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Adjustments to existing skills (Melee & Archery)

XCalibieXCalibie
Mabinogi Rep: 2,405
Posts: 114
Member
edited November 1, 2020 in Feedback and Suggestions
All suggested values are just that, suggestions. They could be tweaked as needed.

Assault Slash
At Rank 1:
-Reduce cooldown to 8 seconds.
-Target nearest knocked-down enemy if no suitable target is selected.

Smash
At Rank 1:
-Sword: Change bleed damage to 10% of inflicted damage over 5 seconds.
-Axe: Increase debuff duration to 30 seconds, change debuff values to -10 Defense/Magic Defense and -5 Protection/Magic Protection.
-Blunt: Increase Daze duration to 15 seconds.

Charge & Lance Charge
-Fix displacement issues.
-Do not allow a (accidental) double-click to cancel the skill. (Happens to some people)

Evasion
Uncap the skill, and at Rank 1:
-Change cooldown to 10 seconds per use.
-Increase rolling speed by 2x.(which means the effect will also only last half as long)
-Allow for more projectile- and area of effect abilities to be avoided. (E.g: Fireball, Monster Stampede, etc.)

Rage Impact
-Remove cancellation due to non-melee skills.

Critical Hit
Add Dan Ranks:
-Dan 1: Critical Damage +155%, Critical Hit Cap +0.3%
-Dan 2: Critical Damage +160%, Critical Hit Cap +0.6%
-Dan 2: Critical Damage +165%, Critical Hit Cap +1.0%
I have no idea what a Dan test for this would be like though, probably all about RNG!

Gold Strike:
At Rank 1:
-Increase damage to 80% of base damage per stack.
-Change reforge values to percentages instead of flat values.
Note that this skill still takes a long time to charge, so 80% per stack is not as broken as it may sound.

Ranged Attack (Human)
At rank 1:
-Change Aim value into a "lower damage" value. (E.g.: Shooting a target at 60% will cause the final damage to be between 60 to 100%)
-To discourage long-range spam with said idea, apply a ~30% Damage penalty for firing at values below 50%.

Ranged Attack (Elf)
-Change Aim value into a "lower damage" value. (E.g.: Shooting a target at 60% will cause the final damage to be between 60 to 100%)
-To discourage long-range spam with said idea, apply a ~30% Damage penalty for firing at values below 50%.
-Fix "Elf lag", it's been around for too long!

Support Shot
-Change Aim value into a "lower damage" value. (E.g.: Shooting a target at 60% will cause the final damage to be between 60 to 100%)
-To discourage long-range spam with said idea, apply a ~30% Damage penalty for firing at values below 50%.
-Change cooldown for Elf Support Shot to be the same as that of Humans (0.5s)
-Remove cancellation due to non-melee skills.

Crash Shot
-Change Aim value into a "lower damage" value. (E.g.: Shooting a target at 60% will cause the final damage to be between 60 to 100%)
-To discourage long-range spam with said idea, apply a ~30% Damage penalty for firing at values below 50%.
At Dan 3:
-Increase base fragment limit from 6 to 8.
-Increase fragment damage from 280% to 400%
-Reduce initial target fragment damage to 125% per additional target.

Magnum Shot
-Change Aim value into a "lower damage" value. (E.g.: Shooting a target at 60% will cause the final damage to be between 60 to 100%)
-To discourage long-range spam with said idea, apply a ~30% Damage penalty for firing at values below 50%.

Arrow Revolver
-Change Aim value into a "lower damage" value. (E.g.: Shooting a target at 60% will cause the final damage to be between 60 to 100%)
-To discourage long-range spam with said idea, apply a ~30% Damage penalty for firing at values below 50%.

Mirage Missile
-Change Aim value into a "lower damage" value. (E.g.: Shooting a target at 60% will cause the final damage to be between 60 to 100%)
-To discourage long-range spam with said idea, apply a ~30% Damage penalty for firing at values below 50%.
-At rank 1, increase damage over time to 30% of inflicted damage.

Elven Magic Missile
-Allow use outside of transformation.
-Change damage to 750% of base damage at rank 1 when using a Bow/Crossbow. Damage type set to Ranged.
-Change damage to 1500% of magic attack at rank 1 when using a Wand/Staff. Damage type set to Magic.
-Change skill effect to be based on weapon element instead of using a wheel.
-Replace freeze effect a proper non-intrusive freeze, or just a slow.

Final Shot
At Rank 1:
-No durability loss while skill is active.
-Increase base duration from 30 seconds to 40 seconds.
-Reduce base cooldown from 260 seconds to 240 seconds.
-Change cooldown reforge values to -6 seconds per level.
-Change duration reforge values to +1.5 seconds per level.

Final Strike
Note: It is my personal opinion that this is just a lazy copy of Final Hit and should be replaced entirely. Nonetheless this is about changing existing skills so that's what I'll do.
At Rank 1:
-No durability loss while skill is active.
-Remove Splash Damage.
-Increase starting attack speed to "Slow"-type, ramp up to "Fast"-type over 20 seconds; (Instead of starting at whatever is slower than "Very Slow")
-Allow Attack Speed Set Effect to start the speed at "Normal" and reduce the ramp-up time to "Very Fast" to 10 seconds.

Comments

  • TimefallTimefall
    Mabinogi Rep: 1,505
    Posts: 146
    Member
    Why call for a nerf of Final Strike? It's ALL about the splash. o.o

    Ah, a few other suggestions:
    I'd say Gold Strike's charge count should be recoded to behave like Sakura abyss, with a continuous stream of charges building, instead of separate casts like firebolt. Charge time should be reduced and maximum charges should be greatly increased, scaling up to 1m or so.

    Mirage Missile needs much higher damage. Even with high stats, its damage is often and easily negated entirely by defense alone. Alternatively, it could be made to bypass defense and protection to make it seem more like an infection.

    Also, Spirit [melee weapon] awakening should be usable during Wind Guard!
  • XCalibieXCalibie
    Mabinogi Rep: 2,405
    Posts: 114
    Member
    edited May 4, 2020
    Timefall wrote: »
    Why call for a nerf of Final Strike? It's ALL about the splash. o.o

    The giants I've spoken to said they could live without the splash if the skill itself was faster, which is exactly what I was going for here.

    Keep in mind that the splash of Final strike is locked at 20%, which pales in comparison to the splash damage that humans get during Final Hit (based on the sweapon, so usually 70~90%). Having splash on such a slow skill is just an inconvenience, since the slow start often allows enemies to load counterattack/defense in between swings.

    But hey, everything's just suggestions eh, always good to hear input from others.
  • HazurahHazurah
    Mabinogi Rep: 3,370
    Posts: 443
    Member
    edited May 4, 2020
    Make Final shot aim start at 90%

    or just remove aim animation altogether
    so just load the skill, and shoot. no need to aim