post rev. 1 by Darth Johny on 09-21-17, 06:26 pm
Posted at 09-21-17, 06:25 pm Link | #
Darth Johny

Posts: 19
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Hello. This is Johny,Johny from Tarlach Server.
Mainstream mabi has gotten boring for me. Then an ex guildie from mainstream mabi introduced me to this just today. I'm thinking of trying it out. I think it would be refreshing to play old-school mabi again

Not sure if I'll be using the same IGN from mainstream mabi or using a new IGN, but once I decide I'll let you know.
Posted at 09-21-17, 06:39 pm Link | #
Darth Johny

Posts: 19
Joined: 09-21-17
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I capped magic by g13 on official mabi and I can tell you it is most certainly viable then. Just do your best to learn the skill set and learn all the effects of magic in this game. Magic had "effects" that are not very relevant in mainstream mabi nowadays (since you just blow through everything anyways now) that were VERY helpful back then. Those effects should be relevant in mabipro.
Posted at 09-21-17, 06:43 pm Link | #
Darth Johny

Posts: 19
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Since 2008, post beta.
Posted at 09-21-17, 06:56 pm Link | #
Darth Johny

Posts: 19
Joined: 09-21-17
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Wow people are actually not just afk in dunbarton? That's a rare sight.
Indeed, its become more common now that everyone AFK's in Belvast now xD
Posted at 09-29-18, 08:39 pm Link | #
Darth Johny

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Pure mage is easy > Did it in live when mabi was barely starting. muahahaha.
Posted at 05-15-19, 10:14 pm Link | #
Darth Johny

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Hey there. Any way to fix the broken ghost int magic casting animation? o:
Posted at 05-15-19, 10:18 pm Link | #
Darth Johny

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Ehh crit skill is useful for bumping your damage further. I'd say keep it P:
Posted at 05-15-19, 10:21 pm Link | #
Darth Johny

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You can always lvl up to your target level and then go play something else while you wait P:
Posted at 05-15-19, 10:31 pm Link | #
Darth Johny

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MP potions are easy to come by. Not to mention easy to make. *shrug*
Run some dungeons/ mission and you'll be swimming in them in no time.
Posted at 06-07-20, 03:13 am Link | #
Darth Johny

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Welcome!
post rev. 4 by Darth Johny on 08-15-21, 05:00 am
Posted at 08-14-21, 05:47 pm Link | #
Darth Johny

Posts: 19
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Hello all,
Darth Johny here but most of you know me as Lillian9.

So over there years I have taken part on various discussions concerning game balance, skills, races etc. One of the things that have most been brought up is how humans have taken the short end of the stick in terms of optimized content in mabipro. How do we help out the humans of mabipro but more importantly how can we make the game have a bit more variety in terms of skills? So I considered the options. Then I thought of how over the years dan skills have been slowly been introduced. That is when it hit me. Here are some examples of what dan ranks could do for humans:

Smash r1 > dan
-Humans 2.0 sec load time 500% damage mod-> 1.5sec 515% damage mod
Now because Giants may be unhappy about humans being able to catch up to them, ill throw them a bone too
- Giant 1.6sec load time, 600% damage mod -> 1.25 sec LT, 640% damage mod
Elves are fine as is but*:
- Elves 2.5 sec LT, 500% damage mod -> 2.0 sec LT, 500%* damage mod
*I really think elves should just just either get a load time decrease or a damage mod increase, but not both

In the case of magnum shot
Humans 1.5 sec LT, 500% damage mod -> 0.8 sec load time, 525% damage mod
Elves 0.5 sec LT 500% damage mod -> 0.5 sec LT, 515% dmg mod*
*Yea... elves don't need any help there

windmill:
humans/ giants 250% dmg mod, 0.8sec LT, -> 265% dmg mod, 0.8 sec LT AoE unchanged
Elves 200% dmg mod 0.8 sec LT -> 225% dmg mod, 0.8 sec LT AoE unchanged*
*personally WM should be a universally similar skill across all 3 races considering the skill is mostly defensive in nature but i digress

idea for human AR: I've been part of discussions concerning buffs for AR. Personally I don't see why not, especially if its going to be a dan buff. Maybe buff it to the current damage mods that nexon has currently? <insert shrug here> or maybe a 25%-30% modifier increase?

