Posted at 03-13-19, 01:45 pm Link | #
Alistine

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Prices are something you really have to guess-and-check on for the most part. Since the server is so small the prices of things fluctuate quite a bit. A few things like holy water and red coins are in high demand so they'll have a static cost (4-5k per red coin, 20-25k per stack of HW) but everything else is pretty variable depending on who's ranking what and how much they're willing to pay for mats. If you're not sure about the price of something, sell it slightly higher than you think it is worth and lower the price over time. Other than that patience is the key to any sale, since again the server is pretty small compared to live.
post rev. 19 by Alistine on 03-27-19, 08:12 pm
Posted at 03-21-19, 01:20 am Link | #
Alistine

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So there have been a lot of questions on the new Tag event and I figured I'd help out with a reasonable guide.

To start out, monsters drop an item called "Goblin Tag Pass" similar to red coins, This item is sacrificed at any alter in order to create an instance of the event similar to a shadow mission. Inside there are "goblins" that spawn. The goal of this part is simple, chase the goblins and attack as much as you can. Killing a goblin will give you a star, and when every goblin is dead they'll respawn. Eventually a noise will play and a corrupted monster will spawn, ignore him for now (more on this later). After 10 minutes the event will end and 2-5 chests will spawn for each person in the mission, and you can open one per star you have. That said, the chests are not locked to each person, so anyone can unlock anyone else's chests. Be careful if you're running these publicly that you agree not to open each others chests. The blue chests will always spawn 1 per person and (presumably) have the best rewards. Yellow and brown chests also spawn and have lower rewards (presumably), though all the drops I've gotten so far have been marginal to bad.

Once you've opened a blue chest, a portal will spawn. Remove your weapons from your I weapon tab (as opposed to your II weapon tab) and proceed. Inside there will be two kitten like things. Talk to the one standing up and he'll equip a unique cylinder to your first inventory slot. This unique cylinder modifies life drain to allow it to 100% of the time drop either a stack of 1-3 temporary life drain crystals to refund the ones you're using or a viral shard. There are 4 types of viral shards, A B C and D. A type shards drop from animals like bats, rats, bears, and so on. B type shards drop from undead like skeletons, ghosts, and so on. C types drop from most other things. WARNING:: DO NOT USE THEM IN THE OVERWORLD. The drop rate is tied to the sprite, and in the overworld of erinn sprites respawn as a measure to conserve server resources. Instead run dungeons: Rabbie and Rundal gives B shards from skeletons, Alby has a lot of bats and rats so its good for A shards, and ciar gives a lot of C shards. Now where do D shards come from you might be asking. D shards come from those corrupted monsters mentioned above, however they're immune to damage from normal means as they have millions of hitpoints as well as health regeneration and poison immunity. In order to kill a corrupted monster you must first "tenderize" it with attacks until it looks like its covered in binding rings. After this you counterattack it // deal enough damage//get a critical knockdown effect hit it with enough damage(?) and a sound effect should play as it drops an event life drain crystal . Use the life drain crystals and its immunity will break and if you're lucky a D shard will drop. Regular life drain also works for this. After this he can easily be killed for an additional 3*s

What do you do with those shards? Well you bring them back through the portal in the tag arena. Since there's no immediate reward besides free life drain crystals we're fairly certain there is either a server-wide counter that we need to surpass for each individual crystal type, which would be annoying, or each crystal has a hidden point value contributed to a universal value (think 1 2 3 10 counting toward 10000) It seems its a global counter so any dropped crystal should be Equally valuable

So now that everything is laid out in clear text please make sure to HELP THE SERVER OUT and collect these crystals. Any amount that you can will be greatly appreciated by all your fellow millitians! If you have any questions feel free to bloop me on the unofficial discord.

Happy Hunting
~Guild



Notes:
There are also reports of these life drain shards dropping from killing mobs with normal lightning bolt, although no screen shots have been posted and I couldn't replicate this.

There ARE rewards in the event for turning in virus fragments, however we're not sure what causes you to get the rewards. They may be just given when you turn in ANY crystals, regardless of stack count.

Core stack size doesn't matter as much, so feel free to turn in one of each at once, but later stages will likely be more rewarding so saving is also a viable strat for helping the server rather than just yourself.

