Posted at 02-04-18, 03:58 pm Link | #
Excelsian

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Goddess/obsidian/caliburn are in no way personalised, as scroll or as item.
post rev. 3 by Excelsian on 02-06-18, 01:30 pm
Posted at 02-06-18, 01:26 pm Link | #
Excelsian

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Whether potion poisoning is benificial or not is up to personal preference and context. When I'm farming bitw or anything that is adv or lower for example I don't care for losing all my crit from my will (although I wouldn't drink HP pots in bitw that much so that wouldn't really happen), since I either don't use skills that need more than 30% crit, or their prot is low anyway. In elites and some hardmode dungeons I don't really embrace potion poisoning, since those don't consist of 100% spin to win and I'd like to keep my crit.

Also, no archer would want to get potion poisoned at almost any time. Or water alchemists. And mages... don't care about str loss from mp pots, but they can't use hp pots while poisoned due to int loss so unless they don't use hp pots ever, they don't like it either.

Increasing the stack size of smaller potion denominations literally disincentivizes using larger ones by design because Mabinogi lets you pop potions as fast as your finger can mash the hotkey.

Rather, as fast as ping allows you. With an hp pool that can reach close to 400 when high lvl and stamina pool of 500, it can take quite a while with 130-150 ping to get it all back with 30 pots.
Posted at 02-11-18, 01:17 am Link | #
Excelsian

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Took like a week. Waited for 1st RB to get into melee destiny for 2x training rate, and trained in SCC, lingering and zombies TNN
Posted at 02-28-18, 10:42 pm Link | #
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Same way as we have always done. They were already in the game before and I don't think there really are new ways added to get them.
Posted at 03-04-18, 12:46 pm Link | #
Excelsian

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I think chain cylinder is a good example of good RNG though compared to ranged, where if the RNG fails you multiple times, all that happens to you is you kill the mobs slower because you are missing out on lots of damage. With ranged, failing your rng multiple times means getting bodied.
Posted at 03-28-18, 11:19 pm Link | #
Excelsian

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Most likely because the first gacha they released (spring gacha 1 year ago) they took it safe and didn't add too many great items to test the waters and gradually over time it became better. Now, we are back at that exact same spring gacha from one year ago that now might look underwhelming compared to the previous gacha we had.

They did add 10 new items to the list of last year which I don't really know what they are, at least not all of them. All I know is that I got (I believe) 3 of the new items and they were kinda meh.
post rev. 2 by Excelsian on 04-04-18, 05:20 pm
Posted at 04-04-18, 05:17 pm Link | #
Excelsian

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If you manage to find said scrap notes, post here and we'll reveal some hopefully important stuff! (i lowkey can't figure out how to embed images lmao)

To embed, take the pictures you have in your post, right click and open in new tab and use that link. You need to directly embed the link to the picture, not to the location/site it is hosted. With imgur, you know you have the correct link if the adress says i.imgur instead of imgur (and for some other image hosting services as well as far as I've seen)

So for example, it'd be [img1]https://i.imgur.com/KiO8y9f.png for the first picture (and remove that 1 I placed after the img) and you get
post rev. 4 by Excelsian on 04-09-18, 12:34 am
Posted at 04-09-18, 12:24 am Link | #
Excelsian

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Giants have bunshin.

Throwing attack is indeed worthless besides the stats it gives.

Taunt and windguard are a joke besides the stats it gives.

Something to not forget as well is the shorter load time on smash for giants.

You say final hit is one of the best skills, but lategame it's just a meh skill, used to finish mobs or clear trash rooms like when you are running a dungeon that isn't hardmode/peaca or a SM that isnt HM/elite (talking about 1k+ kind of lategame).

Something that always happens in posts like these are the exclusion of enchants. Enchants play a CRUCIAL part in mabinogi and heavily determines the power of a character. Especially for giant, stuff like balance enchants are important(more on this later in the post).

