paladin does not. Dark knight is not, despite popular opinion (including my own until just now) strictly better then paladin! Shock and awe.
« Last Edit: August 13, 2012, 10:09:19 am by Seriyu »
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Seriyu

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #908 on: August 13, 2012, 09:44:05 am »

You also get luck from ranking Harvest song! But yeah, luck is a great stat and you'll want as much as possible. You also get it from leveling up in merchant destiny, although it's not a ton.

Girlinhat

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #909 on: August 13, 2012, 09:51:41 am »

The real people know that luck is where it's at, especially depending on the skills you use.  I'm leveling very heavily into Crash Shot, and that's significant because Crash Shot ignores protection for critical rates!  So I pretty much always have a 30% crit rate on a group of enemies.  Added to this that Crash Shot can deal ludicrous damage to a single target if done right, and certain bosses become childsplay.  Karu Glowing Spider Bits dungeon has a large spider boss and several regular spiders in a cluster.  When I crash shot the boss and get a crit, then it deals additional damage for each regular spider that's hit by the splash, and can deal simply outrageous amounts of damage.

Pay attention to how many players are using the "in Wonderland" title.  It gives +20 luck, and it was available from an event rebirth card.

Mages would also like critical rates, because intermediate magic also ignores protection, and getting a critical hit on ice spear is hilarious overkill.

NINJA: Dark Knight can be prolonged at great expense.  Party members casting heal, or megapotions (probably the event variety of "HP 500") can keep you going a bit longer.  HP drain is 10 per second during "disarm" stage.

The elven transformation is... "falcon" I believe.  You go from Falcon Sage to Falcon Justice and a few other titles that I can't remember.  "Falcon Form" is what it's usually called though, because "Sage" is only during one bit of the skill growth.

And what transformations really do, is provide amazing stat increase.  As a falcon I can peg anything with arrows and leave them reeling.  Even using regular arrows with a non-upgraded shortbow, falcon trans adds so much dex that anything goes down.  And it gives me some 600 MP, so intermediate magic becomes a gattling gun of thunder.  Not to mention, I often use trans to regen stamina while I'm spam-crafting :P

Skyrunner

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Re: Mabinogi - The guild is back up! Touch the Stone. - Partial golem guide.
« Reply #910 on: August 13, 2012, 09:57:14 am »

Sky's Minmaxing Guide—Actually Max-maxxing, But Who Cares

Mabinogi is quite unique in that levels are less important than skills in all ways, because skills give permanent bonuses to stats while levels give transitional ones. This guide is intended to inform the player of which skills to hunt down and grind for every last drop of whatever stat they want. Some skills are more efficient in stat-to-AP-ratio than others, and life skills are generally grindy, so keep that in mind.

For a handy Google Docs interactive chart, click here. The little arrows at the top can be used to sort alphabetically, by type, by AP consumption, by stat, or by efficiency. Input STR or LUCK or WILL or DEX or HP or MP or STA in the green field to change to AP-per-stat calculations. You can also sort by efficiency ratio. Please note that life skills are treasure lodes of DEX, but they also require tons of grinding.

Strength
Ah, Strength, the most needed stat for Combat Bards, Fighters, Warriors, and basically anyone who isn't strong enough to kill everything without being hit once. It affects all melee, non-ranged damage.

Strength-giving skills are Final Hit, Carpentry, Combat Mastery, Stomp, Windmill, Taunt, Dischord, Lance Charge, Blunt Mastery, Lance Mastery, Assault Slash, Charge, Throw Attack, Chain Mastery, Ranged Combat Mastery, Arrow Revolver, Fireball, Smash, Blaze, Fishing, and Rest, in order of amount of STR given. Refer to the Google Doc for specific stats. For 4845 AP you can get 402 STR, which is a roughly 10 to 1 ratio.

Luck has only two skills that give it, Harvest Song and Gold Strike, with 22 and 20 each. For a total of 490 AP you can get 42 of that precious luck, again roughly 10:1.

Will increases your chance of being knocked deadly instead of dying after a hit that should have killed you, especially when you're in the deadly state. It also increases your knockdown and stun recovery speeds. It's not an important stat, though, except it also raises your Crit rate.

Will-giving skills are Windmill, Critical Hit, Chain Mastery, Thunder, Wind Breaker (giant only), Lance Charge, Throw Attack (giant only), Axe Mastery, Mount, Crossbow Mastery, Knuckle Mastery, Screw Upper, Somersault, Dropkick, Fishing, Final Hit, Charging Fist, Dash Punch, Fire Magic Shield, Hailstorm, Ice Magic Shield, Lightning Magic Shield, Natural Magic Shield and Smash. For 5393 AP you can get 461 Will. That's 11.6 to 1.

