Posted at 08-01-17, 09:33 am Link | #
redclad

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Well, the base concept of wm was a last resort skill in case of multi agro mobs approaching (I think at least). So I suppose that on this basis, it should do less damages but one could always spam it as it is now and still kill everything after some time so it wouldn't change much for the end result but be less efficient in more situations. I'm a wmer and I like it the way it is, I understand your concern though.

Meleers don't have many options since they have to close in packs of mobs (often multi agro ones) and take extra risk. The fact that wm consume 10% hp is an added risk and many players (wmers) are in perma deadly which means one mistake, one ranged attack, one bit of lag and you're dead. Isn't it enough of a risk to make it balanced ?

If you compare to ranged attacks which is way more secure, especially in open environments where you can pick mobs one by one without any risk of getting overwhelmed. And with some skills you can even kill them all like int/adv magics and crash shot from a kinda secure distance.
You just have to choose which is you favorite way to play. If your concern is the presence of wmers in the team.... well you can agree before hand if you don't want a wmer in your party or even make two teams in most SMs.
Posted at 08-02-17, 04:37 pm Link | #
redclad

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One day in tir, one day on the fishing boat. Don't worry you just have to wait tomorrow if you don't have access to the fishing boat.
Posted at 08-05-17, 09:21 am Link | #
redclad

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I got the
10 silver ores and
Blacksmith manual - Light Surcoat Chain Mail
in advance.
Posted at 08-06-17, 04:41 pm Link | #
redclad

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I don't think any existing content added to the jousting shop would devaluate other methods to obtain them provided that the price is high enough. Indeed, you can't farm or spam jousting compared to dungeons/missions.
Without finals, even if you get one win/day for 6 days/week, it takes ages to gather enough points to get anything valuable.
It might just be a safe way to obtain something after enough time if you're unlucky enough to not get it while farming the corresponding dungeon/mission.
Posted at 08-06-17, 04:46 pm Link | #
redclad

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I don't see any reason not to implement some outfits unless they add broken special effects/stats.

I would like to see more decent looking armors since most of them are the ugly early days armors. We are almost forced to wear robes to hide our equipment XD.
For instance I would like to wear the dragon rider set:
http://wiki.mabinogiworld.com/view/Dragon_Rider_Set
Posted at 08-14-17, 10:57 am Link | #
redclad

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Well I think it can easily be done by someone used to graphical mods.
Now, it's unlikely that this would be added in the main client so it would most likely stay as a personal mod that you can use.
You might want to check if the mod doesn't already exist somewhere (mabimods ?).
post rev. 1 by redclad on 08-22-17, 09:42 am
Posted at 08-22-17, 09:42 am Link | #
redclad

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Well I was puzzled by that when I started too.
What you have to do is to use handicraft with silvervine fruit (you can gather it on nekojima) and a water bottle.
Posted at 08-22-17, 10:21 am Link | #
redclad

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I like the idea of a second equipment slot. Not only to avoid making it tedious to change equipment but also because most fashionogi will love to simply have to press one key instead of changing manually all of their equipment from the combat one to the casual fashion one.

We won't forcefully want to change every single piece of equipment if one is already maxed for damages only and can benefit both melee and range for instance. So the best option I would have in mind would be to add the same I and II buttons for each equipment slot and make a key to change the weapon and a key to change the rest of equips. So if you only want to change your armor, you press the button but don't have to change everything with the key.

I suppose this is a hard-coded spaghetti part but if the I and II button part of the code for weapons can be "copy/pasted" for other equipment slots, it might be possible. (Just need to change the key bound to the switch).
In any case I feel like this is too much work at this stage of the customizations on this server and won't be implemented any time soon if ever.

Also to further my thoughts on hybrids with things like enchants.. What if there was a way to make melee weapons scale with different stats?
I strongly disagree with this option Bonuta. Contrary to Dark souls, some stats are more difficult to get than others in mabinogi. A melee character would simply get int scaling melee weapons and raise int outrageously to max melee damages above all classic strength melee builds.

About the enchants with say both STR and INT increases.. the idea isn't to make them broken. Maybe a high rank enchant could be like +15-30 of each, but nothing like +50 of each lol. Being reasonable, not OP.
We don't have the same definition of broken. Aside two-handed enchants that can give high amount of str for balancing purpose, 15-20 is already high end str enchants (see peaceful ES for gauntlets, stout for accessories). So 15 of two stats is already broken in my opinion. I would say 5-10 of each stat is more reasonable if you want to make balanced hybrid sets.
Posted at 08-22-17, 10:26 am Link | #
redclad

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Okay I did another 10 gacha...

Cobweb Pouch


I'd like to say this will be my last pull but I know I'll be doing it again soon </3
If anyone is interesting on buying anything on the list, feel free to note Kikyou in-game.

Wait, cobweb pouch ?!
I know you're not selling it but I would be interested to buy it if anyone does sell one (or more).
Posted at 08-24-17, 11:08 am Link | #
redclad

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Try to "speak" to the cat statue. It should start a cutscene and give you a way to the altar where you have to drop/give the stone if I remember correctly. I might be wrong, again I did that months ago.
If you want another tablet you can just talk to the chief again.

Don't enter the dungeon if you're not strong enough. It can take awhile.
post rev. 2 by redclad on 08-25-17, 09:55 pm
Posted at 08-25-17, 09:41 pm Link | #
redclad

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So as you might know, metallurgy spots can be difficult to see sometimes with the sunlight blur on the beach or because of the water in courcle waterfall area.
A mod can fix this issue by showing the name of the metallurgy spot on top of it.
This mod is usually a part of mod packs like tiaras moonshine mod but it can raise some compatibility issues with the custom content from mabi pro (like the tailteann balloon to go to the altar).

