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Owntrolf

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Owntrolf
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  • End Mage Oppression

    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
  • Magic Speed

    LOL
    Btw, there is a meme thread.

    but it is the truth lmao
    CrimsọnWolfsingerKensamaofmari
  • Please make Brionac work on Magic Protection

    Brionac used to cut the unified stat known as protection before they split it into def/prot and mdef/mprot

    Because Brionac only reduces protection, some content is only clearable with physical damage such as Tagar in purification.

    Is it possible to make Brionac reduce both protection and magic protection?
    SpkrKalulahCMKyrios
  • Colored Chichol Wings?

    you use synthesis to combine 3 of them for a low chance of getting back your chichol wing in another color
    Faybal
  • Physical/Melee damage is too favored in this game

    Damage Reduction from Standers
    Heavy Stander always reduces damage only reduces damage on activation (correction by Lutetium
    Natural Shield always reduces damage
    Mana Deflector always reduces damage


    Battlefield Overture and Bonechip/Powerpot hardly works on any magic damage skill except firebolt at a severely diminished boost(40% overture would be less than 20% more on firebolt)

    There is no equivalent of bonechip for magic damage.


    Def/Prot vs MDef/Mprot Reduction
    There are few skills/pets that actually reduces mdef/mprot compared to physical

    -Hydra
    -Ceraunus
    -Fantastic Chorus(Citation needed)

    vs

    -Bone Dragon
    -Mir Dragon
    -Uppercut
    -Smash(Axe)
    -Brionac(we lost this when they split Protection into Protection and Magic Protection)
    -Piercing


    Int to MA Scaling Change(Magic Update)
    With the magic update back when 25INT = 1MA became 5INT = 1MA
    there was never any update to make those enchants fall in line with the new formula which is why a majority of the older MA enchants became such a huge joke which is a majority of them because Nexon refuses to either buff or release newer enchants to fall in line with the new system.
    There is still no MA suffix for clothes or any easily obtainable MA enchants for accessories, the only thing close is Awakened Successor which is still fairly hard to get since they only drop from Alban Hard/Heroic and are rank 7 enchants unlike being able to just use Oblivion WildBoar accessories for +maxdamg

    A huge example of this is Mana Hammer(Rank3) 3-5 Magic attack.
    This enchant is such a joke in it's current state, it went from being worth 75-125INT to a measly 15-25INT and thats a rank 3 enchant.

    For a skill like FireBolt which scales
    0.35-0.5MA (0.35minimum and 0.5max for 1MA)
    0.2-0.4damgenchant(0.2min for 1minenchant, 0.4max for 1maxenchant)

    3-5 MA would grant 1.5-2.5 more max damage on FireBolt
    to get an equal amount of max on FireBolt with maxdamg enchants would only be
    2.5/0.4 = 6.25max damg enchant.

    Literally any common damg enchant would do better for making FireBolt hit harder.


    Alchemy HP/MP/SP Scaling Change(Alchemy Update)
    A similar issue to this presents itself with alchemy when they added the current HP/MP/SP scaling damage
    for example WaterCannon or FlameBurst

    WaterCannon
    dfdb2f2b44.png

    FlameBurst
    77327eac9e.png

    Assuming a player with 2.5k HP/MP/SP
    they will gain about

    750 worth of base damage on WaterCannon
    200 worth of base damage on FlameBurst

    Alchemy enchants typically only add 1 damg per point which is outscaled by the damage you gain from having high current HP/MP/SP

    This is heavily relevant for WaterCannon such as using
    28911c0b54.png
    instead of
    de98b3f774.png
    because the damage gain is much higher
    50MP = 15 damage on water cannon vs +9 Water Alchemy Damg


    Dan Ranks
    Dan ranks for both Magic and Alchemy are generally pay 60% or more MP/SP for less than 3% more damage after factoring in your stats.

    For example
    FireBolt
    60-120 -> 66-126 base damage (6min/max gain)
    5 -> 8 Mana Cost (60% more mana usage)
    Calculating the max gain's value in MA
    6/0.5 = 12MA
    Dan3 FireBolt gives you 12MA worth of damage for 60% more mana

    WaterCannon
    119-136 -> 152-175 Base Damage(33min/39max gain)
    5 -> 8 Stamina Cost (60% more stamina usage)
    Calculating the max gain's value in MP
    39/0.3 = 130MP
    Dan3 WaterCannon gives you 130MP worth of damage for 60% more stamina

    The more stats you have, there will be greatly diminished returns from getting dan ranks due to your stats overshadowing the gains from dan ranks which is unlike how all the physical class dans work such as Smash

    Smash
    500% -> 620% (120% damage gain or 24% more from 500%)
    10 -> 13 Stamina Cost (30% more stamina usage)

    Magnum Shot
    500% -> 560% (60% damage gain or 12% more from 500%)
    10 -> 10 Stamina Cost (no change)

    All the physical damage skills scale very well with dan even as your stats grow not to mention being able to take advantage of the crazy multiplicative nature of stacking BFO/Bonechip/Fateweaver.



    EDIT
    I forgot to add, Meteor Strike is the biggest joke of a skill with 15 minutes as a cooldown for a little less damage than Lightning Rod once you have about 620 Magic Attack.

    It would have to do way more damage for that kind of a crazy cooldown.
    Imagine having a skill with 15 minute cooldown doing less damage than a 15 sec cooldown skill.
    The difference in cooldown is literally 60x.
    LutetiumSherri