Advanced Combat Mechanics Guide (rev. 5 by ebi on 10-16-26, 04:57 am)
Posted at 10-12-26, 10:30 am Link | #1
ebi

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*"Know the enemy and know yourself; in a hundred battles you will never be in peril." — Sun Tzu*

Greetings, Milletians!

This guide compiles various niche mechanics and underlying systems regarding combat in Mabi.
To be clear, this is not a guide on "how to play better," but rather a set of guidelines covering "useful mechanics to know in order to optimize your combat." (Because optimal play constantly shifts depending on the situation, attempting to cover every scenario would be impossible.)
Understanding these mechanics will allow you to handle combat far more effectively.
If you have any questions about this guide, please feel free to DM me on Discord at ebi, and I will answer to the best of my ability.

**Spoiler & Content Warning:**
This article is intended for hardcore players and inherently contains significant mechanics spoilers. Because it delves deeply into skill interactions and game systems—and occasionally notes specific combat strategies—it may diminish the joy of "deciphering mechanics on your own" or "devising your own strategies." Please continue reading only if you accept this.

Additionally, basic topics (such as descriptions found in in-game skill tooltips, standard techniques like n+1 hit combos, aiming speed scaling, etc.) will not be covered here.

Lastly, please note that the information provided here strays far from common or everyday gameplay knowledge.
Reading this guide should not be used as a basis to judge, lecture, or hold expectations over other players who may not be aware of these mechanics.
(except for section "## 4-2. The Risk of Repeated OTG Hits (Wake-Up Cancel)", which covers a mechanic that could unintentionally lead to trolling if misunderstood.)

This guide is a work in progress and will be permanently incomplete. It will be updated whenever new findings are made.

Acknowledgements:
Special thanks to Piggybread and Maplestory for their valuable insights, verification assistance, and countless discussions that helped refine this guide.

Enjoy the knowledge responsibly!
post rev. 8 by ebi on 10-16-26, 05:12 am
Posted at 10-12-26, 10:30 am Link | #2
ebi

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# 1. Post-Attack Recovery and On-Hit Damage Reactions
Most attacks inflict one of three damage reactions on enemies: Stagger, Knockback, or Knockdown. At the same time, attacking triggers a post-attack recovery on yourself.
The duration of both recovery and enemy damage reactions varies depending on the weapon or skill used.
- Weapon-based attacks (most Melee and Archery skills, with some exceptions) depend on weapon performance/stats.
- Non-weapon attacks (Magic, Alchemy, Demigod) have skill-specific fixed durations and do not depend on weapon stats.

-----------------------------------------------------

# 2. Weapon Attack Mechanics
Post-attack recovery and the enemy's damage reaction duration scale with Attack Speed, hit count, and weapon type.

## 2-1. Post-Attack Recovery
Note on "Post-Attack Recovery": Defined here as "The waiting window during which a skill can be loaded, but another attack cannot be executed yet."

## 2-2. Normal Attacks (Stagger)
When dealing Stagger with normal attacks, faster Attack Speed shortens your recovery. Weapon hit count has no effect on this recovery.
(Unlike Post-Attack Recovery, this specific recovery restricts you entirely, preventing you from even loading a skill during the window.)

## 2-3. Normal Attacks (Knockback / Knockdown)
When dealing Knockback or Knockdown with normal attacks, Post-Attack Recovery duration changes based on the weapon type:

## 2-4. Dual Wielding
Your effective Attack Speed when dual wielding is the average of both equipped weapons.

## 2-5. Skill Attacks
For skill attacks, Post-Attack Recovery duration varies by skill and does not depend on weapon stats.
Additionally, some skills restrict which skills can be loaded during their recovery window.
post rev. 9 by ebi on 10-16-26, 05:12 am
Posted at 10-12-26, 10:31 am Link | #3
ebi

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# 3. Damage Reaction Duration (Enemy Hit-stun)
The duration of the damage reaction (Hit-stun) inflicted on enemies scales with Attack Speed and hit count. This applies equally across Stagger, Knockback, and Knockdown.
As a general rule, higher hit counts and faster attack speeds result in shorter damage reactions. Hit count has a significantly stronger influence than Attack Speed.
When an enemy is brought into a Deadly state or defeated, their damage reaction is automatically overridden and treated as a Knockdown, even if the attack normally inflicts only Stagger or Knockback.
(Note: In cases where an enemy is defeated, if it simultaneously triggers the the Wake-Up Cancel mentioned below, a Knockback may occur instead.)

## 3-1. Damage Reaction Order by Weapon Stats

## 3-2. Dual Wielding Hit Count & Hit-stun Mechanics
As mentioned, dual-wielding Attack Speed is averaged. Total hit counts vary based on weapon combinations:

## 3-3. Dual Wield Hit-stun Duration
The actual Hit-stun duration inflicted during dual wielding is calculated using half the total hit count.
(e.g., If dual-wielding War Swords, from the moment the 1st hit connects internally, the enemy is locked for 2600ms before they can act.)
Exception: When a normal attack triggers a Knockback/Knockdown while dual-wielding, the enemy Hit-stun defaults to a short duration of roughly 1800ms (equivalent to a Fast 3-Hit weapon), regardless of weapon performance.