How you use balance is off. Dual wielding giants have the option to use an egoed iron mace, sacrificing a shit load of crit, to get the best max dmg ego possible for melee dual wield. Combining it with a warhammer, their dual wield damage is through the roof compared to human and their balance issues are lessened due to the iron mace ego not having garbage balance. Furthermore, any giant that knows the game, will probably resort to using balance enchants like shard, swarming (end game you can still use swarming on accessories 2x and gloves) and strider.
The only real problem with dual wielding warhammer + ego mace is the ridiculous difference in crit between a giant with ego mace + warhammer and a human with hooked cutlass ego + battlesword, making the giant OP for windmilling (due to ignoring prot for crit) but bad at smashing. This can be partly remedied due to giants being able to wear a HLC and an enchanted shield for much better crit and insane max damage due to HLC's high damage and 2h weapon enchants (for example you can use a necromancer alligator HLC + a salt alteration cooking pot for insane damage/crit boosts). Due to the extra damage received from using a 2handed sword, it deals insane damage.

Even though I'm saying all this, I'm not saying giants are meh in some regards and that no changes are needed. Throwing attack is pretty ass and definitely deserves... something. Windguard, stomp and taunt are a joke in my opinion and the fact that not only they can't use ranged at all, their magic sucks as well, kinda hurts. Just allowing them to use magic equal to humans would already be a decent change imo, giving them more options overall. Making their melee advantage better would also be a solution. Giving them ranged... not an option, and most likely no1 would suggest that anyway.
Posted at 04-09-18, 01:38 pm Link | #
Excelsian

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Something many people (including me) cannot take advantage of due to server lag.

If you are talking about not being able to use N+smash, fair the benefit is lessened. However, the smash still charges faster making stuff like smashmilling more feasable. I personally play from EU so my ping isn't NA level either, but with my giant doing anything with smash is just smoother because of the loading decrease (I personally can't N+smash due to latency as well) and still speeds up gameplay overall. Also, considering the loadtime difference in smash doesn't benefit you due to such high latency, loss of ranged should for you personally not be a big downside since range is heavily reliant on ping.

Final Hit is more than usable in HM/elite. I've played these levels as a human and final hit speeds up shadow missions immensely.

Well if you actually think it's useful in the current generation, that's just something we differ in opinions on. I don't think it's a very useful skill for higher content, especially due to the high cooldown. When our guild runs our elites/peaca int runs and whatnot, I'm pretty sure the amount of times FH is used it countable by one hand.

As for everything else, it'd be easier to do the numbers for it to show. If the way I use balance is wrong please post how you should correctly use it. I didn't bother with ego's because as far as I'm concerned 1 ego weapon shouldn't be the only thing the entire race is good for. I understand how good iron mace ego is but I'd prefer to see numbers before I concede that that alone is enough. That's really it, if the numbers are better please do show them.

Well, any setup that doesn't use 0.8 modifier for balance is basically a non realistic one, since one would work towards a gearset + skillset that supports 80 balance. Also, egos define a race majorly. The hooked cutlass is BROKEN for its insane crit and one of the highest damage one handed weapons (for humans atleast), and the iron mace is broken for its insane damage for giant dual wield.

I'm going to try and do some calculations using mostly the values you have given before, but adding in different weapons etc. and considering some enchants.
Theres a TL;DR at the end.

So for dual wield setup, human and giant with cutlass and iron mace, all stats level 40 besides int and dex since most people disregard those (I didn't opt for 50 in the other stats since reaching 50 in all stats is unrealistic amount of time, only about a month ago did one of our players reach lvl 50 in strength).

Cutlass 90-152
Mace 23-201 and 40 balance

The giant uses swarming on accessories x2, swarming on gloves and a shard suit for extra balance. The human doesn't need this and can use peaceful on gloves for 15str instead of 4 max/min, max roll white horse for 2 extra max, and 2x earthquake for 15 str instead of 4max 4min. The str enchants in total give 6 more max than the giant, giving the human 8 more max in total due to the giant using balance enchants which can be added to the humans base damage.

