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AstralBlue

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AstralBlue
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  • What to do with a non-destroyable all-skill reset

    From the top of my head all of this happens when you use an All Skill Reset Capsule:
    1. All skills get deranked to Rank F. Any skill that was Rank F or Rank N prior to the use of the skill reset capsule will remain the same.
    2. You regain AP that you used to rank those skills.
    3. Any skill training will start back at 0.00 for whichever rank it was left off at. So if Magnum Shot Rank 6 79.12/100.00 training was done, and you used that skill reset capsule, when you re-rank that skill up back, it will start off at Rank 6 0.00/100.00.
    4. If you have any skills at Rank 1 and it has been mastered, do not worry, as soon as you rank that skill back to Rank 1, you will automatically get that skill's master title back.
    5. Talent levels will drop accordingly since those all of those skills will get deranked, which in turn means you will lose any talent bonuses from those talent levels.
    6. No you will not get more AP from hitting Journal Achievement milestones for those talents. In other words, if you hit Expert Warrior again, you won't get the AP reward again. It's a one-time thing.

    Please keep in mind that since all of your talent levels will drop, Lord SMs and anything else that has a similar requirement cannot be done unless you reach the requirements again.
    [Deleted User]
  • Mabinogi "Meme"nto Contest [ SUBMISSION]

    2iuvoup.png

    IGN: Astralblue
    Server: Ruairi

    Terrible editing I know
    Angelhappy43
  • Elves Being Better at Magic

    Adding in a new hybridized magic archery skill that allows all races to enchant their arrows with a magic characteristic would possibly be a great addition to archery. Since the idea dawned on me I'll explain it in detail trying to make this skill balanced, but not lacking. I'll call it Enchanted Arrow, and this skill only works with Magnum Shot and Throwing Attack.

    Humans would do 100% damage at r1, elves do 115% at r1 and giants do 90% at r1. In other words, if both the human and the elf had all the same capped stats, magic damage and damage modifiers, humans would do 10k damage while elves do 11.5k damage as an example (they'll do more for sure, but it's just an example). Keep in mind that every calculation is based on Enchanted Arrow skill being r1.

    Elves would lose their Elven Magic Missile skill, but in exchange, they would gain a new elf-exclusive archery skill that I'll call "Elemental Toggler" for the sake of simplicity. Basically what this skill does is that you can freely adjust the element of any archery skill. At rF, the elemental damage bonus would start off weak at around x1.05 damage, but at r1, it would go up to say x1.3 damage. There will be a short cooldown however at 2 seconds at r1. Only elves would be able to use the elemental damage factor.

    Enchanted arrows would be added in the game to be used. Equipping a bow/atlatl and an enchanted arrow/javelin, would enable the bow to be counted a magic weapon (enchanted arrow is the only thing that's considered to be a magic weapon so the bow includes that in the calculations), so the damage boost from magic weapon mastery would apply. Enchanted arrows/javelins themselves would have to be crafted using Magic Craft. The arrows would be made using a stack of 100 arrows and 10 Shyllien to make 100 enchanted arrows. There would be a new Enchanted Quiver that can be crafted using Magic Craft that holds only enchanted arrows up to a 2k stack and a 1k stack of javelins for giants. A store bought Enchanted Quiver would only hold up to 500 enchanted arrows or 200 javelins.

    To elaborate on the idea here's what I mean:

    -Imbuing Lightning Bolt onto a magnum shot would let the magnum shot hit all surrounding mobs with lightning based range damage (both magic characteristic and elemental buff in this case) or they can just use the magic characteristic and magnum shot hits all surrounding mobs. In order to balance this out, the damage would be based on the players magic damage (70% of the damage) and the actual max damage (30% of the damage) so it doesn't do insane damage, but can effectively work as a nice AoE capable of something like 8k critical damage (with a near end-game set) within the standard lightning bolt attack range. Also, since lightning bolt's characteristic is being able to hit as many mobs based on the amount of charges, naturally the arrows would have the same ability. Lightning bolt would be able to chain cast charges, but the cost would multiplied by 5.