We've only really gotten any actual items when we've turned in 25+ crystals so if you're looking for a right amount its probably around there

There are various debuffs the data drain skill gives you, the most dangerous of them instantly kill you so be careful. There seem to be some kind of debuffs related to causing it. Once you get one of these further use will cause you to get a green debuff, which enables instant death.

All the turn in rewards are finished and gone, the rewards from tag have been rescaled and the event items that came from turn ins have been placed in the tag chests. Turning in crystals now has a chance at giving aromatic herbs, which can be used in the shop. They also drop from data draining monsters. Turning in crystals may or may not matter anymore (we don't know)

It has been 100% CONFIRMED that something MAY happen should we reach 10k total cores turned in (3/26/2019@~6k)

Rinrins post below contains more accurate information, but individual turn ins on cores is an exploit and may get you banned if you're caught
Posted at 03-21-19, 02:43 pm Link | #
Alistine

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If anyone is still unsure how the event works, Guild made a guide available here:
http://mabinogi.ir/thread/3493-new-tag-event-explaination#post12362
Posted at 03-23-19, 06:14 pm Link | #
Alistine

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Ranked it to 1 and only getting 20k crit damage with Windmill.

Negatives
Takes a moderate time to cast
The expensive ones require a lot of time to create
Cant use your character while playing as the golem unless you're using an AI
Therefore you cant WM yourself
No solo potential
Single aggro will always kill your afk player.
Short range

Positives
No durability cost for Equipment
Low investment
Good medium damage
Hit multiple targets in a small range
High damage potential with a partner

post rev. 17 by Alistine on 10-14-19, 07:17 pm
Posted at 03-25-19, 05:14 pm Link | #
Alistine

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Guild is recruiting!


As of now we're currently on hiatus for the foreseeable future,
so applications are closed until further notice.
If you want to come hang out with us though, still feel free to join our Discord chat. We don't mind seeing new faces.


We're a group of older players who like to push content when it gets released, regardless of difficulty. We play with rather unique play styles so non-meta skillsets are as welcome as anyone. We're also willing to help newer players work towards goals, we've pretty much hit end game at this point so helping each other out between content drops is our pass time.

Requirements:
You must log in at least once every month.
Discord is a must, we have an active server with multiple channels. Voice chat is optional.
There is no total level minimum, full stop. Any level is welcome. We run a lot of end game content, so being total 1k+ will allow you to play with us more but it is not required at all
A sense of humor. If you cant take a joke, this guild probably isn't for you.

Benefits:
We've got a shit ton of experience and game knowledge to help players set or work towards goals.
We're also equipped to deal with any level of content
A group of friends who can pull you into content as it drops and help with multi-player missions
Dedicated in group preference from other Guild members on drops.
A relaxed environment with people to shoot the shit with even out of game.

Drawbacks:
Meta humping is frowned upon, and you may be the butt of a few jokes.
We really do run mostly end game content when patches drop, so if you're under 1k you might be left out, though we will 100% help you get there be it through dailies or SM spamming.


We're a grand guild and our stone is located outside of the west gate of Dunbarton, or
alternatively you can add Alistine, Azukial or Abazure in game for an invite.
Here's a link to our discord:https://discord.gg/tbychtA bloop one of the above to get a
role assigned and permanent membership!


Thanks for reading!
~Guild
Posted at 03-29-19, 01:19 am Link | #
Alistine

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Ah that's because they want to incentivize group play, albeit its poorly implemented. When you play with a large group since only one person kills the boss people will need to kill 4-5 goblins each, which takes much more time. That said since passes are such common drops, and people are spamming lower level content for grass, they don't really feel the need to bother grouping up.
post rev. 1 by Alistine on 04-07-19, 03:07 am
Posted at 04-07-19, 03:07 am Link | #
Alistine

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If you're below level 100 which you will be for your first life you can continuously reset your skills if you run out of AP, that said I think ranking windmill will take up the majority if your first real rebirth after you choose warrior destiny. After that we're all in the same bucket together where your strength comes from how well you use your time rather than how much of it you spend.

Asking to allow faster rebirths is not only unfair to everyone who has already been playing on the clock the way it is, it also is counterproductive to the original idea that growth is supposed to be steady and measured as you rank skills and collect gear.