## 3-4. Skill Attacks & Bows
- Skills: Unless specified otherwise (such as Charge and Magnum Shot), damage reaction duration for skills is calculated using the same system.
(e.g., Using Smash with a Slow 2-Hit weapon keeps an enemy knocked down longer than using Smash with a Fast 3-Hit weapon.)
- Bows: Although hit counts are not displayed in the UI, bows have hidden internal hit counts. High-tier bows (e.g., Ebon, HLB, Wing Bow, etc) are generally 2-Hit, while standard NPC-bought bows (e.g., Leather Long Bow, etc) are generally 3-Hit.

## 3-5. Non-Weapon Attack Mechanics
- Basic Spells & Alchemy: Standard bolt magic (e.g., Firebolt, Icebolt, Lightningbolt) and basic Alchemy skills like Life Drain generally function similarly to the "Normal 3-Hit" reaction duration described above.
- Exceptions: Intermediate magic, Shock, Water Cannon, and certain Demi-skills inflict unique, specialized damage reactions (covered in a later section).

## 3-6. Passive Defense Mechanics
- Ping (Automatic Defense) Overview: Heavy Stander triggers a Ping with a specific chance at all skill levels. Natural Shield and Mana Deflector trigger a Ping with 100% certainty at Level 2 or higher.

- Heavy Stander: Broadly categorized into 3 levels:

- Natural Shield & Mana Deflector: Broadly categorized into 3 levels:
post rev. 4 by ebi on 10-16-26, 05:07 am
Posted at 10-12-26, 10:31 am Link | #4
ebi

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# 4. Mechanics of Knockback and Knockdown
To knock back or knock down an enemy, you must meet one of the following conditions:
1. Max out the enemy's Down Count.
2. Use a skill that inherently triggers a Knockdown.

## 4-1. Follow-Up Attacks (OTG Hits) during Knockback / Knockdown
When an enemy is knocked back or knocked down, landing an attack that builds Down Count before they recover will launch them vertically into the air, resetting them into a Knockdown state once more.
(Note: Landing an OTG hit with certain skills, such as Support Shot, Flame Burst, or Shock, will not trigger a second Knockdown, but will still trigger the Wake-Up Cancel described below.)

## 4-2. The Risk of Repeated OTG Hits (Wake-Up Cancel)
If you execute a second consecutive OTG hit on an enemy while they are still in that knocked-down state:
1. The enemy takes no damage reaction (Hit-stun is ignored).
2. Their current damage reaction is instantly cancelled.
3. The enemy immediately stands up and begins their next action without delay.

WARNING:This mechanic synergizes heavily with the enemy AI system (in a way that is extremely disadvantageous to players). It is no exaggeration to say that almost all accidental party wipes or unexpected deaths during combat are caused by triggering this Wake-Up Cancel.
post rev. 19 by ebi on 10-17-26, 08:21 pm
Posted at 10-12-26, 10:32 am Link | #5
ebi

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# 5. Detailed Skill Mechanics
Please do not rely solely on the information in this section.
The information regarding G13S2 is outdated, and some data is currently inaccessible. The content also includes details based on independent verification.
Please note that there may be omissions regarding specifications unique to MabiPro.
Skills currently missing from the list and newly discovered facts will be added successively as verification is completed.

---

## 5-1. Melee Combat Skills
5-1-1. Smash

5-1-2. Counterattack

5-1-3. Windmill

5-1-4. Charge

5-1-5. Assault Slash

5-1-6. Stomp

## 5-2. Ranged Combat Skills
All ranged skills can be loaded during Windmill's post-activation I-frames; however, note that there is a slight time lag before actual aiming/targeting can begin.

5-2-1. Ranged Attack

5-2-2. Arrow Revolver

5-2-3. Magnum Shot

5-2-4. Crash Shot

5-2-5. Support Shot

5-2-6. Mirage Missile

5-2-7. Final Shot
post rev. 7 by ebi on 10-18-26, 12:26 am
Posted at 10-12-26, 10:32 am Link | #6
ebi

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# 6. Magic Skills
Unlike physical attacks, magic damage variance is determined by a stat called "Magic Balance" rather than standard Balance. Magic Balance increases with higher base spell constants, Int, and Magic Mastery ranks, capped at a maximum of 100% (yielding a maximum damage occurrence frequency of 50%).
While stats and enchants increase or decrease damage, Magic Balance, and Critical Hit rate, weapon stats (such as a wand's base Critical rate or Balance) do not affect magic performance.
Damage enchants are not reflected at 100% value; instead, they are scaled down by skill-specific coefficients (resulting in a smaller effect than their stated numerical value). As an exception, Hailstorm receives no benefit from damage enchants at all.
Casting speed is fixed for each skill and rank. It does not scale with stats, with exceptions for Casting Speed Potions and weapon upgrades.

