post rev. 9 by Excelsian on 10-03-17, 09:27 pm
Posted at 09-15-17, 10:33 pm Link | #
Excelsian

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So often people ask what they should get for their gear, and since I usually repeat a lot of the same things, I decided to make a forum post about it so I can refer them to here. This page will be mainly for melee (human), since that is what I am most experienced with, and will also mainly follow how I progressed my character so far. I provided links to most stuff as to where you can obtain them. These aren't 2011 links, but most information is accurate (for completely accurate information, go to history). This guide doesn't cover every single piece you should wear, but covers the main things.

I've divided the guide in some sections, to give indications when you are roughly looking at which enchants to get.

Before I mention the stuff you should be gunning for, you should consider your possibility of obtaining one or more Oblivion enchants. Every piece where I suggest you to get some kind of max damage enchant like quartz, fox, corundum, diamond etc., you can consider putting Oblivion there instead. I'm not talking about it much in the guide since Oblivion is something that requires a decent amount of luck and time wasted camping gnus to obtain, and a lot of people don't obtain many. Personally I value any max damage enchant that gives 8 or more max dmg, or that gives max damage and a lot of min damage/crit to be more valuable than oblivion, since oblivion reduces crit by 3% (because of -15 luck) and crit is important if you want to be able to crit with your smashes.

Another thing I'd like to mention is that I mainly value getting crit and balanced max damage in this guide. Every 4 points of minimum damage is equal to 1 max damage, and I personally value 1 point of crit to be worth roughly 0.8-1 max damage worth.

Part 1: You just started off. (lvl 0)

Welcome to your new career in the world of mabinogi (pro). To start your mabinogi career off, I'd recommend your first weapon that you upgrade, to get some blacksmithed broadswords from one of our server blacksmiths. Usually people say to just upgrade some gladiusses untill you get enough dex for broads, but personally I think it is better to go straight broads, since you will then quicker have them proffed/upgraded, and waste less money on tools you will dispose off after like 2-4 weeks. Of course, go with the traditional 222 upgrade path, as can be seen on the 2011 version of the broadsword wiki page.

As for enchants to put on your broadswords, if possible, try to get goddess caliburn. You can get one goddess caliburn enchant on your own from the generation quests, so one sword should be getting its enchants. The other sword, you have to obtain the scrolls from other people. Obsidian from G3 can act as a solid replacement for one of the caliburns, meaning you only need to get 1 goddess. These enchants are one of the few enchants someone can get early on, that are really powerful, which is why they will last you a long time. The downside, is the 10x repair cost. I recommend only repairing at 95%, with smithed broads that have 16 dura, upgrading them reduces them to 11 dura. That should last you a very long time, even at 95% repair (not mentioning the possible dura upgrade from gem upgrade).

If you are really against the idea of getting goddess caliburn broadswords, you can perhaps use one of the following enchants instead.
For prefix, stuff like 4 max fox, a wolf hunter, quartz, topaz, diamond or corundum.
For suffix, going for giant, wild boar with 3 max or a high roll raven works quite well.
For the rest of your gear, any fox/giant you find, slap it on anything you wear. Also wear clothing and accessories, heavy armor is damage wise never worth it in this generation without the future masteries (which allow wearing of accessories).

Part 2: You start to get stronger (100+ ish)

At this point, hopefully you have your refining/windmill r1 under the belt (or your gameplan set if you want to skip out on refining), and you can start worrying about the life of a millitian who can do intermediate shadow missions.

The easiest thing to upgrade from the starter fox/giant set (or something you could immediately go for if you kindly ask some people that can run int/adv SMs) is sacrifical on boots/gloves. Now be warned, the wiki page I linked says you need smash rC or LOWER, but on our version it is rC or HIGHER, making it an excellent starting point for any new character. Furthermore, it drops quite frequently from one of our custom SMs, Cleanse the graveyard, on int/adv so do try to obtain it somehow if you can, it will last you a long time.

The next thing that is relatively easy to upgrade is your hat to a delusional cap. Requirements aren't hard to fulfill. A good prefix to put on it is quartz until you go for the late game stuff.

For clothing (your main body piece), using fox or quartz with giant at the start, and when you can, upgrade it with Extraordinary from the auction for 1m, or from peaca normal/g11 peaca. For the suffix, Shard will serve you very well, although takes a while to obtain (drop rate is rather low, talking about one chest in every... 100 chests or perhaps even more rare. Bringing more people for more chests helps). Eventually, the dream is to upgrade the suffix to White horse, although this takes a lot of preparation and is MUCH WORSE to get.