If you're bored then find something to do. Join a guild and make new friends or connections, make an enchant table and work towards gathering the scrolls, find an item or item set you're interested in and scope out where it drops from, or just farm gold and red coins for pets items and repairs. There's always something to do even if that something isn't power leveling and skill training.
Posted at 04-07-19, 03:13 am Link | #
Alistine

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Since nobody else answered this its because mana potions are much more powerful than life or stamina potions. Mana shield in this generation not only factors in defense and protection, but it also has a better rate damage rate than life and cannot be wounded. If stores just sold mp30s, hp30s would be worthless. Additionally mana is supposed to be the bottleneck for spellcasters similar to alchemy crystals for alchemists that makes you decide how to use your skills intelligently rather than just spam them (unless you have the gold or potion making skills to prepare potions)
Posted at 04-08-19, 06:06 am Link | #
Alistine

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I meant crystals as in all the alchemy crystals that ARENT sold. And sure, you can farm mana potions, but its the exact same as farming crystals. Its an intentional time sink and investment required to use your skills to the fullest. And drinking mp10 potions will pot poison you faster than you can imagine, not to mention that it'd break your j key.

Also crash shot/ mirage missile can be offset easily with meditation alone, when I'm talking about magic I mean hailstorm/fireball/thunder which actually DO eat mana. And again, its not about how beginners could use items, its about how the items were made with game balance in mind, which is why you could safely ignore mp10s since they're from custom content, IE not part of the original game design. How many people outside of dk spammers like ihzi could you actually see buying hp30s if mp30s existed? 0 since mana shield is more than twice as effective as life, and much easier to stack at a much lower cp cost.

I'm not saying there aren't ways to get around mana as a bottleneck, but the current system was specifically designed to prevent people from having free and open access to unlimited pools of blue.
Posted at 04-09-19, 07:09 am Link | #
Alistine

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I'm too lazy to write a paragraph so I'll respond with one word:ciar
Posted at 04-13-19, 02:11 pm Link | #
Alistine

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There was talk about this kind of thing happening eventually but as for right now you can only have 1 human 1 elf and 1 giant per account. That said you can have 3 different accounts so if you want to "start over" so to say just make a new account, the downside being that you can't take your pets with you.
post rev. 1 by Alistine on 04-17-19, 08:37 am
Posted at 04-17-19, 08:01 am Link | #
Alistine

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Hey everyone, I figured I'd bring back a long dead horse to beat again on the forums: AR changes.

AR isn't really in a good spot right now. Because of defense on monsters in later missions as well as poor base damage scaling of the skill, while it operates reasonably well in early dungeons it falls off fast when you hit later content. This alongside the durability cost essentially makes the skill feel really bad to use with an expensive or enchanted bow. To correct this I have come forward to propose a change that ISN'T just a numbers buff like live got, but would instead aim to make the skill (and human archery in general) feel more distinct from just down scaled elf archery.

Basically what I'm proposing is this:
AR is used primarily as a crowd control skill for multi aggro situations, or when you've got a fast moving creature you cant deal with using magnums because the aim speed isn't fast enough to allow you to react should you miss. So in order to allow AR to keep both of these capabilities I propose that we change the skill to a 3 hit skill with automatic knockback like magnum on the 1st and 3rd hits, then a shot with bonus aim chance that has an increased stun duration similar to but weaker than support shot on the 2nd hit.

Now the reason I think this is better is largely because if the skill only has 3 hits the damage can be re-scaled across them. I propose 195/85/215%(495%)@rF to 225/115/245%(585%)@r1 a 20% increase in overall damage but these numbers should be tested. In effect this would reduce the effect defense has on the skill while simultaneously improving the problems AR has with durability by almost halving the cost of using it while not removing either of the core components of the skill.

Additionally by doing this instead of the g14 change it would allow the skill to act and feel differently from an improved elf auto attack since it has different methods of controlling knockdown gauge dynamically. That said, elven archery will still always outclass human archery in sheer damage (as it should IMO) since even though AR would have a similar total damage number, the shots would have to be aimed 3 separate times to get off a similar overall multiplier, while being affected three times as much by defense.

Anyway I'm open to comments or suggestions but please keep things constructive.

Thanks for reading
Alistine
Posted at 04-18-19, 12:19 am Link | #
Alistine

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Hmm I'm not going to lie, thats about the opposite of what I expected to hear. In my opinion having auto knockback on 2/3 hits would actually improve versatility as you would have the ability to handle 3 targets if you're lucky or reliably handle two targets so long as at least one doesn't have ping. Additionally ping wouldn't be as much of an issue for the skill since auto-knockdown bypasses ping's knockdown counter resistance.

