Posted at 02-03-18, 10:34 pm Link | #
Slayerj

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You miss out on 2(3?) titles and the end reward enchants. That's it. They do not give AP in this version and while they aren't hard, they can be rather annoying to complete with IRL time gates to get through and should Ceo not line up with your play time ever, you'll have to rely on people to warp you there with housing coupons.
Posted at 02-09-18, 01:40 am Link | #
Slayerj

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So, as we all know, Animal Taming is one of the least used skills and...quite underwhelming for the amount of work you put into it. But it doesn't have to be that way. Now, this is just the base line idea with few 'solid' numbers. Just concepts for others to jump on and fine tune.

Before I go on, who remember Mercenaries? For those of you who don't know. Here's a link.
https://wiki.mabinogiworld.com/view/Monster_Mercenary

I'm mainly talking along the lines of the ones that were once bought in Tail for use in shadow missions. These are the base of this entire idea. Scrolls and all.

First, Taming revamped to work off of will for taming %, but also as it stands with ranking the skill. Maybe make the base a little higher too.

Next, taming an animal turns it into a scroll of 1x1 or 2x2 in size and stack-able to 5? Based on how strong the mob originally was? Of course not everything can be tamed!

Monster scrolls you get are based on your rank. Similar to how the Merc scrolls could be bought in Beginner, Int, Adv, HM and Elite. This does pose the first problem, because scrolls either need to summon a monster with the tittle, or just summon a base monster and based on rank set a tittle, as that's how the original mercs worked. They summoned a monster and gave it a title based upon the scroll. Set tittle gave a set buff to it's original stats.

The second problem this brings, is making it so if you tame a mob (Even if we limited this to animals, there are some story missions with animals in them) in a SM, it needs to draw on a BASE and not the SM level to summon.

On to the rest. Canes are now reparable and absorb the bait you give them, holding only up to 100 at a time. This way you can use them with a shield. If you use a cane, you have unlimited summon time on the mob. If you don't, the time becomes set in stone based on rank, even if you summoned the mob and switch away. The time is now set. Putting the cane back on does nothing to put back the time. Not having the cane on, should cut the mobs dmg and defenses by 50% as well, but should be regain-able when you put the cane back on?

Finally, they go through loading zones with you (unlike current tamed mobs), give you similar small buffs(?) and that's it.

This means 15 (16? Master title?) titles need to be made or just a title that bases stats off YOUR rank if that's possible.

Finally, at all ranks, only ONE mob can be summoned.

Training needs to be revamped a little.

And lastly, DK taming needs a slight % buff to working, to maybe scale with will, and scrolls should stack to 50. Maybe gain a passive small % buff to work even further by taming animal, but not the other way around. The previous buff to taming animals via DK taming should be removed for balance. The only reason I view DK version should get the buff is it's tremendously underused as even a trans skill.


Lastly, Alder, our Lore Sage (haha) even came up with some lore for it.
Further research in Courcle teaches us of runes used to seal the spirits of beasts similar to fae contracts the druids make (magic circles)
Posted at 02-18-18, 01:40 am Link | #
Slayerj

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I'm going to spend most of this post throwing calculations at you all. So, yeah. Just getting that out of the way. By the end, you'll understand where I am coming from.

post rev. 2 by Slayerj on 02-18-18, 05:28 am
Posted at 02-18-18, 05:10 am Link | #
Slayerj

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I know I used 50str for all the calcs. I also know that I said that with higher str, 2h smash wins over dual. (However, rereading it, I didn't put it in as many times as I did on the prior type up I did. I apologize for not stating it more times and will fix that, thank you.) I mainly used 50str to show that even at low str, dual is a heavy force.

2h weapons were what I compared to because prior they were the heavy hitter. But this also hurts 1h and shield too. I didn't bother stating that because no one really cares about defense. It's a great skill and it does work, but it's awful for later things and multi agro and is much less desirable compared to just killing things quickly instead.

2h weapons offered high dmg, splash range and dmg, and a smash bonus, while removing your ability to use a shield for extra def. This results in higher skill dmg for everything as well.

Dual offers MUCH higher dmg, higher smash dmg (until you gain higher str for 2h OR are giant), and other skill dmg than 2h weapons as well as much better normal attack dmg and more crit chances when done.

I'm completely fine with dual being the better choice for normal attack. It's the main thing about it if you ask me. The insanely high skill dmg is an after effect that was only amplified farther by stronger 1h weapons and one with an amazingly broken artisan that rivals, and completely crushes, a 2hs.

Also, you are right. the WM meta makes it even more noticeable, but that doesn't change the fact that it exists even without wm.


