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Icedrake

Mabinogi Rep: 1,170

Posts: 42

Member
Mastering enchanting gives you a title that does... squat for your chances of success. Your chances of success with best powders, and rank 1 enchanting.... are no different than rank F. Your best chance of success is mabinogi's broken 90%, which usually translates to closer to 50 or 60 %. 200 int maximizes your chances of success, and yet 1500 or more int makes no difference.

All of these things should be changed. Enchant scrolls expire. You can craft, or earn for free, an infinite supply of expiration removal scrolls, if you nolife the practice, but why have them expire at all?

Nearly everything in enchanting points towards one glaring, gaping money grab, the $7.90 enchant protection potion. Enchanting protection breaks every time it protects your gear, instead of the gear taking damage or going poof. So enchanting is currently a blatant, annoying, crude, cash grab. Renew it with better features, optional risks, and actual logical progression as you rank the skill.

A potential fix could look like this:

First off, when attempting to remove the enchantment from an item, you could have 2 options;

Second success rates would increase as your rank in enchanting increases. New perks for ranking up enchanting would look as follows:

No change in stats added per rank

Rank Novice:

Rank E:

Rank

Rank C:

Rank B:

Rank A:

Rank 9:

Rank 8:

Rank 7:

Rank 6:

Rank 5:

Rank 4:

Rank 3:

Rank 2:

Rank 1:

Mater Title:

Enchanting powders would have the following adjustments:

Normal(Magic Powder):

You still need the previous rank to be enchanted to enchant all items rank 9 and higher. Any enchant failing at rank 9 or higher has a chance of reducing durability by up to 5% per failure, with minimum durability loss being 1.0000. Any enchant failing at rank 5 and higher can destroy the item entirely. Enchants failing at rank 1 have a 5% chance of destroying the enchant scroll as well.

Chances of lost durability upon failure are the chance of failure (if 95% success rate, this is 5%) multiplied by the rank coefficient for this risk.

Chances of item being destroyed upon failure are the chance of failure (if 95% success rate, this is 5%) multiplied by the rank coefficient for this risk.

Chances of item being destroyed and enchant scroll being destroyed upon failure are the chance of failure (if 95% success rate, this is 5%) multiplied by 5.

Rank coefficients for lost durability:

I tried to change as little as possible while still allowing enchanting to function logically, obviously this is a rough draft idea, and chances can be altered by Nexon or DevCat as needed for balance.

All of these things should be changed. Enchant scrolls expire. You can craft, or earn for free, an infinite supply of expiration removal scrolls, if you nolife the practice, but why have them expire at all?

Nearly everything in enchanting points towards one glaring, gaping money grab, the $7.90 enchant protection potion. Enchanting protection breaks every time it protects your gear, instead of the gear taking damage or going poof. So enchanting is currently a blatant, annoying, crude, cash grab. Renew it with better features, optional risks, and actual logical progression as you rank the skill.

A potential fix could look like this:

First off, when attempting to remove the enchantment from an item, you could have 2 options;

1. Try to learn the enchant(only one enchant, which you pick) without destroying the item, -70% chance of success(at rF), but no chance of the item being destroyed.

2. Destroy the item to learn the enchantments on it(all of them), but have the higher chance of success, at r1, base success for rF enchants would be 100%

Second success rates would increase as your rank in enchanting increases. New perks for ranking up enchanting would look as follows:

No change in stats added per rank

Rank Novice:

Rank F:Can't use until you rank to rank F

-70% chance of successfully removing an enchant from an item, 75% chance of successfully removing the enchants of an item if destroying it(still use campfire burning?)

Base chance of successfully enchanting an item starts at 80% at rank F enchants, decreases by 5% per rank ending at rank 5 and above, whereupon all enchants get a 0% chance of success. Rank 6 enchants would get a 35% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank F for this would be 200 Int, adding 2% to the success rates.

Rank E:

-70% chance of successfully removing an enchant from an item, 75% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 85% at rank F enchants, decreases by 5% per rank ending at rank 5 and above, whereupon all enchants get a 0% chance of success. Rank 6 enchants would get a 40% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank E for this would be 250 Int, adding 2.5% to the success rates.