For boots, once you start getting higher total/get more cash, get some Hard peaca boots from auction. Slap some decent prefix on them (quartz, corundum, or if you are lucky and managed to get an ES, oblivion) and you are sorted for a while.

Part 3: You got the before mentioned stuff, and feel ready to keep going (or just like to work towards even better stuff)

You want to be preparing Burgundy bear Wood plate cannon to upgrade them to Wooden needle. For the suffix, you can go for stuff like elegant, Swarming or some other str enchant.

At the same time, you want to be gathering high grade monsterdrop/crafted Battle swords, and put Stamp
on them, after which you overwrite Stamp with Spike. For prefix, go for Cypress , burns from auction cost 1m, or get them as a drop from Metus.

Now we are going to put the icing on the cake. Most of the follow stuff is to get the maximum out of your gear, and most of them require a lot of time and/or money to obtain.

For your gloves, if you are feeling daring, start looking at Steel needle

For your boots, you can start looking at stuff like max rollfleet/viscount.

For your hat, start looking at vine/dexterity, or if you want more damage get Cold as a prefix from auction/drop and slap dexterity on that.

For your outfit, look at the before mentioned White horse as a suffix, and Restored as a prefix.
Posted at 09-15-17, 10:40 pm Link | #
Excelsian

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Might touch this up later, apply some formatting like dividing it into sections like ''early game'' ''mid game'' ''late game'' or on difficulty to get. Just wrote this from the top of my head without any structure really.
Posted at 09-28-17, 08:44 pm Link | #
Excelsian

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- Made the guide into 3 parts to more clearly show what to start with, and what to eventually upgrade in to.
- Added some more options here and there, reworded some stuff.
post rev. 1 by Excelsian on 10-07-17, 05:50 pm
Posted at 10-07-17, 05:49 pm Link | #
Excelsian

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This has been brought up before once in the auto-production thread, but I'd like to ask if something can be done about metal conversion. Converting one thing takes a long time due to the lengthy animations involved in the minigame showing you where the green zones are, and afterwards showing you where they were again to see if you fked up or not. This, combined with the fact that you can not mass produce with metal conversion (as in, put in 10x the material requirement and get 10x the resulting item) or auto produce (put in 10x the material required and it will keep producing until the provided resources run out) and that at r1 all you need is 2 materials to gain 1 resulting item (whether it be ingots or ore) and that every time you complete a product, you need to click the machine again, and then select the product and put in one stack of the materials that are required even though that one stack is enough to make 5 times the resulting item makes the skill super tedious to use when you have a lot of materials.

To my understanding, the mini game solely affects the receiving of gems side of things, and not the success rate of metal converting. I can understand it is a funny gimmick which gives you occasionally a nice gem when you start out with metal conversion, but eventually you will realize that due to their infrequency the gems are certainly not worth the time.

I'd like to ask if one of the following suggestions can be implemented (I do not know their feasibility from a technical standpoint, which is why I just suggest a large variety of solutions)

1. Allow for the system that most crafting skills have where you can put in a multiplication of the materials required, and it creates them all at once. I'm not sure how this would interact with the mini game, but personally I would say who cares that if you convert 50+ ingots at once, you only have one mini game to get one chance at a gem. This would allow people that actually care about the gems, to still do the mini game one by one

2. Allow for auto production where you can put in a multiplication of the materials required, and it then creates the items one by one. The mini-game could be done only once at the start, or done after every creation (this won't chance much, but will at least allow people to put in a bulk of materials, and not have to open the window every time and select the product they want to make and drop the stack of items into the menu). If the mini game is only done at the start, people that actually care about the mini game/extra gem chance, can still do it one by one.

3. Get rid of the mini game. If the mini-game as a whole could be removed and metal conversion becomes just a skill that does its job and has a static random chance to provide gems, that would be much better in my opinion. I'm not sure how the percentages on obtaining gems work depending on your results of the mini-game, but perhaps the static rate could be the chance one would normally have when they clicked 2 of the green areas correctly and missed the other 2 (to have a happy medium, since just giving the full success rate increase is just a big buff to the amounts of gems you get).
Posted at 10-09-17, 11:35 am Link | #
Excelsian

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I personally think this would be fine. Not much else to say about it really.
Posted at 10-11-17, 12:00 am Link | #
Excelsian

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Didn't know about having to hit all green areas but yeah, removing the minigame and decreasing the overall chance sounds fine too.
Posted at 10-11-17, 07:38 pm Link | #
Excelsian