-test- okay, It seems I cannot edit the original post. I do not know why, it just will not complete. It always fails and loads a white blank page. *shrug*
Posted at 02-18-18, 09:59 pm Link | #
Slayerj

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That's not a bad idea. I'd actually use the thing if AP wasn't on the line. Of course the coin cost would have to be high, but it'd be a nice red coin sink.
Posted at 02-21-18, 10:08 am Link | #
Slayerj

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It would be nice if SOME dungeons had X floor have a 100% for one x herb patch. Obviously these would be later floors and higher dungeons would have more, but I feel that's a better way to do it.
post rev. 2 by Slayerj on 02-24-18, 09:04 pm
Posted at 02-24-18, 05:40 pm Link | #
Slayerj

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As the tittle suggests, this is a somewhat Cryptic Guide to the new story that is custom to Mabinogipro! I will NOT be telling you ANYTHING flat out in this guide. I will also be updating the guide as I figure out the rest of the story myself. Please enjoy! The only thing I will flat out say is the same thing told in the official post. Be explorer level 11.


Starting GA1pro.

Next up!

That's really it. The rest is told directly to you. AT MOST, just talk more. Enjoy everything and have fun!


Rewards-SPOILERS
Posted at 03-05-18, 04:34 am Link | #
Slayerj

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I think this is a good opportunity to immerse yourself as if it was an actual world.
If anyone has played Recettear, then you'd know that as a simple item shop keeper, Recette isn't actually capable of delving into dungeons and fighting her way through, so she hires adventurers. See if you can find a party, or someone really strong to pay some protection money, or offer other services, like healing or potions you'd make from the gathering, to have them escort you safely through the dungeon. Maybe even letting them take your reward chest in the end could be enough.
This could even work with commerce if the merchant is too weak to fight off the bandits.

I've done said thing about letting them take my end chest reward. After a few several runs of the new dungeons, I walked away with 0 mana herbs (seems they're even rarer their than anywhere else) and only green and sunlights to speak of with a handful of reds. Nothing I needed at all. Doing a few dozen Cair normal later I still didn't walk away with anything other than a few reds and mainly base herbs. I'm at the complete mercy of RNG on what herb room even spawns in. The fact that they went out of the way to make pure 3 BASE herb rooms to be spawn-able in harder dungeons, let alone normals, when they are ALL OVER the world outside, is pure dick move on the original devs part. Sure, ONE or TWO base patches in every other herb room is fine, you need to rank up herb to see said base herbs, but for higher dungeons and full 3s? Why?

I really think that harder dungeons should have set rooms all consisting of, in the final floor of said dungeons, of at LEAST one of x herb. You still have to work to obtain it and it breaths life into some other dungeons in a new way besides end drops. Normal dungeons could tone down the basic herb spawns to just 1-2 per room when they do show up with the rare 3 room being an option too on the easier to speed through dungeons.
Posted at 03-05-18, 04:36 am Link | #
Slayerj

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If anything, it'd just add a % to the skill chance itself. Probably low till 30 honestly. Something like +5% by 21, but after that it starts to shoot up to 10% by 30 and ending at 25% by the end. Chain cylinder is constantly a pain in the ass with how much it wants to either roll a +0 or spam +1s and give you a +4 on a mob that's already at 2hp.
Posted at 03-16-18, 03:31 am Link | #
Slayerj

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I was online for well over 8 hours straight, killing mongoose on a storage proofing alt while my elf/giant from my main account flew to locations as I got the boss info. I ended today at a mind numbing 3 bosses remaining and 0 drive to ever try at anything after today.

It's not hard to get the sketches, at all. It is if you want to go in one swoop (or two) with two characters at the same time. Even then, it's not hard to sketch them. It's hard to get the info on the spawns. Nearly all spawns I got info on were of the day of, of the day before, with only two being 7 (head hyena) and 4 (Giant long haired gnu) days ahead. This would have given me a lovely break, but anything else could have popped up. Example being, the Gnu, I got that a full two days after 7 day heads up on head hyena. There was no rest or break.

I couldn't just tab out either, and watch for system chat notifications...because the notification that it has spawned or that someone has given notification, doesn't go into chat.

Now I'm at the mercy that someone will keep an eye out for me in Rano over the next few hours as I rest up and regain my drive to do literally anything to do with this game again.
Posted at 04-09-18, 10:52 pm Link | #
Slayerj

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There's Lore reasons that wouldn't work, but as for doing it even if it could, the team is currently unable to do something like this, not the story, but the actual skills.
Posted at 06-27-18, 08:19 pm Link | #
Slayerj

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Rapiers to have at least cc+2 would be a better options, and a lesser smash buff than 2h get would be very much loved. The weapons are rather weak for melee, even more so because you cannot use a shield, but they can become strong for bolts....bolts that drop off in the mid to late game. Giving it a minor smash buff and an extra cc option would greatly buff their usability. That said, I'm not sure if this would be seen as too OP and need an extra +mp cost to help balance it out.

As for the spirit weapons, even if that was possible, this would make moving stuff around an inv they're in a pain in the ass..
Posted at 07-10-18, 12:37 am Link | #
Slayerj

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As the title says, I'm just going to throw some bare bones ideas for the team to take and run with if they want.

It's a lot. Enjoy? Idk lol
Posted at 07-11-18, 02:38 pm Link | #
Slayerj

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I like the idea, but at the same time I feel like it just makes the content seem even more bland. Like SM 2.0..but worse due to lack of end exp. Don't get me wrong, I like the idea, but I find dungeons boring as is, so condensing them isn't going to change my view point on that.