As far as damage is concerned the numbers I gave would have similar damage per second as g14 AR so long as you're hitting all the shots on the same target, if not slightly higher as you wouldn't have to play around knockdown immunity on t3 reset like you do on normal AR. that said I'm not 100% on the numbers since I dont have the ability to test these kinds of things.

And when you're talking about the impact of attack speed on bows as far as I'm aware current and live AR overwrite the attack delay time rather than adjust it, so it wouldn't matter either way. And as far as missing being punished more harshly, that was the point of there being 3 shots. If you miss the first shot, the second would be preloaded at 50% like normal AR while the third shot can hit a second target for knockdown.

I thought this through a lot more than I wrote since I wouldn't propose a change that I didn't think would make archery more unique of a class to play without affecting overall game balance. I'd also like to say I'm not against g14 AR changes per se, but I think that having the skill act differently would give it a better feel. Again post was just to gauge interest since I'm not sure how much effort these changes would take.
Posted at 04-18-19, 05:33 pm Link | #
Alistine

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Yeah the reason I recommended knockdown was so that multiaggro could be dealt with but alternatively just 3 hits with increased stun duration would handle that fine. the damage numbers are also predictions based off mags damage. I was liberal since AR is human only while elves get .5 sec mags with double shot base. the damage would overall be lower than an elf mag spamming by a lot still even against 0 defense monsters, and I wouldn't mind putting like a 4 to 5 second CD from initial use to lock damage per second
post rev. 1 by Alistine on 05-10-19, 02:14 am
Posted at 05-10-19, 02:14 am Link | #
Alistine

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As far as I'm aware, there are 4 rotating gatchapons which have loot added every so often but never removed. There are some old outfits from events that don't come from them though, and obviously there are some from missions as well.
post rev. 4 by Alistine on 07-31-19, 11:38 pm
Posted at 05-22-19, 08:47 am Link | #
Alistine

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Hello, and Welcome to A Beginner's Guide to Life the World and Everything
Part 1: A Race and Class Struggle Choosing a Race and a Class

Important note: For anyone who already plays and hasn't reached near end game, you can still probably learn a thing or two from this guide but you'll want to skip to part 3 to learn the strengths and weaknesses of your class and others.


Let me start out by explaining what this guide is supposed to be. I'm making this because I've been seeing people confused and frustrated by their class often asking for game balance to be changed in order to make their lives easier. Please note: this is not so much a knock on those people, but rather a guide to help people better select their class originally so they dont run into those frustrations after hundreds of hours of play. So without further adieu, lets get right into it.

Section 1: Choosing a race

The first thing you are prompted do when you get into character creation is to pick a race. Always pick human as it allows you to get the other two races for free, but beyond that how do you figure out which race you should play? This is a difficult decision to explain properly but an expedited summary would be as follows:

Elves are best at archery, but bad at melee
Humans are good at versatility, but bad at specialization
Giants are very strong at melee, but lack ranged damage


If you want to pick a character now then feel free, but I Highly recommend selecting a class before you set your choice in stone.

Section 2: Introduction to classes

Now the first thing I should say is that this game utilizes a classless skill system in which you can use every skill in the game at any time. When people refer to a class, usually they're referring to a player-defined set of skills used to specialize in a given style of killing enemies. The game has 4 pre-defined categories, but they aren't 1-1 related to how players refer to classes. Instead players generally use the terms Melee, Archer, Mage, and Alchemist with alchemist being split based on which school of alchemy you choose.

So now in a Classless system why would people specialize into a single school, especially since you said humans are supposed to be versatile? Two main reasons: AP and Gear.

AP is a major throttle early as you can only get around 200 per week without really pushing yourself and it has to be spent wisely, while gear on the other hand becomes a problem later as in order to do damage with a certain class you need to equip gear that increases relevant stats and a weapon that enables the class skills which makes it harder to do similar damage numbers with an offhand secondary skill set, with only one exception: Human Melee/Archery, but we'll get into that later. So how do I pick a class? Easy. I've laid out the strengths and benefits of each class below, just choose the one you like the most and get started.

