post rev. 21 by revdb on 09-18-18, 09:31 pm
Posted at 02-24-17, 05:46 am Link | #
revdb

Posts: 73
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Main guide is here.
https://mabipro.guide/

Guide is also hosted on Google Docs. This one is depreciated but still fully usable if you want.
https://docs.google.com/document/d/1FG_NP-9_sS_iUg94nIqezrv4eqQDJYuVBUezV_3j5Mw/edit?usp=sharing


2017

2/27/2017 Added info to melee/archery overview (somehow missed this one lol)
3/2/2017 Added magic overview, added crash shot to archery overview. Coming next is alchemy/CP gears.
3/3/2017 Updated with alchemy overview, CP gears section. Next update is enchants/ego weapons
3/9/2017 Started work on enchant section, added spirit weapon section (bows WIP), added item bags to server exclusives section
3/11/2017 Added NPC shop descriptions and taillteann balloon under server exclusives, added some 2h swords under melee section, added some bows under archery section, added 2h vs dual wield explanation. Added trans ranking guide. Also cleaned up some formatting.
3/23/2017 added special upgrades, minor edits to server exclusives, added some bows to ego weapons, cleaned up some formatting
4/10/2017 minor text edits, added crossbow/arbalest to weapon list, small additions to melee/ranged section. Peaca int. gears got their own section
4/19/2017 updated pets section, added transformation stat breakdowns on the bottom of the guide
5/8/2017 minor text edits, added Trinity Staff under mage section, expanded CP gear section
6/2/2017 Minor edits to keep guide up to date with current server content. Added recommended titles to warrior/archery/magic under their respective sections. Did some revisions under magic section (WIP)
6/15/2017 Updated guide to keep it up to date with current server content. Minor updates to Special Upgrades section.
7/6/2017 Added mini mage guide which includes my own build that I made and use
8/8/2017 Updated spirit weapon list and info, updated guide to keep it up to date

2018

1/18/2018 Minor edits, updates to reflect content polls, etc.
1/19/2018 Added hybrid build section (requested by Keya), minor additions to melee/archery/alchemy sections.
1/27/2018 Added Special Equipment section for certain server-exclusive gear.
2/1/2018 New website is up, lots of minor fixes and updates to the guide to keep it up to date.
9/15/2018 Salvaged some old guides off Mabination and rehosted them on my site for the benefit of new mabi.pro players. RIP Mabination. Added a few new mods to the Resources page.
9/18/2018 New url, new look
Posted at 03-02-17, 09:14 am Link | #
revdb

Posts: 73
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3/2/2017 Added magic overview, added crash shot to archery overview. Coming next is alchemy/CP gears.
Posted at 03-02-17, 10:23 pm Link | #
revdb

Posts: 73
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They need to be droppable, as it is you can't get rid of them without opening them.
Posted at 03-03-17, 09:33 am Link | #
revdb

Posts: 73
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3/3/2017 Updated with alchemy overview, CP gears section. Next update is enchants/ego weapons
Posted at 03-06-17, 07:56 am Link | #
revdb

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If you're using the speedtest to check ping then you should connect to a server located on the east coast for more accurate results. By default the speedtest connects to the server physically closest to you.
Posted at 03-10-17, 01:36 am Link | #
revdb

Posts: 73
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3/9/2017 Started work on enchant section, added spirit weapon section (bows WIP), added item bags to server exclusives section
Posted at 03-10-17, 10:24 am Link | #
revdb

Posts: 73
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you can just disable the font in the .ini file
Posted at 03-10-17, 09:59 pm Link | #
revdb

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If you're going to give unrestricted charge to everyone, then shieldless charge for non-giants should be nerfed , like humans/elves getting less damage reduction when running at ranged attacks. Also, charge negates knockdown and stun on anything ranged related, so charging into a magnum shot wouldn't stop you anyways. Personally I think charge should be granted the ability to run through stuff like bolt magic/basic alchemy but only with a shield on, otherwise those skill would stun like normal.

Windmill using 10% HP in exchange for i-frames is a fair trade off, if you remove the 10% HP cost then you have to get rid of the invincibility as well, like they did on live. Personally I enjoy dodging stuff like fireballs and field boss AoE attacks with strategically applied spinning. As it is right now, if you spam windmill then you aren't allowed to make mistakes since you'll probably be in deadly most of the time.

Personally I don't think wounding makes archery OP, how many mobs actively heal themselves anyways? Glas is probably the exception, but killing the gargoyle spawns and burning their seal scrolls boosts all your attacks to 100% wounding (including magic). It's not like archery is the only thing that can reliably wear down Glas.

All ranged weapons have different stun time and refiring rate based on weapon speed, long bows have more delay in between shots but normal shots carry more stopping power and magnums will put an enemy down for a significant amount of time. Fast weapons like short bows and wing bows don't hit as hard but can spam AR or normal attacks all day long, relying more on knockbacks from repeated hits instead of long stuns like long bows. You'd probably need to overhaul all the ranged weapons to change all of their stun times and refiring rates.

Buffing meditation to post G15 (at least I think it was G15) would also be very good for mages, but adding the modern magic skills can be hard to balance since those were made for post-genesis combat.