So how to make your own mod to show metallurgy spots fully compatible with mabi pro ?

This mod is quite simple to make, you just need to change few characters in a text file (propdb.xml).

First you need to extract the original propdb.xml from mabi pro which comprises custom contents.

For this, use mabi unpack tool (you can find it on mabimods) and unpack the .pack files in your mabi pro folder
e.g. C:\Mabinogi Pro\package
It will be found under the db subfolder in the .pack file. You need to get the most recent version. Currently, it's located in mabipro1-1.pack because it wasn't updated in the 1-2 and 1-3 packages.


Now open the propdb.xml file with something like notepad and look for the lines
<PropClass ClassID="41126"
<PropClass ClassID="41127"
<PropClass ClassID="41378"
<PropClass ClassID="41916"
<PropClass ClassID="42343"
You'll see a bit further on each of these lines the part of code
ShowName="false"

Change it to
ShowName="true"

Save the file and put it in the data\db folder of your mabi pro installation folder (you might need to create it)
e.g. C:\Mabinogi Pro\data\db

Start mabinogi and there you go, you can now see the name of the metallurgy spots.
Posted at 08-31-17, 09:04 pm Link | #
redclad

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This hunting quest asks for 30 metal skeletons I think. There's only 6 of them in ciar boss room which means that you have to run 5 ciar dungeons to make use of it.
Not really the most appealing or efficient.

For higher difficulties there's a boss hunting quest that includes the metal skeletons which is way more convenient (1 run = 1 quest done).
Posted at 09-02-17, 01:57 am Link | #
redclad

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My bad then, I thought you meant the party quest. Should have paid more attention to the words.

Honestly there are several hunting quests missing from "obvious" npc like the blue dire wolves hunting quest (alby int mob) that are only available from Seumas near bangor.
I have to admit, I would like to have some hunting quests added to some npc stores but it's not something that I would prioritize. I usually keep the fomor scrolls until I'm near the desired npc.
post rev. 1 by redclad on 09-02-17, 09:51 pm
Posted at 09-02-17, 09:48 pm Link | #
redclad

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I'm no alchemist so my opinion might not be meaningful but here it is anyway:

I agree for stack sizes. There's absolutely no reason for stacks to be so small since the goal was to sell more premium services on mabinogi.
I think this was already raised in an old content poll and players refused (any known logic reason for that ?). Since the population completely changed since then, I hope the next content poll will raise this question again in the near future so current players can express their opinion.

I've almost never seen someone use a tower cylinder. The reason might be because it's too long to install but I believe there's a reason why it is so long. It does give a nice boost to alchemy skills, so it make sense to have some limitations to keep the other cylinders in use. Here the limitation is to set up the tower cylinder BEFORE activating enemy spawns. If you need more mobility during the fight, simply switch to a normal cylinder and move around.
Again that's what I think but I never actually used cylinders in fights so I might be completely wrong.

Special upgrades and spirit weapons: sure. I don't see a reason not to have them. I saw several alchemists who don't have a spirit weapon at all because cylinders are not available.

Sand burst: any cp might be too powerful, not sure though. I would simply raise the cp limit of each rank to be more meaningful in various situations and still usable on some mobs in hard difficulty but not all.
Posted at 09-03-17, 05:38 pm Link | #
redclad

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I'm completely for this idea but I don't think it is easy to add. So I don't think GMs will give any priority to this but I would love to see it released one day.
Posted at 09-03-17, 05:42 pm Link | #
redclad

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Then I have nothing against these tweaks. It could be added in a content poll at some point I guess.
Posted at 09-13-17, 10:05 am Link | #
redclad

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I agree that this skill should be made more useful. Tailors and blacksmiths can make useful equipments, carpenters don't. Especially because of the lack of interesting items and the completely random quality of bows created.
It's simply more efficient to look for a monster drop than ask a carpenter.

However, all wood items shouldn't be obtainable through carpentry. Some have to stay rare and valuable.
Even if some rare weapons can be made through blacksmithing, you still have to hunt for a rare manual but there is no manual for carpentry. Also, items are made in one go compared to the dozens of tries sometime required for blacksmithing.
Posted at 09-14-17, 04:56 pm Link | #
redclad

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Hey guys, just thought I'd chime in really quick with a thought -
A lot of the problem with having end-game gear available through Carpentry seems to be that the crafting isn't limited by having a manual like Blacksmithing and Tailoring are. I know we can't make manuals for an existing craft, but what if we make these powerful items inter-disciplinary?

To make my Highlander Long Bow, I need a ton of Finest Firewood from carpentry, but also special metal fittings created with high-rank Blacksmithing and a high-quality bowstring made with weaving.

To make my Wing Bow, I need the wood, the bowstring, and a magical wood treatment option created through high-level potion making?

This effectively adds Carpentry Patterns and encourages higj-rankrd crafters to work together to create late-game weapons.

I like this idea, especially the part where high rank potion making becomes useful (let's face it, past rank 9 there is no real use for potion making).
Posted at 09-23-17, 10:59 am Link | #
redclad

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All monkeys can be fed for rewards. It was like that before THE glutton monkey was added on live.
Posted at 09-23-17, 11:00 am Link | #
redclad

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I did the quest long ago so it's definitely possible. I think I simply fished on nekojima and got one.
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