Section 3: Class Descriptions

The metrics I'm using to give base lines are as follows:
Damage per Second: Sustained damage of the build given peak conditions to attack monsters
Teamplay: The ability to use the skillset to assist others by either providing AoE hit stuns, providing buffs to party members, or hitting large groups for massive amounts of damage
Reactiveness: How well you can play when faced with unexpected events
Survivability: How well the class can either avoid getting hit or survive should they be hit
Ease of Access: How easy it is to get into the skillset from nothing
Quality of life: A more subjective score about how clean gameplay generally feels (Do I have to farm rare crystals? Mana potions? Do I have to offhand cypress or otherwise chug stamina potions? so on and so forth.



Basic Skills
Melee excels at dealing the most damage up front with a decent amount of sustained damage. It has one of the most balanced skill sets that allows players to learn the basics such as knockdowns and the rock paper scissors elements of the game while being heavily punished for mistakes. The core damage skills of this skillset are Windmill (WM) and Smash. Smash is a single target high damage skill that instantly knocks back enemies while WM is an area of effect skill that does a considerable amount of damage while granting temporary invulnerability to damage. These two together make up the bread and butter of melee.

Playstyle
In end game Windmill's short load time and instant activation allows melee players to clear rooms at the highest speeds giving them the fastest clear time in dungeons and tightly knit shadow missions so long as they can instantly kill all the mobs in the pack. Otherwise melee players often alternate between windmill and smashing as hitstuns allow in order to pump out maximum damage.

Scaling
Damage comes primarily from weapons, strength, max damage enchants, and crit, although WM doesn't need much crit smash needs it to get its full damage out
Stamina allows for some quality of life.

Drawbacks
Melee is one of the more dangerous skillsets with windmill costing you a large portion of your life while without it you're losing a large portion of your damage.
Desync can get you hit more often than other classes since you need to be directly next to enemies to damage them.
Strength, the primary attribute scaling, isn't common in skill rewards so most of your damage will come from your gear or current level.
Party members hitting your target often results in your death as you have to manage knockdowns very carefully.

Reasons for Scores

Damage per Second: Smash does a hefty amount of damage, and when paired with windmill or another skill to set it up it can be a very solid and reliable skill to use.
Teamplay: Relies heavily on combos, which when interrupted by an ally can lead to taking hits if uncoordinated. Usually does best 1v1.
Reactiveness: Between windmill, charge, and evasion melee fighters are suited to handle most problems if they time their skills properly, however multi-aggro can get the best of them like any other class.
Survivability: While survivability is low here, its almost entirely because of windmill draining life, which many players have found ways around. Additionally getting combos interrupted or having multi-aggro can lead to death more often than other classes due to the distance you have to hold to the enemies and lack of a long stun on any one enemy.
Ease of Access: For humans all you need to start dealing damage is some easy to get enchants and a dual pair of battle swords with high artisan upgrades. Since artisan upgrades are cheap to repeal, this isn't even that difficult to get and after which you can start farming for actual gear fairly quick off the bat. For giants you just need 2 maces fully upgraded and a broad axe, which isn't difficult to get. Eventually you'll upgrade this gear, but at the start its pretty easy to achieve and start pumping out damage. Additionally the only life skill required to rank is Carpentry.
Quality of life: They've added many weapons and a few enchants in easier to access locations over the last two years making it easier to gear as a melee fighter. Additionally using hp 30s to fix dk disarm can allow permanent trans, which hasn't yet been fixed on this server. Potion poisoning removes int, which DKs dont need for damage.
post rev. 2 by Alistine on 07-31-19, 11:38 pm
Posted at 05-26-19, 01:39 am Link | #
Alistine

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Basic Skills
Archery is an RNG based system that rewards luck more than skill. Archers rely primarily on Magnum for single target damage and crash shot for area clearing. Human archers also have a unique skill that can allow them to juggle enemies and react better to unexpected situations, while elves get reduced load times on magnum and mounted archery.

Playstyle
Archers excel at hitting things that cant hit them back, and have the highest single target damage in the game when properly equipped. They are one of the better classes at clearing rooms quickly as they have much faster load times than mages and alchemists, and can often notch and fully aim their first arrow before a single charge can be readied. Archers really shine in groups when they can hit things that others will handle stuns or knockdowns for should they miss so they can maximize damage without being at risk of dying. When playing solo they rely more heavily on pets than any other class as otherwise they would die much more often than other classes.