Dex is an essential stat for all archers and production characters, and is a useful stat for warriors too. It increases Ranged damage, Balance, and production success rate, except for a few skills like Potion Making which are unaffected by Dex.

Dex-giving skills are Ranged Combat Mastery, Weaving, Final Shot, Refining, Crash Shot, Arrow Revoler, Handicraft, Playing Instrument, Tailoring, Mirage Missile, Blacksmith, First Aid, Support Shot, Bow Mastery, Luring Ballad, Sword MAstery, Magnum Shot, Production Mastery, Counter Attack, Enchant, Backstep, Herbalism, Lance Counter, Metallurgy, Combat Mastery, Metal Conversion, Cooking, Potion Making, Evasion and Fishing. 4942 AP brings you 631 Dex, for a ratio of 7.8:1, most likely skewed by the cheap grindy Life skills.

Intelligence is a coveted stat for mages, and it's also given by the boatload by Musical skills. Int makes less difference per point than Str or Dex for mages, thus why it's given so freely. Int-giving skills are Musical Knowledge, Composing, Fireball, Firebolt, Ice Bolt, Lightning Bolt, Party Healing, Potion Making, Hailstorm, Blaze, Bolt Composer, Ice Spear, Blacksmith, Herbalism, March, Fire/Ice/Lightning Mastery, MAgic MAstery, Enchant, Mirage Missile, Cooking, Magic Shield. 4519 AP for 861 Int. 5.2:1 ratio.



All in all, if you play Mabinogi long enough to do all the grinding, leveling, and ranking in it as of now, and cough up enough money to pay for frequent rebirths while spending all of your time playing games instead of having a life, you will have the final bonuses from skills as follows:

20987 AP used.
402 STR
42 LUCK
461 WILL
631 DEX
861 INT
429 HP
717 MP
743 Stamina

Quite impressive a resumé, but the 20987 AP, also known to be roughly 20000 levels, is rather daunting. However, a lot of it is from Alchemy skills. Most alchemy skills give no stats at all, or give only Stamina. Additionally, some 500 of those AP is probably from the duplicate ",elf" skills I had, because elfs cost more in magic and ranged.

Meanwhile, you will have +12% Crit from Luck and +46% from Will. Your max damage would be roughly 250 without weapons.

Seeing a screenshot by a person with 200+ all around, and 300 in STR, he has 125% Crit rate (helped by a 46% crit rate sword), 107~246; seems that that's a setting to go for Alby Advanced 3 person with little trouble, just gliding through critting left right and center. >.>

Seeing maximized gamers always makes me both be slightly awed and also makes me feel like they might have wasted quite a lot of time doing that. xD I wonder if anyone in Mabinogi has done all of the skills. I do know one person who finished all Magic skills that came out before G9, and another who was cumulative level 5000+, so there just might be. I'd think I'd be bored long before then, though.




Drinking an HP elixir can keep up DK for the duration of it. 

PS: Offence is always better than defense in Mabinogi :3 Monsters deal much much more damage than you can handle.

PPS: Luck gives roughly .3 per point, and Will .1 per point. I mean critical rate, by the way.
« Last Edit: August 13, 2012, 10:01:07 am by Skyrunner »
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Girlinhat

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Luck gives .2 critical rate, while will gives .1 - that is to say, 1% gain per every 5 luck or every 10 will.

Also, the Giant's Throwing Attack uses str, not dex, so giants have very low desire for dex, and it also means that a giant brawler can deliver massive damage via javelin.  Plus, the jousting prize javelins give +400 attack, that's not a typo.

Skyrunner

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Giants still want dex for balance.

Also, I suppose that's why Throw gives Strength rather than Dex. :3
The +400 is just wow :/
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Girlinhat

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Yeah, but they cost 2 jousting points each (that's how much you get for a win on a regular non-tournament match) and they come in bundles of 2, I think.  So they're very expensive and consume inventory space.  But then again, a giant who's advanced their throwing and critical, and manages to get a crit on a jousting throw, can one-shot... well, almost anything.

Seriyu

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I'd also like to say that, as a giant with tons of skill points into prod mastery and stuff that generally gives dex, trying to get dex to reasonable levels on a giant specifically for balance is a fool's errand. Even with all those crafting and prod ranks I'm still far less stable then a human's damage.
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