    -Imbuing Fire Bolt could do heavy damage like it usually does, but in this case it would be concentrated damage with 50% of the damage based on max damage and the other 50% is based on magic damage. Since Fire bolt's main characteristic is the damage modifier being x6.5 damage at 5 charges, the magnum shot or whatever archery skill would have this ability as well. In theory, this sounds like an incredibly overpowered skill now that I'm thinking about it. An example of the damage calculation would be something like 300 damage for fire bolt's damage (remember this is at 50% magic damage for the formula) and magnum shot's damage would be like 1.5k (at 50% max damage). So 1800 damage for 5 charges would be 1800 x 6.5 and that would equal 11,700 damage. Remember this damage is just the base damage and is only using the magic characteristic into the formula, not critical damage and not elemental-based damage. Since r1 critical hit gives +150% damage, 11,700 damage would jump up to 29,250 damage. So that's already a decent damage considering that elemental weakness damage, further critical damage boosts, capped stats, high max damage and high magic attack are not involved in my calculations.

    -Imbuing Ice Bolt would have the MP vamp, movement speed reduction and can be used up to 5 times. The damage would not be significant since 80% of the damage would be ice bolt based, and 20% would be max damage based. However, the real use of this skill would be the MP vamp's effect. 10% of the damage would be given back as MP. If the damage was 3k, you would get back 300 MP. So if you charged the skill 5 times, you can MP vamp up to 5 times in a row.

    Enchanting the arrows would have a cast time of 1 second per enchanted magic arrow charge. More charges would increase the damage and the amount of mobs that can be hit depending on the bolt magic being enchanted. If the concept is rather vague, it's sort of like Fusion Bolt, but instead of 2 different bolt magic, it would be 1 bolt magic + 1 arrow. Lastly, there would obviously be a MP cost involved.

    There would possibly be a cooldown involved (since it has a tremendous potential) after the enchanted arrow charges are exhausted. So say if you have 5 Ice bolt enchanted arrow charges, when the last charge is used up, the skill goes into cooldown.

    The amount of stamina being used would be pretty high if it was something like 5 lightning bolt-based magnum shots. Since you would be able to launch them consecutively, you would need to pay an appropriate stamina/mp cost. Each element would have it's own mp/stam cost based on the charges. For lightning bolt characteristics, it will be the cost of 5 lightning bolt charges in mp and 5 throwing attack/magnum shot stamina costs (10 stamina at r1 for those skills).

    Now for those who were curious as to why I said humans would get access to this skill as well, the reason being there is no actual limitation for humans not to get it. Additionally, that way humans do not need to be buffed besides simple skill adjustments since they will be quite balanced. In exchange for this, elves when using Final Shot, would be able to bypass the cooldowns for both Elemental Toggle and the Enchanted Arrow skill so it can be used freely AND charging speed for Enchanted Arrow would be reduced from 1 second to say 0.5 seconds.

    The Elemental Toggle skill can stack with elemental reforges, but if a fire element-based mob gets hit with a bow that has fire element on it, the damage calculation would be whatever that reduced damage would be and that would be multiplied by the Elemental Toggle skill. So there's some leeway in terms of damage. There isn't much of a lost if you selected a different element, but you if you did pick fire in this case, the damage would only be the reduced damage as usual.

    And last but not least, this skill will be counted as both magic and range damage. So if there's a magic immune mob, only the range damage of the formula would work and vice versa. The magic characteristics would still work as normal however. As for Elemental Toggle, any damage boosts from the element imbuement would not be added, so there's no need to worry about even further reduced damage besides if the mob is magic or range damage immune.
    SherriSylviaWolfe
  • Regarding (mainly) American-based questions in XO

    nomigid15 wrote: »
    Red, blue and green are the primary colors of LIGHT. Red, blue and yellow are the primary colors of PIGMENT.

    Yeah my point exactly, they did not specify.
    Sherri
  • I really hate durability loss :c 2 failed repairs

    I think but don't quote me on this, KR had an update a few days ago where they introduced 100% repair rates permanently.

    There was also something about a "Restoration Altar" which is a portable altar that repairs most weapons (if not all). You can use it in dungeons if your weapons break or if the weapon durability is low. Party members are also allowed to use it. Not sure if it's a NX item though.
    Crimsọn