Check out all of the details of this month's Patch Notes, featuring the September Update, containing the new Royal Association of Artisans, and more! https://mabinogi.nexon.net/news/94065/royal-association-of-artisans-update-patch-notes-october-10th-2024
[NEW MILLETIANS] Please note that all new forum users have to be approved before posting. This process can take up to 24 hours, and we appreciate your patience.
If this is your first visit, be sure to check out the Nexon Forums Code of Conduct. You have to register before you can post, so you can log in or create a forum name above to proceed. Thank you for your visit!

End Mage Oppression

OwntrolfOwntrolf
Mabinogi Rep: 2,000
Posts: 130
Member
edited May 27, 2021 in General Chat
Putting the the best mage weapons behind content where magic defense and magic protection are significantly higher has been the best idea Nexon has ever come up with.


Magic Defense and Magic Protection of enemies has skyrocketed since the implementation of splitting defense/protection into DEF/PROT + MDEF/MPROT due to MDEF and MPROT scaling with the enemies' INT and WILL on top of having it's hardcoded MDEF/MPROT boosts.

On top of that the removal of the gains of Brionac on magic through cutting protection when there was only one protection stat for the pitiful technique Pragrach to cut magic protection being vastly inferior to it's older brother due to awful restrictions and requiring to use one technique slot.

Pragrach lasts up to 3 minutes with a 10 minute cooldown and requires erg 25, Demigod active and other skill requirements meanwhile Brionac only needs a minimum of Shock being used to charge Brionac to cut protection which effectively makes Brionac on a 60 second cooldown.


Other micros include Premium Service's Physical Power Potion vs Magic Power Potions being bad specifically Magic Power Potions providing a meager amount of magic attack of 80 meanwhile Physical Power Potion gives 20% on top of being able to farm a free variant of Bone Chips from Bone Dragons.
Comparing the both, you would need 400 magic attack for the Magic Power Potion to provide 20% more magic attack having more than that would mean you're gaining less than 20% more magic attack.
Other things include how on Saturday's for the premium item of the day is 1 Physical Power Potion(30Minute) + 1 Magical Power Potion(10Minute) why is the duration of the potions so different.


One of the greatest offenders are bard buffs in general which include Battlefield Overture and Vivace.
Battlefield Overture provides no magic attack and in the current system, it functions as a converter of your "Damage" stat into Enchant Damage which functions on some Bolt/Intermediate magics, very high on Firebolt and little to nothing on everything else which would mean missing out on a potential 20-50% damage gain buff.

Vivace seeming good for magic is actually the opposite as being different scaling from BFO, without the specific Vivace Magic Speed reforges it is inferior to Battlefield Overture for Firebolt and has other inherent problems such as Intermediate magics having a hidden soft speed cap from cast speed buffs aside from the Erg cast speed buffs from staff. Advanced magics see little to no gain from cast speed such as Hailstorm affecting only the startup time and not the charge time, Lightning Rod being a flat 2 seconds maximum charge time, while it cast speed does shorten Meteor's cast time, the locking animation is significantly longer than the casting time and provides mediocre damage compared to Lightning Rod for over 60x the cooldown time.


Food buff items are hard to farm as Hard Cider +4 Magic attack requires Apples which are not purchasable from NPCs unlike Hard Cider +2 Max Attack which requires Lemons which are NPC purchasable.


Magic Attack enchants being worse than +Max Damage enchants specifically for skills such as Firebolt and Lightningbolt due to the the Magic Attack enchants being much worse than +Max Damage enchants.
An example is:
Firebolt scales 0.35-0.5 minmax/MA which means Firebolt gains 0.35 minimum damage, 0.5 maximum damage per magic attack.
Firebolt scales 0.2-0.4 minmax/enchant which means Firebolt gains 0.2 minimum damage, 0.4 maximum damage per minimum/max enchant damage.