Cutlass + battlesword

152 + 54 + 146 (removed 30 max from your double artisan calculation due to -75 str cus missing out on 1 artisan) + 64 + 8 (because enchants) = 424 max
90 + 36 + 124 + 34 = 284 min

Iron mace + warhammer

201 + 84 + 132 + 86 = 503 max
23 + 0 + 110 + 13 = 146 min

Balance
I'm actually personally not sure how balance works with dual wielding. I am assuming that you add both weapons balance and then divide by 2 for the total balance from weapons gained. If both weapons their balance value is added without dividing it, it would boost the giant to 80 balance easy even without enchants.
the 30 base + 20 ((40+0)/2 due to dual wielding) +15 from CM + 14 from enchants resulting in 79 for the giant
Human can reach 80 balance easy

for giant: ([503 - 146].79)+146 = 428
for human: ([424 - 284].0.8)+284 = 396

With this setup however, it is much easier for the human to reach the required amount of crit to be able to dual wield smash than the giant. For the giant to reach a satisfactory amount of crit, having restored would almost be a must (which is quite hard to get) and to use a vine/blunt helmet whereas the human could for example use oblivion on the hat slot for 10 more max damage and -3 crit. But for windmilling purposes (which is a large part of mabinogi melee) the giant is favored (albeit not by a huge margin).

However, when we touch on the subject of smashing, a 2h weapon gets a 600% modifier instead of a 500% modifier, making a two handed weapon quite useful to smash with (or is it?). So now we are going to calculate for using a 2h weapon. We will be using a highlander claymore with untamed alligator, and the giant will be using a salt alteration cooking pot. For the actual weapon, I will be referring to a HLC I made myself, which gives +36 str (20 from enchant, 16 from artisan), which is +14 max and +10 min, has 22-94 damage reach, 45 crit (due to artisan +66 luck) and +45 max damage from enchants. In total, the damage reach with arti/enchants is 32-153.
The weapon:
(sidenote, at this point I actually went to check the dmg bonus from CM and SM, since there is a difference between them for giant/human and I noticed your calculation for the CM/SM bonus is off since human gets 18 max 8 min and giant gets 20 max 10 min from CM and sword mastery gives 20 max 10 min according to 2011 wiki, meaning that in your calculation for dual wield, the number should be 58/76 (first number if CM applies once, 2nd if twice, I'm not sure) max and 28/36 min (same as before) and for blunt it should be 80/100 (same as before, dunno if CM applies twice) max and 10/20 min. Since I took your numbers for my calculations as well, they are a bit off too, but I can't be bothered to change it all at this point since I'm not sure even if it applies once or twice).

Human
153+120 (300 str) + 38 = 311 max
31 + 90 + 18 = 139 min

giant
153 + 132 (330 str) + 40 + 15 (salt + alteration str bonus on shield slot) = 340 max
31+ 99 + 20 + 11 (salt+alteration) = 161 min

balance
weapon has 10, if both human and giant have 30 base balance, and get 15+15 from SM/CM, they'd both have 70 balance. However, lets assume they both compensate the lack of 10 balance through the same balance enchants on other equipment slots, resulting in 80 balance for both

human
([311-139].0.8)+139=276.6

Giant
([340-161].0.8)+161=304.2

So giants can wear 2h weapon and benefit from the 100% extra smash damage better than human. However, when we compare the 304 damage giant has with the claymore, to the 428 he has when dual wielding, that doesn't matter at all since dual wield would be 2140 damage and 2h weapon would be 1824 damage. So the advantage that giant has in terms of smashing with 2h weapon is neglected by the sheer overpoweredness of dual wielding. Of course, this is assuming I did everything correct myself which I'm not completely sure of. And the numbers used for CM/SM and CM/BM bonuses are wrong as I said before for the dual wield calculations, however the differences shouldn't be too huge (as far as I can see, like 6-10 dmg difference).

Honestly this was a learning experience for me, since I didn't realise using a two handed weapon was actually that bad, and when considering that, although humans have less damage when dual wielding, their huge amount of crit gained by using a hooked cutlass ego makes them much better for crit smashing. Before this I was of the opinion that because a giant could dual wield for insane dmg on windmills and switch to 2h for critsmashes whenever he wants/needs to, that giant had an edge in melee combat overall. But now, it looks to me like giant is only better at windmilling spamming (which still happens a lot in mabi because a large part of mabi is grinding stuff with aoe), but for harder content smash starts to matter more and more, where human is apparently better at.