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Go to User settings (bottom left), go to Games, click on Add it! and you should be able to see Mabinogi pop up if you are running it.
Posted at 10-15-17, 12:48 am Link | #
Excelsian

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Chocolate waffle headdress is untradeable.
Posted at 10-28-17, 12:35 pm Link | #
Excelsian

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Personally think it'd be fine for them to have it.
Posted at 12-16-17, 05:25 pm Link | #
Excelsian

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So me and some others already spoke to Drahan about possible ways to introduce this item into our version of the game. This post will list some of the possible ways to introduce it from which can be chosen and combined. We are interested to see what the community thinks of:

1. The addition of the item
2. How obtain/create it
3. How difficult it is to obtain (in terms of where it drops, chances etc.)

Some initial concerns with the addition is that you shouldn't be able to get them in big amounts. Their effect on the game (in terms of making enchanting easier) are huge, so they should not be obtained so easy that people would consider using them for minor enchants. A good illustrations is how ancient powders on this server are scarce, and only used for truly important items (putting that last prefix on an item with a r5 suffix already on it or stuff like that).

So the ideas thrown around were the following.

1. To create the item, multiple skills are required to raise the usefulness of the less popular life skills (mainly thinking towards having to cook up an ingredient, and then use potion making to craft the enchant protection potion or something of the like).
2. Ingredients involved to make the item, are obtained through various means (which should likely include higher difficulty stuff because the item is so strong, but can also include certain ingredients coming from stuff like jousting point shop or fishing perhaps). These ingredients should consists of new custom ingredients to craft it.
3. Introducing some form of time gating to people from obtaining multiple whenever they want. The main example of an item to which this principle is already applied is Ancient powders from auction (they are time gated due to them randomly showing up on auction over time, you can't just get them whenever you want by simply farming, making them scarce). Time gating could be done by for example putting an ingredient in the jousting shop, for which you need to get points which can not be done whenever you want (also making jousting more popular again).

I included a poll to see peoples interest in the ideas given. It'd be nice to see whether people are interested in this and what the ideas from the community are around the addition of the item.
post rev. 1 by Excelsian on 12-17-17, 07:05 pm
Posted at 12-17-17, 07:00 pm Link | #
Excelsian

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Jousting was just an example, it doesn't have to be necessarily implemented like that (although you raise a good point about implementing it through jousting). And although I am not against unpersonalization pots, it is a whole different discussion altogether (and I prefer an alternative to pots that unpersonalize).
post rev. 2 by Excelsian on 01-01-18, 03:50 am
Posted at 12-17-17, 10:13 pm Link | #
Excelsian

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Upgraded and enchanted or just upgraded? I personally don't care for upgraded items really, but I like some exclusivity so you can't just buy everything.
Posted at 12-17-17, 10:18 pm Link | #
Excelsian

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Didn't think of using field bosses personally. Sounds like a good idea, however I think it should be something that is dropped by multiple of the less popular field bosses in that case to give them more meaning, and not just make people have to keep track of a single field boss (like the oblivion grind we currently have with giant long horned gnus).
Posted at 12-17-17, 11:25 pm Link | #
Excelsian

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Although I'm personally in favor of adding required ingredients to craft it into difficult content as well (due to it being an item you should be aiming for when you are already further into the game), I don't think adding one of the components as part of a field boss drop table is a bad idea (while also having other components in more difficult content). Although when I say this, I am referring to smaller field bosses like gold forest lizard, golden kiwi, white fennec foxes etc. and not the big ones with shared drops. As long as multiple of them have a chance to drop the same component and the drop rate isn't as bad as something like oblivion from gnus, it can bring more meaning to these field bosses that are generally overlooked.
Posted at 12-17-17, 11:54 pm Link | #
Excelsian

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I pretty much agree that something like peaca int (being the hardest thing we have atm) should be involved, but I just think that if the GMs were to listen to that suggestion (having to do peaca int being a requirement to do it), that more than 25% of the playerbase will reject the addition of the item altogether since they think they can't obtain it anyway (unless the final crafted item is tradeable).

And to pass the content polls, you need to have 75% of the community agree. So choosing an inbetween (something more accessible than peaca int but less accessible than the easier content like any adv mission/anything below HM adv dungeons).