An example of gear would be a glove using:
Mana Hammer(5), Embracing(3) = 8 Magic attack
Burlesque(15) Backbreaking(15) = 30 Maximum Damage Enchant

Converting this into Firebolt damage would result into:
Mana Hammer(5), Embracing(3) = 8 * 0.35min0.5max = 2.8min 4max
Burlesque(15) Backbreaking(15) = 30 * 0.4max = 12max

On top of this, BFO and Physical Power pot are able to increase the gains from using Maximum Damage enchants further and blows the effectiveness of using Magic Attack enchants out of the water for bolt magic.


The current inherent nature of Magic is anti party because it prevents your party from mobbing multiple enemies because it launches them all far apart with mediocre damage and are very slow to operate such as Ice Spear's standby time of 3.5 seconds, Thunder's standby time of 3 seconds and Fireball's standby time of 3 seconds(changed to 1 in KR test server). Hailstorm's operation is very clunky to use due to not being affected by casting speed or any form of bard buffs with occasional bugs where the time before you start gaining charges again is significantly larger and times when you are at 5 charges but the damage comes out at 4 charges because client side is at 5 charges but server sided is at 4 charges. Lightning Rod sometimes aims in a direction completely different from where your mouse cursor was at.

I bet if there was a skill called "Scan" which lets you view enemies' stats, mdef/mprot would easily be 2-3x higher than def/prot
SherriLovePanda

Comments

  • Momma_SophieMomma_Sophie
    Mabinogi Rep: 2,575
    Posts: 290
    Member
    edited May 28, 2021
    Does datamining count as a "Scan" ability? We seem to know a lot about mob stats, given the wiki and also use of basic mathematical comparison.
    Battlefield Overture provides no magic attack and in the current system, it functions as a converter of your "Damage" stat into Enchant Damage which functions on some Bolt/Intermediate magics, very high on Firebolt and little to nothing on everything else which would mean missing out on a potential 20-50% damage gain buff.

    We already discussed once that they're changing the functionality to apply equally to physical and magic attack, didn't we?
    Food buff items are hard to farm as Hard Cider +4 Magic attack requires Apples which are not purchasable from NPCs unlike Hard Cider +2 Max Attack which requires Lemons which are NPC purchasable.

    Food buff items are fairly tedious to craft, regardless. But, I don't think there's a "quick craft" food buff item for MA. Like, for example, I can just buy a certain food from an NPC that throws 198 luck at me in a cater. It costs 10k per item. I think MA could use one.
    Pragarah
    is a joke. :joy:

    I think Int Magic should be expanded a bit to have some new, non-elemental spells. Either that, or Thunder and Ice Spear need some tweaking alongside Fireball. Fireball's new mechanic now overshadows both of them.

    Wand Erg is forgettable and I don't think adding int casting to wands helps the situation. :joy:
    And buff potions could use some change of access. I don't see a "bone chip" for Magic attack. Let's consider this as well.

    I'm heavily biased against magic and it's entire existence, but I can still see some serious problems with it I'd like to see changed (if only to make my time in parties with "mages" less frustrating).
    Sherri
  • HelsaHelsa
    Mabinogi Rep: 23,530
    Posts: 5,825
    Member
    I'd like magic to have some spells that are like how construct alchemy is to alchemy overall; that is spells that aren't about strictly dealing damage. You know spells that are useful for crafters or spells that alter the environment temporarily, or whatever.
  • JulieJulie
    Mabinogi Rep: 4,130
    Posts: 342
    Member
    it never made much sense to me to make magic defense and entirely different thing on its own to be magical defense that scales on intelligence, being more intelligent shouldnt equate to making you more resistant to magic, maybe elemental defense would make more sense because thats how magic works in general, (which we kinda already have) beyond that, mdef/mprot just bothers me the way it functions, one minute im taking 30s-80s or so with physical attacks and the next i take like 500 damage with a water blast which makes little sense to me.
    SherriLovePanda
  • KagaKaga
    Mabinogi Rep: 5,170
    Posts: 617
    Member
    I haven't commented in a while but ya, I agree with all those points. Been complaining about the whole magic power potion/physical power potion differences for years. Magic simply gets no love.
    LovePanda