TL;DR: I might be bad at math, insecure about whether I even did all calculations correct. In the end, seems like 2h weapons are absolute garbage compared to dual wield, making giants only marginally better at windmilling and worse at smashing (unless you compensate for the lack of crit hard with crit enchants, lowering giant his damage). I still think being able to charge without shield when dual wielding is very nice, and the decreased smash time is quite nice, but overall giant does seem to have some incredibly horrible downsides with no good returns for it.
post rev. 1 by Excelsian on 04-10-18, 12:44 pm
Posted at 04-10-18, 12:43 pm Link | #
Excelsian

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No one can say ''this is removed''. We don't know if stuff is ''removed''. Only the GMs can say for sure an item is removed from the list. For all we know they decreased droprate on certain items by 20 times, making some ppl believe it is removed, but it's actually just super rare.

Also, the event has only been changed like an hour ago or something, we definitely can't make conclusions yet about what is removed based on the small amount of fishing that has been done.
post rev. 1 by Excelsian on 04-11-18, 11:17 am
Posted at 04-11-18, 11:12 am Link | #
Excelsian

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capital(??) catacombs contain corrosive cataclysmic corrections(??).
lost gods, muffled gods, unheard gods we(??).

??

From Beacon mounds elite end chest. 9/10
Posted at 04-13-18, 01:58 pm Link | #
Excelsian

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-You want to increase their magic damage overall by granting them more int.
-You want to make their firebolt stronger.
-You want to increase their DPS/combat reliability by increasing all their magic by 1.1.
-You want to drastically improve their healing abilities.

And give this specifically to the race who is already best at both ranged and magic as it stands (+ they are in fact the best in alchemy as well, because movement speed IS very relevant in combat due to you are not being mounted when you are fighting unless, you guessed it, use elf archery).

Don't think any magic buffs are needed.

P.S.S.S. movement speed is VERY relevant for their magic as well, due to them being able to land IS + blaze much easier due to them being able to move to the correct position quicker. Besides that, movement speed helps everything els in general due to being able to move around quicker unmounted. Also you are saying movement speed is a racial ability, but you are talking about buffing elves specifically, and not all races their magic, so it is very relevant to mention and consider this advantage they have when using magic.
Posted at 04-13-18, 05:36 pm Link | #
Excelsian

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Post about why elves are the best archers:

I don't see a reason to have elves more ''advantaged'' with magic from a balance point of view. The reason why looking at how elf archery is stronger than any other race their archery when discussing buffing/nerfing another class, is because the skillsets are not isolated from eachother. So if you are going to buff elf magic, you are buffing ''elves''. If you are buffing giant magic, you are buffing ''giants''. So if you want a healthy set of races to choose from, you want them to overall be comparable (either by having their skill sets all be roughly the same, or by having each have a weakness and a strength. Of course how strong their strength/weakness are is also very relevant).

They have archery they are good at, and they can do magic. Humans are worse at archery, somewhat equal in magic and better in melee. Giants are the worst out of all in magic, can't do ranged, and (as discussed in another forum post here) their melee capabilities compared to human are also being questioned. So when I think of what race to buff to make everything more balanced among the three, I'd rather think of buffing something giant related than elf related.
post rev. 1 by Excelsian on 04-13-18, 10:24 pm
Posted at 04-13-18, 10:23 pm Link | #
Excelsian

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Excelsian, what you don't understand is that it is 'said' that elves are the best at MAGIC and ARCHERY, which in case is not the truth.