Scaling
Archery scales with Weapons, Dex, and Max Damage Enchants, and crit
Stamina allows for some quality of life

Drawbacks
Since your damage and survivability are largely decided by your RNG you will often die with little reason on your part, wasting revivals more quickly than other classes
Added weapons have all been downgrades of existing weapons with little room for allowing unique modifiers without simply buffing the skill
While not as bad as melee, desync will often kill you by representing incorrect aim numbers or having monsters teleport next to you and instantly hit you
Solo play is much less viable than other classes for extended periods of time

Reasons for Scores

Damage per Second: When they're in their peak condition and are able to aim at unmoving targets to 99% without fear of dying archers have the highest single target damage per second. This realistically never happens however, and often they'll fall behind melee and mage in dps in fights, being outperformed by mages in longer fights and losing to warriors' damage off the bat.
Teamplay: They rely very heavily on others assisting them and often have a pet out or available to summon due to their inability to prevent damage after missing a shot. They can also provide allied melee fighters with a damage boosting debuff on enemies that has a long duration stun to set people up for smash.
Reactiveness: Archers have very good ability to react to changing situations due to low load times on skills. This does not mean however that their reaction will work necessarily, as they'll probably still die if and when their arrows miss.
Survivability: Extraordinarily low. If they miss they get shit on, simple as that. You dont have complete control over your ability to survive, and if you cant handle that then this class isn't for you
Ease of Access: Very hard. This class requires most of the life skills (Weaving, Tailoring, Blacksmithing, Refining, Enchanting, and so on) as they all give dex. These skills are notoriously grindy and unfun. Their first good starter weapon is fairly easy to obtain as its store bought, however they also need the same enchants warriors get as all bows have low base damage.
Quality of life: They've gotten a few new bows since server start, however most of these are exorbitantly expensive to repair sidegrades that are almost as hard to get as the original best in slot items (IE wingbow/HLB/Ring Ego). AR buffs have been asked for since server start and they still haven't been added so human archery is pretty bad, and elves have bugs with their damage formula on mirage missile while their ego skill is much worse than the giant counterpart.


Basic Skills
Magic has a plethora of skills, however most of them are unlocked later on. Early game Firebolt, a high damage single target fire element magic skill, is the best to use. Later on most people use Fireball, Thunder, or Hailstorm primarily, however they take a while to unlock and fully empower

Playstyle
Magic takes time to load in this game, a long time to load that is. If you're hit while loading you can lose anywhere from a single charge to the entire spell so you have to choose where and how to load very carefully. That said when a mage is properly set up and isn't interrupted, their area damage potential is the highest in the game and they can easily dispatch mobs much faster than second place, archery, due to their lack of aim times.

Scaling
Damage from magic is entirely flat, and damage numbers are entirely enhanced through multipliers. MAttack, which is grown by int, is the one you have to build into your gear and enchants, while others come from passives such as elemental masteries and titles and lastly crit.

Drawbacks
First and foremost Mana Wait, they added mana potions to shops, created insane mana cost reduction items, and buffed meditation?
Hmm, but equipment repairs were costly... oh nevermind this server has double gold and staves dont lose durability so that isn't a problem
Then....then....charge time! ... oh I just heard they gave chaincasting to fireball on staves...
Then that advanced magic has such a short rang...oh hailstorm got its range almost doubled
Hmm I guess the only drawback is if you're trying to melee monsters ¯\_(ツ)_/¯
In all seriousness though, they can still be interrupted while channeling their initial casts, and if your spells dont clear a room you'll get multi aggro'd though that almost never happens with a decent amount of investment because the numbers are so overtuned. They also are restricted in movement in order to maximize their damage per second, so they're strongest in places like shadow missions and caverns and weaker in things like dungeons.
Its definitely the strongest real skillset at the moment though for sustained area damage, and has massive areas for that damage unlike most other skillsets with a lot of versatility without changing too much gear.