I don't mind bard skills, but lullaby and especially battlefield overture can be really strong. Adding those might not be a good idea.
Posted at 03-12-17, 07:38 am Link | #
revdb

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3/11/2017 Added NPC shop descriptions and taillteann balloon under server exclusives, added some 2h swords under melee section, added some bows under archery section, added 2h vs dual wield explanation.
Added trans ranking guide. Also cleaned up some formatting.
post rev. 2 by revdb on 03-15-17, 09:11 am
Posted at 03-15-17, 09:08 am Link | #
revdb

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I believe in KR/JP mabi Simon had 100% repair rate for a long time now, and recently they added the option to get 100% repair rates on any NPC by paying extra gold (2x the repair fee of 98% I believe)

https://www.reddit.com/r/Mabinogi/comments/5ucgvz/kr100_repair_rate_update/ Source here
Posted at 03-21-17, 06:56 am Link | #
revdb

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They're basically a Warhammer reskin with the exact same stats and all (except durability), it would only make sense for them to receive the same upgrades as well. Also they currently can't be repaired, they should get repair fees equal to warhammers as well. At least the game treats them as a blunt weapon properly. Considering it came from gacha and doesn't seem like a joke weapon, it should be usable as any other weapon.
Posted at 03-23-17, 10:16 pm Link | #
revdb

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3/23/2017 added special upgrades, minor edits to server exclusives, added some bows to ego weapons, cleaned up some formatting
Posted at 04-11-17, 12:13 am Link | #
revdb

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4/10/2017 minor text edits, added crossbow/arbalest to weapon list, small additions to melee/ranged section. Peaca int. gears got their own section
Posted at 04-20-17, 06:51 am Link | #
revdb

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4/19/2017 updated pets section, added transformation stat breakdowns on the bottom of the guide
Posted at 04-21-17, 06:37 pm Link | #
revdb

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Having a skill akin to magic weapon mastery would greatly boost bolt damage while holding a wand, seeing how casting bolts with wands right now is pretty lackluster without any chaincasting, and it would decrease int magic loading times too. It would probably have to be rebalanced to fit this server but otherwise I think magic weapon mastery would be a way to make wands actually worth using besides int magic or chaincasting.
Posted at 04-22-17, 12:01 am Link | #
revdb

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I'm pretty sure they take bitcoin because it's anonymous.
post rev. 4 by revdb on 04-23-17, 05:14 am
Posted at 04-23-17, 04:49 am Link | #
revdb

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I have a suggestion that would make Mana Crystallization more useful as well as make mana evaporation cause less suffering.

Currently there are 3 types of Mana Preservation Stones that can be made through synthesis, Basic, Intermediate, and Advanced. Here's a quick rundown in case you don't know what they are.

Basic: When unequipping wand, preserve 100 MP. Requires Small Green Gem, MP 30 Potion, Clay Crystal
Intermediate: When unequipping wand, preserve 200 MP. Requires Small Blue Gem, MP 50 Potion, Clay Crystal
Advanced: When unequipping wand, preserve 300 MP. Requires Small Red Gem, MP 100 Potion, Clay Crystal
Note that if your max MP is lower than what the stone would preserve, then the stone won't activate and you still lose your MP.

Pros:
They do their job
They preserve more MP than the potion needed to craft them

Cons:
Can't auto-produce with synthesis
Small Gems don't stack, stones can be a huge space hog
Requires potions
Mass producing these things takes forever

My suggestion: Instead of synthing these stones, change the recipes a bit and craft them via mana crystallization. Instead of using small gems, use actual gemstones (both normal and Nekojima gems) and drain MP directly from the caster. Let the stones stack (like up to 10 per stack like potions, I suppose)
Crafting these stones with mana crystallization requires a magic weapon equipped.

Basic: Requires Clay Crystal, any gem, and drains 30 50 MP from the caster. 10%5% base chance to create a perfect preservation stone. rC Mana Crystallization required
Intermediate: Clay Crystal, any gem, drains 50 100 MP from caster. 20%10% base chance to create perfect preservation stone. r9 Mana Crystallization required
Advanced: Clay Crystal, any gem, drains 100 150 MP from caster. 30%15% base chance to create perfect preservation stone. r5 Mana Crystallization required
r1 Mana Crystallization bonus: increase base chance of creating perfect stones by 10%

Perfect Mana Preservation Stone: When unequipping wand, negate mana evaporation completely by consuming the stone.
For every 1cm on the gem you use, increase the craft rate of perfect stone by 5%.
If you're crazy enough to throw a 10cm gem in there, it rises to 100% no matter what.

New toggable action called Use Preservation Stone: When on, will consume preservation stones automatically when you remove your wand starting from the bottom right. Turn it off to prevent the stones from being consumed when you remove your wand, like when you're in town or something.


Pros:
Mana Crystallization crafting window has 10 slots, clay crystal takes one up, you can stuff the remaining 9 slots with gems and auto produce as long as you have mana
Gives purpose to tiny 1cm gems that no one will ever use
Gives more use to Mana Crystallization, which is something people will never touch again after ranking it to r1 for the MP
If you're afking, you're not using that MP anyways, might as well store it into a stone for later use

Cons:
You have to go to Taillteann
You have to dump AP into this skill (gives mana though)
Using this skill uses durability on the wand
Posted at 04-23-17, 08:15 am Link | #
revdb

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Nekojima gems are everywhere though. There's several people who sell ore for income and they very commonly get large amounts of nekojima gems that aren't good for ego feeding since they're so small and can't be used for gem upgrades.
Posted at 05-08-17, 07:08 am Link | #
revdb

Posts: 73
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5/8/2017 minor text edits, added Trinity Staff under mage section, expanded CP gear section
post rev. 2 by revdb on 05-13-17, 08:10 pm
Posted at 05-13-17, 08:09 pm Link | #
revdb

Posts: 73
Joined: 02-14-17
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There's a <*br */> stuck to the end of that url, just delete that part
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