I personally really don't care what is ''said'' by skills, lore or whatsoever. I purely argue for a fair environment for all the races to have their benefit that feels justified, and currently that already does not exist to some people, with most people leaning towards elf being the strongest lategame, and giant only being the strongest early game due to WM dominating the lower levels and the quick growth of a giant. If you want to make changes based on lore, or any other reason besides a balance perspective, go for it as long as in return, the other races get some boon as well (unless the race in question is the underdog, which elf is not). Elves have their superior ranged thanks to mounted archery and much shorter load times on archery's major damage skill magnum, and lower load time on ranged attack which is also perfect for utility due to the 0.3 sec load time and ability to move/run on horse while running from an enemy you for example missed a crash shot, magnum or anything els against. If you want to make their magic significantly better than the other races as well on top of better archery, then at least give the other races some boon as well since elves do not require more benefits as it is.

And as for the movement aspect, that's like saying, let's take away the giant's ability to wield a shield and a 2hs together, reduce their speed to humans, and not allow them the ability to carry humanoids...it's a racial aspect so it shouldn't be factored.

No one ever suggested to take away elves their movement aspect? That is crucial for the strength of elves, and one of the reasons why their archery is the best. The same goes for giants, removing their ability to wield shield + 2h would just remove part of the combat strength they gained in exchange for having NO ACCESS to ranged whatsoever and make them garbage compared to humans in melee, and would not make sense.
Posted at 04-25-18, 09:20 pm Link | #
Excelsian

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This is very counter productive and breaks ranged and magic synergy.

It breaks magic and ''insert anything'' synergy besides being able to use normal bolts.
post rev. 2 by Excelsian on 05-02-18, 04:19 pm
Posted at 05-02-18, 12:23 pm Link | #
Excelsian

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If you want to know the end answer to everything, it's in the spoiler tag. If you want to keep figuring out yourself, go for it. :p

post rev. 1 by Excelsian on 05-09-18, 11:23 am
Posted at 05-09-18, 11:23 am Link | #
Excelsian

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Very nice idea for a thread, only thing that's lacking is there is less showing approval for something to happen and less discussion around the topics (although most of these changes aren't very controversial so don't really need discussion).

Earlier auction houses (atm is happens at 3AM for EUers, 2 AM for UKers, it's so late )

Not needing to split collection pouches into the spinning wheel.

Extend despawn timer of Mammoth & Yeti from 5/10 minutes to 20.
Yes pls
Posted at 05-15-18, 05:23 pm Link | #
Excelsian

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Although since the glowing gargoyle already has such a focus on it and the other statues have close to 0, perhaps it'd be an idea to add it to the others instead (last I heard glowing garg sells for 300-500k, while the others... 20-50k?)
Posted at 06-08-18, 01:34 am Link | #
Excelsian

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We can all agree that shadow mission rewards are usually not the greatest, so I suggest increasing the amount of crystals obtained per chest and add more useful crystals (e.g. golems, life drain, etc.) Maybe stacks of 3-5?

Shadow missions go really quick though, awarding 3-5 crystals (especially at lower difficulties) would make it rather easy to obtain crystals. Also, you run them often to obtain something, the same reason as you'd run a dungeon, but in dungeons you mostly don't get anything besides the 1 person with the chest that has prime loot.

I agree though that getting a single crystal (especially if it is a fireball, icespear or thunder crystal) on like HM/elite is rather lackluster and they could probably have increased amounts. Maybe advanced ranging from 1-2 HM/elite being 2-3 would be better if you want to increase crystal amount.
Posted at 06-12-18, 11:30 am Link | #
Excelsian

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https://gyazo.com/8cf679edb379e160e012d6ef717abab2

That's with a wand that has no matk upgrades besides special up, r2 icebolt, r3 ice mastery, rD fusion bolt mastery and r3 crit. non crits do about 1.7k for me. I also have 700 int which can still be improved with I'd reckon another 100-150 or so.

Now imagine I had an upgraded crown icewand for 28 matk, and all those skills I mentioned r1, being able to continuously throw out bolts like that from a distance much faster than a smasher due to their combined load + animation time (of the latter which is nonexistant almost for spamming bolts). I'd be doing way over 2k normal hits and I'd reckon over 6k crits.

TL;DR
Rechargeable fusion bolt, albeit the idea isn't terrible in itself, it would be way too broken. Remove fusion bolt mastery and maybe it'd be fair.
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