Rank

-65% chance of successfully removing an enchant from an item, 80% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 90% at rank F enchants, decreases by 5% per rank ending at rank 5 and above, whereupon all enchants get a 0% chance of success. Rank 6 enchants would get a 45% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank D for this would be 300 Int, adding 3% to the success rates.

Rank C:

-60% chance of successfully removing an enchant from an item, 80% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 95% at rank F enchants, decreases by 5% per rank ending at rank 5 and above, whereupon all enchants get a 0% chance of success. Rank 6 enchants would get a 50% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank C for this would be 400 Int, adding 4% to the success rates.

Rank B:

-55% chance of successfully removing an enchant from an item, 85% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 99% at rank F enchants and 95% for rank E enchants, decreases by 5% per rank ending at rank 5 and above, whereupon all enchants get a 0% chance of success. Rank 6 enchants would get a 55% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank B for this would be 500 Int, adding 5% to the success rates.

Rank A:

-50% chance of successfully removing an enchant from an item, 85% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 99% at rank F and rank E enchants and 95% for rank D enchants, decreases by 5% per rank ending at rank 5 and above, whereupon all enchants get a 0% chance of success. Rank 6 enchants would get a 60% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank A for this would be 600 Int, adding 6% to the success rates.

Rank 9:

-45% chance of successfully removing an enchant from an item, 90% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 99% at rank F, E, and D enchants and 95% for rank C enchants, decreases by 5% per rank ending at rank 5 and above, whereupon all enchants get a 0% chance of success. Rank 6 enchants would get a 65% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank 9 for this would be 700 Int, adding 7% to the success rates.

Rank 8:

-40% chance of successfully removing an enchant from an item, 90% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 99% at rank F, E, D and C enchants and 95% for rank B enchants, decreases by 5% per rank ending at rank 5 and above, whereupon all enchants get a 0% chance of success. Rank 6 enchants would get a 70% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank 8 for this would be 800 Int, adding 8% to the success rates.

Rank 7:

-35% chance of successfully removing an enchant from an item, 95% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 99% at rank F, E, D, C, and B enchants and 95% for rank A enchants, decreases by 5% per rank ending at rank 5 and above, whereupon all enchants get a 0% chance of success. Rank 6 enchants would get a 75% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank B for this would be 900 Int, adding 9% to the success rates.

Rank 6:

-30% chance of successfully removing an enchant from an item, 95% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 99% at rank F, E, D, C, B, and A enchants and 95% for rank 9 enchants, decreases by 5% per rank ending at rank 5 and above, whereupon all enchants get a 0% chance of success. Rank 6 enchants would get a 80% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank 6 for this would be 1000 Int, adding 10% to the success rates.

Rank 5:

-25% chance of successfully removing an enchant from an item, 99% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 100% for rank F, E, D, B, C, A, and 9 enchants and 95% for rank 8 enchants, decreases by 5% per rank ending at rank 4 and above, whereupon all enchants get a 0% chance of success. Rank 5 enchants would get a 80% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .02% added to the success chances per Int. The cap at rank 5 for this would be 1100 Int, adding 22% to the success rates.

Rank 4:

-20% chance of successfully removing an enchant from an item, 99% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 100% for rank F, E, D, B, C, A, 9, and 8 enchants and 95% for rank 7 enchants, decreases by 5% per rank ending at rank 3 and above, whereupon all enchants get a 0% chance of success. Rank 4 enchants would get a 80% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .02% added to the success chances per Int. The cap at rank 4 for this would be 1200 Int, adding 24% to the success rates.

Rank 3:

-15% chance of successfully removing an enchant from an item, 100% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 100% for rank F, E, D, B, C, A, 9, 8, and 7 enchants and 95% for rank 6 enchants, decreases by 5% per rank ending at rank 2 and above, whereupon all enchants get a 0% chance of success. Rank 3 enchants would get a 80% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .02% added to the success chances per Int. The cap at rank 3 for this would be 1300 Int, adding 26% to the success rates.