Reasons for Scores

Damage per Second: Their DPS is the highest in any group larger than 1 or even 1 under non-ideal conditions for archers (IE it can hit them back due to adv heavy, aoe skills, ect.)
Teamplay: They have multiple large aoe knockbacks or stuns, multiple massive aoe damage skills to clean up large mobs, and the ability to change to quick auto-knockback single target damage should it be needed.
Reactiveness: Depending on the arsenal of magic weapons being carried, this can be higher. Some staves that allow fast charging and chaincasting of magic can be used with say, a wand with mana reduction offhanding a spell focus jewel in your side slot if you have mana potions and evap prevention stones. This can allow the mage to regenerate mana while using thunder reactively while throwing out fireballs every once in a while on 2(3) charges to nuke the room. Normally however if a mage gets interrupted while channeling they'll die though if not fully spec'd into preventing that.
Survivability: Usually pretty high if they're not attempting to play solo without barrier spikes or a golem and pet. They have massive aoe damage to clear rooms and can adapt to any situation given the high number of skills available
Ease of Access: Rather high given that the only thing you need to max to get to close to end game is a cc+4 fire wand and mp 10 potions you can buy from a vendor. Alternatively theres an herb pig you can buy and bring to the alby battle arena to abuse it for infinite mana and infinite herbs.
Quality of life: Extraordinarily high. As mentioned before in the shitpost that is downsides, every weakness devcat decided to program into the game has been repealed save cast time.(I hope I didn't just jinx snap cast into existence with that) They've reworked meditation so its more active during the daytime by switching it from a % to a flat amount, but the kicker is that you regenerate more mana at night too because the flat number is so high. Additionally as mentioned above they have easy access to a previously highly limited resource (mana herbs and potions) which can allow for stockpiling for missions to take much less time. They've also added tons of new upgrades (yes direct upgrades, not sidegrades) with either low repair costs, insane special abilities, or otherwise useless but in a niche super strong upgrade paths. Magic has gotten more attention than any other class by far, partially because two of the biggest content developers for the server are mages.


Alright enough with the overpowered skillsets, lets move on to... shit not again.
Basic Skills
Golem is the first of the 4 alchemy types, earth/clay, and is entirely built around using golems. Usually this is used as a bridge to higher level content before switching to another class, however it can also be used alongside another class now that a special someone distributed an ai that allows the Golem to control itself. This results in it almost always being worthwhile to have a golem active if you really care about maintaining PEAK performance read:Metahumping. The summon golem skill creates a golem that essentially uses the combat skillset. For direct playstyle and drawbacks consult that section, this section will focus on the golemancer's life

Playstyle
The manual playstyle is identical to warrior, consult above, however due to how clunky the golem is its slightly slower than an actual warrior in base clear. The upside to playing golem is that while slightly slower it requires nearly no investment. With only maxing 3 skills and getting a single unenchanted weapon a player can compete at a similar if only slightly lower level than someone who has mastered entire classes and has spent hundreds if not thousands of hours grinding gear.

Scaling
Scaling is almost entirely from skills, with the only equipment you need to fully enable your golem is the AI script saved in your data folder and a fully upgraded earthquake cylinder

Drawbacks
If micromanaging the golem, it can feel clunky and the original player can be attacked and damaged ruining the skill. These are both however nullified by the golem AI. It does however fall off in damage eventually when compared to fully enchanted warriors, but again you can use it while also happening to BE a warrior at almost no cost.

Reasons for Scores

Damage per Second: Outclassed by a fully skilled fully geared player of any other class, but requires 1/100th the investment for 90% of the value
Teamplay: Low, see Melee. This is however unless you're spec'd into a second class as well
Reactiveness: If your golem isn't down you cant really react. If it is you can, see warrior.
Survivability: High given that if your golem dies you just make another one. The caster shouldn't die unless they're a big ol' dum dum.
Ease of Access: Super super simple. You hit end game on your second rebirth. See above
Quality of life: They haven't nerfed it yet which is close enough to continuously buffing it, so this gets near full marks
post rev. 1 by Alistine on 07-31-19, 11:39 pm
Posted at 05-26-19, 01:43 am Link | #
Alistine

Posts: 115
Joined: 07-30-17
Last post: 1979 days
Last view: 1838 days


Basic Skills
Fire alchemy is the safest skillset. It has area control and lockdown with flame burst with some single target damage from heat buster though it isn't used as often and is more of a finisher.

Playstyle
Flame burst is a very versatile skill that can be used to pump out its damage on as many targets as possible, or lock to an enemy in place while allies attack it effectively preventing it from moving while your team picks off the trapped foes. Heat buster then acts as a finisher after a few flame bursts have gone off. Flame burst takes a while to charge, so often you'll want to do it before entering rooms. This makes their clears slightly slower than other classes while not quite as slow from the get go as mages.