That said, they won't touch old content (bleh), and I bet that means even in a way like this. So if this DID come about for a new dungeon, it would just end up making old dungeons look even worse. (Is that even possible?)

I'm not apposed to this at all, I just think it won't help with how boring dungeons are as is. Perhaps I'm wrong though, people don't know what they really want until they have it, and I'm no different.
Posted at 07-31-18, 01:16 pm Link | #
Slayerj

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To add to what Flandre said, they also must make sure it's all hard coded correctly. Every skill rank is hard coded (even for monsters I'm pretty sure), so one uncap is a lot of work actually. It also seems that they currently HAVE to use an item to force a rank up.
Posted at 08-07-18, 06:03 am Link | #
Slayerj

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Complete resets would also free up how people play a large chunk of the 'early game grind'. You won't have to kill yourself for x CP heavy req skill in the early days or SUFFER for it later. A huge portion of early game for anyone coming from mabi to mabipro, is training CP heavy skills while staying under total 100, even if it takes weeks of off and on play. Even if they can't stand it. For anyone actually new to the game, everyone yells out "Do your WM first!" and then listens to the new player either take that advice and hate the game after a few hours or burn out, or ignore that advice and hate it later.

Yeah, -CP gear is a thing, but that can only help so much once your CP starts going higher. This doesn't replace -cp gear either, just opens up the way for people to repick how they want to play, or not have to care as much about the 'grind' early game and actually enjoy the game.
Posted at 08-21-18, 08:45 pm Link | #
Slayerj

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Now, before I even start, this is just an idea to be picked apart. I know NOTHING about what can and cannot be done, and this is just an idea I've had for a long time now even since before mabi pro.

The idea is a board game like dungeon with rooms with set encounters and waves. Once a room is finished, a 'roll' is made and the party (idk how many) is moved along to the next room. I don't think a UI for a board is in this version of mabi from older events (as I think those came later) so it would either work in that you would have no idea where you were regarding the end of the dungeon, or you'd do 10 rooms and each number represented a different encounter for each room along the way?

The idea stems from that old event on Live where you were in a haunted house, but this time you're pretty much being played with by some spirits for this game. Obviously the mobs should mainly be spooky themed, peaca mobs but much weaker and such + things that would make players go "OH GOD NO" like bomb mobs.

Any ideas to add to this or know what can and cannot be done?
Posted at 08-21-18, 10:14 pm Link | #
Slayerj

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I love that this eliminates dungeon hallways. No more horse riding simulator.

I remember the haunted house event on live and I loved it. I wonder if they can import it. Because if the GMs are able to do something with it, I already have suggestions. I just need to know what we're able to do first so I'm gonna wait for some replies :>

I'd love to see it next Halloween (or even this one), I was just thinking of a completely custom event for it. That said, both should use the music from the one from live that you linked in the discord. I forgot how fantastic it was.
Posted at 01-11-19, 02:22 pm Link | #
Slayerj

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Blunt weapons have terrible Min damage, so getting your dex up to get your balance up will help, but you should always remember how low it is. Find ways to mitigate that in the form of min dmg or str+ enchants.
Grab the high STR+ giant skills as soon as you can as well. You'll hit hard a lot of the time, like, very hard, but you'll also hit low a bit of the time as a trade off. Keep that in mind and always have a back up plan for when you hit low.

Also decide if you want to be a Smash spam giant or not, and build around that.
Posted at 01-12-19, 02:18 am Link | #
Slayerj

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I have never used an ego before in playing mabinogi. How much of a hassle are they to raise? I heard they cost a lot of hours and money to take care of and are high maintenance. Is that true? I am wondering if that effort is worth the effort so I avoided an ego. Also, I decided to switch weapons to high min damage weapons. Isn't it better that I do this for now TILL I reach end-game and can afford balance enchants and an EGO?

I think that might make more sense, because taking high-max weapons in early game when I don't have the equipment to compensate for it, makes dungeon raids take forever against stronger enemies. I switched to knuckles and other weapons with better min damage and I am not suffering as much anymore.

After a point, you won't need balance enchants to reach 80% balance on weapons. The better blunts for giants are around 30% balance anyway (I think) and don't require too much dex to hit 80% from there. Refine should do a large chunk of it (9%) with 17% more coming from CM rank 1 (dex included). That leaves you around 56%. That's 24% balance from 80 which is 96 dex. Weaving, while hell, can get you another 43dex, and metalurgy (you'll most likely rank this for refine anyway) another 11, and prod mastery for your stamina will get you another 17. That's only 25 more dex you need to hit the cap and that can come from other skills and leveling with ease.

That said, it might be better for you to focus on your combat a bit and use better min dmg weapons.


As for an ego, I don't really know on pro. Someone would have to tell you if the new gem powders are any good or not, at speeding up the process a bit. Other than that, I'd say Ego's are slow and boring to raise. They also can't be blessed and lose dura a bit fast (Unless that was changed bless wise, don't know). Only a few weapons are even worth egoing, but they do pack a huge punch!
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