6-1. Ice bolt

6-2. Lightning bolt

6-3. Fire bolt

6-4. Thunder

6-5. Ice Spear

6-6. Fireball

6-7. Blaze

6-8. Hailstorm

6-9. Healing

6-10. The Four Magic Shields

6-11. Party Healing & Restoration

6-12. Fusion Bolt
post rev. 6 by ebi on 10-16-26, 05:15 am
Posted at 10-12-26, 10:33 am Link | #7
ebi

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# 7. Alchemy Skills
Damage enchants are not reflected at 100% value; instead, they are scaled down by skill-specific coefficients (resulting in a smaller effect than their stated numerical value).
Enchants that boost specific elemental alchemy damage are reflected accurately according to their stated values, and their effect is multiplied by the number of charges.
Because damage enchants are calculated only once even when multi-charging, their overall value is generally low—though having them is still better than nothing.
For cylinders, only the Critical Hit rate stat affects alchemy skills, while the cylinder's Attack power, Balance, hit count, and attack speed affect Melee combat skills exclusively.
Critical Hit rate and Balance are influenced by your stats and enchants.

7-1. Water Cannon

7-2. Wind Blast

7-3. Flame Burst

7-4. Sand Burst

7-5. Life Drain

7-6. Shock
post rev. 3 by ebi on 10-16-26, 05:09 am
Posted at 10-12-26, 10:33 am Link | #8
ebi

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# 8. Demigod Skills
8-1. Awakening of Light

8-2. Fury of Light

8-3. Shadow Spirit
post rev. 6 by ebi on 10-16-26, 05:11 am
Posted at 10-12-26, 10:33 am Link | #9
ebi

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# 9. Enemy AI Mechanics
Monsters act in accordance with their respective AI behavior patterns.
In addition to the skills they use, timing, and movement, various factors are involved, such as the time required to trigger aggro and whether they can enter a soft aggro state.
The maximum number of enemies that can aggro onto you simultaneously is unrelated to enemy AI and is set individually for each monster type.
Since it is impossible to cover every single variation, this section focuses primarily on AI types that players are likely to encounter frequently.

## 9-1. Baseline Rules & Assumptions
For convenience, behaviors that function mostly the same—despite minor differences—are grouped together.

In the following sections, the term "Skill Reload" refers to the following phenomenon:
"If an enemy takes an attack without a Critical Hit during the window between loading a skill and completing its preparation, the enemy will re-load the same skill and immediately execute a normal attack with that skill loaded, skipping any observational behavior (attempting to execute the loaded skill against the target)."

In the following sections, the term "Skill Attack" encompasses all of the following:
"Normal attacks, skill attacks, non-damaging skills like Defense, and passive skills including Passive Defenses and Instinctive Reaction."

## 9-2. Type 1 - Standard Shadow Mission Monsters
Applies to: Tailteann Melee Fomors, Alchemists, standard Goblins, standard Skeletons, etc.

## 9-3. Type 2 - Highly Aggressive Monsters
Applies to: Tara Skeleton Fomors, Shadow Wizards, Troll-type monsters, Black Ship Rats, etc.

## 9-4. Type 3-1 - Archer-Type Monsters
Applies to: Standard bow-using monsters (excluding [Skeleton] Shadow Archers)

## 9-5. Type 3-2 - Dedicated Archer-Type Monsters
Applies to: (Skeleton) Shadow Archers

## 9-6. Type 4 - Soft-Aggro Monsters
Applies to: Insects such as Spiders, Lagodessas, Spider Wasps; Sahagins, Fomor Commanders, and certain other monsters.

### Understanding Soft Aggro
Strictly speaking, there are 2 patterns of Soft Aggro:
1. Active Soft Aggro: The enemy voluntarily enters an alert state.
2. Passive Soft Aggro: Triggered by landing specific actions.

### Precautions for Soft Aggro in Party Play

## 9-7. Extra - Monsters without all Damage Reactions
Applies to: Doppelgangers, Basilisks, Dullahans, etc.
While this is not a MECE classification within the context of AI specifications, they are listed here because their lack of Damage Reactions leads to unique behaviors.
In this context, "Without all Damage Reactions" means possessing the ability—often referred to as "Advanced Heavy Stander"—whereby the enemy does not flinch, suffer knockback, or get knocked down upon taking any attack (except when dying or entering a deadly).
Posted at 10-12-26, 10:34 am Link | #10
ebi

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This post is a placeholder. It will be edited if there are any additions.
Posted at 10-12-26, 02:13 pm Link | #11
rocks

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'To know your enemy, you must become your enemy' - STUN Tzu
stack prot, stack ping, ignore mechanics and face tank gregs
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