Scaling
Scaling comes entirely from Fire Alchemy Damage on enchants and cylinders as well as base damage from the skill. Since the damage is almost entirely area save heat buster you don't need to worry much about crit either until you really want to maximize your damage.

Downsides
Fire alchemy doesn't do as much damage as other classes due to how safe and easy it is. This alongside the skill load time makes the class a bit undesirable for most, but it is super useful as an aoe cc + slight damage buff.


Reasons for Scores

Damage per Second: The damage per flame burst isn't too bad but it takes a long time to fully charge and activate it
Teamplay: Very very good at picking up slack in an otherwise unorganized group
Reactiveness: Rather low since if they dont have a charge loaded they can be blindsided. This is helped by other alchemy skills like wind blast
Survivability: Extremely high, they usually never die due to ease of controlling enemies movement. Can handle 2x and even sometimes 3x aggro with ease.
Ease of Access: A bit more difficult due to half it's damage being locked behind enchants. It also isn't as good without a volcano cylinder. Additionally you need to do g9-12 to unlock a lot of your skills.
Quality of life: They got an elemental tower cylinder that has a very niche use for massive flame burst range and 50% more damage, and new drop locations for its end-game arm cylinder, so its getting a bit of love.


Basic Skills
Water alchemy is the third of the alchemy schools and primarily uses water cannon, a 5 charge skill that deals high single target damage. Additionally due to the high base damage of heat buster it can also be used even as a water alchemist.

Playstyle
Water alchemy can permanently bounce targets knockbacks so long as they don't ping, allowing for safe gameplay similar to fire alchemy but with slightly less group play potential outside of organized teams. Their charge times are slightly shorter than fire alchemy and their range is much longer, however due to damage falloff based on range, often they try and play in similar ranges to maximize damage. They also have one of the best ranged stuns since it has similar usable distance to archery with a 100% hit chance and no load time. They end up being more of a hybrid between damage and solo survivability than fire alchemists.

Scaling
Water alchemy only scales with water alchemy enhancements and critical strike chance for the more expensive crit variant


Downsides
Their damage relies very highly on either royal alchemist which can drop off over time, or very difficult enchants to get with massive repair costs.
They can't deal with targets that blue ping as well
Their primary supplemental abilities are a skill that will miss on anything you couldn't kill with a water cannon, and an area boost to water cannon which usually your party won't know how to utilize correctly and will knock all the enemies out of it wasting the crystal.

Reasons for Scores

Damage per Second: The damage per water cannon is reasonably high, but again you need to be close range or it'll fall off very fast. Additionally non-crit builds do significantly less damage since they're much easier to get and much cheaper to sustain
Teamplay: They're good at solo 1v1 play with some ability to assist others, but they dont generally want to be assisted do to their ability to usually handle single targets. Gets ruined by multi-aggro though
Reactiveness: rather high, due to shorter skill load time and supplemental skills like wind blast.
Survivability: Extremely high outside of multi-aggro situations
Ease of Access: Getting RA and a water cylinder will get you started, but you still need to do generation quests to get your secondary skills
Quality of life: They got an elemental tower cylinder that has a very niche use for massive water cannon range and 50% more damage, and new drop locations for its end-game arm cylinder, so its getting a bit of love.


Lol tricked~
Posted at 05-27-19, 02:31 pm Link | #
Alistine

Posts: 115
Joined: 07-30-17
Last post: 1979 days
Last view: 1838 days
Theres windmill, or alternatively pet summoning.
Posted at 05-31-19, 11:02 am Link | #
Alistine

Posts: 115
Joined: 07-30-17
Last post: 1979 days
Last view: 1838 days
Soluna blade was a "gag" item handed out for free by an NPC(Sabina). It has the stats of a longsword if I remember correctly and was mocking the actual player moderator that handed them out to her friends. As to answer your question, it seems like they're somewhat developing ways to add weapons, but they've been adding some very slowly. For example the yggdrasil tier of weapons. Usually they're either side grades or downgrades though with massive repair costs, so with a few exceptions like the dragon/ilonga staff its better to just stay with current BIS gear. If you're looking to roleplay with the equipment however, its likely possible that items can be added to the game, but expect their stats to be similar in power to vendor tier weapons.
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