The smaller bosses can still be KS'd and camped. :/

Most smaller bosses spawn more frequently than Gnus, and if multiple of them were to drop the component that is required from them to craft it at a rate that is more frequent than oblivion (I think oblivion was like 7% or something from what I remember? Don't quote me on that pls), I don't think KSing and camping is such a big problem because you can't camp multiple locations at once and there should be enough spawns for everyone. Personally I barely ever experienced problems with camping on bosses like long horned gnus (which are arguably the most important of the smaller field bosses that we have atm due to it having one of the better enchants available to us).
Posted at 12-18-17, 10:25 pm Link | #
Excelsian

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To clarify, Uzuu mentions the best would be Marquis Earthquake (which is true), but if you don't have Marquis accessories at this point, they are not available anymore through any means. This means the best you can go for is Stout Earthquake.
Posted at 12-20-17, 06:10 pm Link | #
Excelsian

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suddenly i have to care about dying with my ego weapon equipped if this ever comes out. (please don't????)

Lol, good point actually.

Imagine if the pots sell for 100k each and everytime you die random unlucky rng you'd have to spend 100k again to rebless it.

the problem with this line of thinking is you're "worrying" about a situation where things return to how they are now, and pleading that this not be implemented. do you genuinely not realize that there's literally nothing to lose if this gets added?

Well, generally with suggestions being done by the community, an important factor to consider is the time the development team has to spare on things we suggest, giving meaning to actually rejecting things that don't have a lot of impact.

Although I am saying this, I don't think something like an ego bless pot takes long to implement thought. I would also like to mention that I am neither against or in favor of adding this since it is completely up to how something like this would be implemented to judge whether it is good or bad for the server. The usefulness adding something like an ego bless pot is purely based on how the GMs implement it, and whether they should have implemented it or not depends on how we as the community deem the effects of their decisions (like if they made it cost just 1 gold, are we happy that we have to spend less on repairing our ego or do we not want that? Some would argue no because they are supposed to cost a lot, others yes since you already have to invest so much into it. Personally I think how we are currently is fine but everyone differs in their opinion on that matter).
post rev. 1 by Excelsian on 12-20-17, 06:13 pm
Posted at 12-20-17, 06:12 pm Link | #
Excelsian

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The exp gain doesn't have to be very high for gathering, but production skills might give a decent ammount.

Would result in a similar problem as giving the xp boost to gathering, because you only delay when you receive the XP (instead of when you pick up the firewood, you get it when you craft the average firewood or a bow for example).

Furthermore, if good XP is given for crafting (XP that is actually worth the time) people can also start selling XP by gathering materials for crafts that give a lot of XP (sounds kinda funny in my opinion though xD).
Posted at 12-21-17, 02:02 am Link | #
Excelsian

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Until when can the gifts be exchanged to the entire server? Can we still give gifts past/on the 25th?
post rev. 1 by Excelsian on 12-21-17, 02:10 pm
Posted at 12-21-17, 02:09 pm Link | #
Excelsian

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8 weeks is indeed a very vague indicator. I mean, arguably one of the hardest thing to get, which you can just farm whenever, is white horse. It took me about 1-2 months at the time, doing 35 runs (which I consider not very grind intensive, but took a long time because of it). However, if I had the same luck as Ymiras back in the day who didn't get it after 100 runs (which likely made him quit since he always complained about it) which he did in roughly the same time span as I did (which I consider actually grinding to get something), I would have needed 3-6 months at the pace I was going. Another example is Uzuu who got hers in 1 week time doing only 15 runs.

What I'm trying to say is that if the materials are mostly obtained by drops and dungeon end chests combined with having to craft certain parts, times will vary a lot for every player and can lead to a lot of frustration when having to farm for something and not getting it (unless there are many alternatives and you don't have to resort to spamming a single thing to get what you need. For example, a certain material dropping in all elite SMs, another material dropping in all HM basic + dungeons etc. so you aren't forced to do the same thing over and over again and have a choice of where you go). A way to actually make it last a set amount of time somewhat evenly across the players is by making use of mechanics like the wine making SMs (which you can only enter a few times per week due to having to wait to make the wine), by making use of jousting shop (points can't be farmed, you have to accumulate them over time), stuff like fashion contest (can only be done once per week, or once per evening if you count the prelims) or actually introducing a new mission or dungeon or anything of that kind (maybe even a dungeon pass for a special version of an existing dungeon) that can only be done once per x many days/weeks. Or perhaps even a quest or something to do something that can be obtained once per week. This is why I also tried to promote the idea of having certain ingredients ''time-gated'', meaning you can't actively farm for them but you get them by doing certain activities spread out over time.
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