Rank 2:

-10% chance of successfully removing an enchant from an item, 100% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 100% for rank F, E, D, B, C, A, 9, 8, 7, and 6 enchants and 95% for rank 5 enchants, decreases by 5% per rank ending at rank 1 whereupon all enchants get a 0% chance of success. Rank 2 enchants would get a 80% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .02% added to the success chances per Int. The cap at rank 2 for this would be 1400 Int, adding 28% to the success rates.

Rank 1:

-5% chance of successfully removing an enchant from an item, 100% chance of successfully removing the enchants of an item if destroying it.

Base chance of successfully enchanting an item starts at 100% for rank F, E, D, B, C, A, 9, 8, 7, 6, and 5 enchants and 95% for rank 4 enchants, decreases by 5% per rank. Rank 1 enchants would get a 80% chance of success with this system.

Intelligence starts effecting success rates of removal and enchanting with .01% added to the success chances per Int. The cap at rank 1 for this would be 1500 Int, adding 30% to the success rates.

Mater Title:

Master title adds +5% to all chances

(100% chance of removing enchants no matter how its done, 100% success rates for enchants ranked F through 4, with rank 3 enchants getting 95% chance, rank 2 90% and r1 85)

Enchanting powders would have the following adjustments:

Normal(Magic Powder):

Blessed:Adds no success chances, cannot be used to entrust

Elite:Adds no success chances, can be used to entrust

Elven:Adds 5% to enchanting success chances, can be used to entrust

Ancient:Adds 10% to enchanting success chances, can be used to entrust

Notorious and Divine:Adds 20% to enchanting success chances, can be used to entrust

Adds 30% to enchanting success chances, can be used to entrust

You still need the previous rank to be enchanted to enchant all items rank 9 and higher. Any enchant failing at rank 9 or higher has a chance of reducing durability by up to 5% per failure, with minimum durability loss being 1.0000. Any enchant failing at rank 5 and higher can destroy the item entirely. Enchants failing at rank 1 have a 5% chance of destroying the enchant scroll as well.

Chances of lost durability upon failure are the chance of failure (if 95% success rate, this is 5%) multiplied by the rank coefficient for this risk.

Chances of item being destroyed upon failure are the chance of failure (if 95% success rate, this is 5%) multiplied by the rank coefficient for this risk.

Chances of item being destroyed and enchant scroll being destroyed upon failure are the chance of failure (if 95% success rate, this is 5%) multiplied by 5.

Rank coefficients for lost durability:

Rank coefficients for item being destroyed:Rank 9: 2

Rank 8: 3

Rank 7: 4

Rank 6: 5

Rank 5: 6

Rank 4: 7

Rank 3: 8

Rank 2: 9

Rank 1: 10

Rank coefficients are determined by the rank of the enchant scroll being enchanted onto the itemRank 5: 2

Rank 4: 3

Rank 3: 4

Rank 2: 5

Rank 1: 10

I tried to change as little as possible while still allowing enchanting to function logically, obviously this is a rough draft idea, and chances can be altered by Nexon or DevCat as needed for balance.

- How do these changes look?9 votes
- Too overpowered44% (4 votes)
- Just right44% (4 votes)
- Too underpowered11% (1 vote)
- Suggestion in comments0% (0 votes)

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## Comments

http://forums.mabinogi.nexon.net/discussion/18115/rework-enchanting

Totally broken.

"r1 has a 80% chance of success"

"30% from 1500 in"

"30% from powders"

=140% chance.

Literally cannot fail.

But knowing Mabi, even impossible to fail still yields fails.

A good point. I was just coming up with a baseline style thing that would be better than what we have.

And to be honest, skills that you have mastered should not fail.

That's what I was going to say as well.

I didn't know the enchant pot was available for the cash shop directly, and thats really steep and kinda crazy. In any case, I think that you make a balanced rework suggestion, because enchant is hard to rank anyway, whats the point if you're gonna have the success rate of Ferghus.

Nexon could always convert the enchant protection potions into potions that guarantee an enchant to succeed.