Magic
I have a whole list of ideas concerning magic dans skills but that is a topic for another thread. I'd say we can use this to differentiate between the 3 races: Humans/ giants can either get shorter load times or higher damage, and elves can have the other aspect.
Example if humans giants get better damage, elves can have shorter load times etc. I'm pretty sure most people would rather go for shorter load times on humans/giants. Reduced mana consumption could also be a thing.

Alchemy
Same deal as with magic: decreased load times and increased base damages. This one could also be used to distinguish between races. Giants/ humans may have shorter load times, elves can have higher base damages, maybe?

Life skills
For tailoring, blacksmithing, carpentry: have a small chance to crafting "X" grade items?

Anyways that's what I've thought of so far. This is just to set an example of what I think could happen with dan skills. <insert shrug here>. Feel free to comment your thoughts and have a good day! Keep it civil please!

- Darth Johny (Lillian9)




-Edited for clarity 8/14/2021

-
post rev. 1 by Darth Johny on 08-15-21, 03:19 am
Posted at 08-15-21, 01:02 am Link | #
Darth Johny

Posts: 19
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Ahh yea. My table was to set an example. im not familiar with the actual values on mabipro currently. I kinda knew it was around 600% but i changed it down to 500% to be safe. Giants can have their current damage mod plus the load time decrease

For magic, i mean the opposite. decreased load times. I'd reckon most people would want bolt magics with faster load times on humans and giants while elves get maybe a 50% damage boost on bolt spells, 25% on int magic. I dunno, I'm just throwing ideas around at the moment. I don't have an actual table or anything yet. Sorry for the misunderstanding on the above.
Posted at 08-20-21, 10:15 pm Link | #
Darth Johny

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If you change to petite version but then change your mind, can you change it back? :thonk:
Posted at 08-24-21, 02:55 pm Link | #
Darth Johny

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Oh neat, good to know!
Posted at 04-30-22, 08:21 am Link | #
Darth Johny

Posts: 19
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Last view: 85 days
Nice to meet you. Hope you enjoy your stay! You can add Lillian9 if you need any help.
Posted at 04-30-22, 08:30 am Link | #
Darth Johny

Posts: 19
Joined: 09-21-17
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Nice to meet you. Hope you enjoy your stay! Add Lillian9 if you need any help!

And yea thats the general trend for most mmo's nowadays. Kind of disappointed with how mabi turned out in the end but alas mabi is my go to for mmo's still.
Posted at 07-19-22, 03:26 am Link | #
Darth Johny

Posts: 19
Joined: 09-21-17
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...what would it be and why?
post rev. 1 by Darth Johny on 09-24-22, 05:54 pm
Posted at 09-24-22, 05:53 pm Link | #
Darth Johny

Posts: 19
Joined: 09-21-17
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Neato. One thing i gotta point out is that damage from min-max enchants is added after the final damage has been calculated before crit if applicable. Also only 70% of your total min-max damage is applied to your magic. So it looks something like the following:
enchant_max_dmg*.7*spell coefficient
spell coefficients for max damage are as follows:
icebolt: 0.08
firebolt: 0.4
lightningbolt:0.44
IS:0.1
th:0.45
FB:0.45
HS:0
Values taken from skilldb.xml
converted min-max damage enchant bonus doesnt seem to be affected by matk or ele masteries at all or magic weapon magic damage upgrades
The only exceptions seems to be thunder where thunder's final strike damage multiplier does affect damage enchant damage. And of course critical

Though this info might be useful to you.
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