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Rime
04-15-2010, 12:29 AM
Content
1. Introduction
2. The Ns and Outs of Combat
3. States of Enemies based on N
4. Attack Types and Effects on N
5. Player-Created Strategies and Combos
6. Closing
7. Related guides
8. Update notes

1. Introduction

As a more experienced player, it’s always frustrating to see new players being so gung-ho during combat that they lose all mindfulness for the very basic of basics, ultimately causing the death of those around them. Despite the frustration, I think that even the most experienced of players (myself included) can be at fault for causing various mishaps during battle, so, I don’t fully believe the lack of experience to be at fault, but rather, the lack of knowledge of how to control battle.
An ounce of prevention is worth a pound of cure, and sometimes the best type of preventions is the right kind of knowledge. This guide will focus on the very fundamentals of combat in Mabinogi. As Mabinogi’s combat system emphasizes dishing out the maximum amount of damage to opponents while minimizing damage to oneself, and the best way to do that is to learn how control your opponents.
2. The Ns and Outs of combat

-Redefining the N

If you’ve played Mabinogi for a decent amount of time, you may have heard the terms, N+1, N+bolt, N+ mill, and the like tossed around. These terms are derived from the number of combo attacks, N, used with a follow-up attack. Before we start off with more complicated mumbo-jumbo I’ll explain the most basic combo, N+1, and more specifically, how it actually works. As simple as it is, the mechanics behind this combo will be a basis for the entire guide.

-N+1, more than meets the eye?

N+1 is a term used to refer to a very basic combo in which an extra normal attack can be executed before pushing the enemy back. If the number of your normal attacks is 3, you will hit 4 times with this combo. In other words, it refers to the total number of attacks in a normal combo + 1 extra round of attacks. While dual wielding, it will be possible you will be able to get add in an extra 2 attacks if you take the time to pause after every round of attacks.
The combo works like this: after every swipe (or round of attacks if you are dual wielding) you take a small pause, just enough to almost get back into preparation stance, before attacking again. By doing this after every round of attacks, you will have conferred an extra round of attacks at the end of your combo before knocking the enemy back.
This brings up the question, “Why does this work?” The answer lies in the fact that enemies, and even players, are able to “recover” from combos over time, but not in the sense that they are recovering health points.

-So what N God’s name am I talking about?

Both enemy characters and player characters share an unnamed, and almost overlooked, status that I like to refer to as “sponginess,” though you can call it ham sandwich for all I care; the important thing is that you understand that it’s there. Depending on the number of attacks in your basic combo, the enemy’s sponginess will decrease a certain amount with each hit. For convenience sake, we’ll here on after refer to the sponginess as N and that each attack reduces the stat by N/(number of attacks). When a sufficient number of attacks have been executed to reduce the sponginess value until it reaches or drops below 0, the character will be pushed back. For example, hitting an enemy 3 times with a three hit weapon will reduce the enemy’s N value to zero and cause him to be knocked back since N-(N/3 hits)x3hits=0. As previously mentioned, this value recovers over time, so depending on the timing you can actually determine when you want to knock your opponent away!
Now it becomes clearer why N+1 works. Because the sponginess value is recovering during the pauses in between attacks, by the time N number of attacks has been executed, enough sponginess would have remained to permit an extra round of attacks.

3. States of enemies based on N

So, what happens once an enemy’s N is depleted? What happens when an attack is launched on an enemy afterwards? This section will go into detail on the effects of N on enemy characters and how to exploit each scenario.
-The properties of N

There are several important rules to remember about Ns:
Once N is depleted, the enemy will go into knockback and then down.
When an enemy with an N value of 0 is hit, it will bounce.
If hit again after being bounced, the enemy will instantly recover and suffer no stun or knockback.

Basic Enemy States

-Normal
How the enemy gets into this state: The enemy has no reduction to its N, or has recovered from being downed
Is the enemy able to load skills: Yes
Is the enemy able to execute skills: Yes
Effective strategies: Depends on AI and other factors
Ineffective strategies: Depends on AI and other factors
Use discretion and prior knowledge of enemy AI to deal with enemies in this state. Bolt counter with skeletons, windmill laghodassas, etc. Oftentimes, the enemy will charge at you with normal melee unless it has a skill bubble floating above its head.

-Knockback

How the enemy gets into this state: Its N value is reduced to 0 via normal melee hits or knockback attacks
Is the enemy able to load skills: Yes
Is the enemy able to execute skills: No
Effective strategies: Melee or ranged knockback attacks, windmill, icespear
Ineffective strategies: Consecutive melee/ranged attacks
Knockback occurs once enough normal attacks have been executed to deplete the enemy’s N. After the last of the normal attacks have been execute, the enemy will slide back and pause momentarily. The sliding back is what players refer to as “knockback.” During the slide animation the enemy will have no N and any single-hit attacks launched against it will cause it to bounce. Attacks from dual wielding characters will only hit once and cause the enemy to bounce. Elven ranged attacks will hit the enemy twice and then cause it to bounce.
-Flying Knockback

How the enemy gets into this state: Its N value is reduced to 0 via critical hit, smash, windmill, firebolt, magnum shot, or is sent into deadly status
Is the enemy able to load skills: Yes
Is the enemy able to execute skills: No
Effective strategies: Melee or ranged knockback attacks, windmill, icespear
Ineffective strategies: Consecutive melee/ranged attacks
Flying knockbacks occur during the use of smash, counter, firebolt, magnum, and during special cases with normal attacks. These cases are when strings of normal attacks end with a critical hit and when the enemy goes into deadly status. The only difference between regular knockback and flying knockback is that the distance the enemy is thrown is greater.

-Down

How the enemy gets into this state: This state occurs after the enemy is knocked back
Is the enemy able to load skills: Yes
Is the enemy able to execute skills: No
Effective strategies: Melee or ranged knockback attacks, windmill, icespear
Ineffective strategies: Consecutive melee/ranged attacks
After the sliding animation of any knockback takes place, the enemy will pause briefly for a short moment before taking action. This is the “down” state. During this time any attack will cause the enemy to bounce.

-Recovery

How the enemy gets into this state: The enemy has been bounced or has just gotten up from being downed
Is the enemy able to load skills: Yes, usually loads regular melee
Is the enemy able to execute skills: Yes, beware of windmill
Effective strategies: Waiting for normal state, defense, counter, icespear
Ineffective strategies: Consecutive melee/ranged attacks
Recovery occurs after the enemy is either bounced, or after the enemy gets back up from being downed. The enemy is only in this state for a brief period of time, but during recovery the enemy is momentarily invulnerable to the stun and knockback effects of one attack. After shrugging off the attack, it will usually go into retaliatory response.

-Retaliatory Response

How the enemy gets into this state: The enemy has been attacked in recovery, was not knocked back mid-combo (N was not depleted), or has recovered from being downed (there is a chance of this not happening)
Is the enemy able to load skills: Yes, usually loads regular melee
Is the enemy able to execute skills: Yes, beware of windmill
Effective strategies: Melee or ranged knockback attacks, windmill, icespear
Ineffective strategies: Consecutive melee/ranged attacks
Enemy gains Intuition-like abilities
There are a few situations where this can occur and whether or not it can occur depends on enemy AI. One is to attack an enemy with a-chainable attack and stop before the enemy is knocked back. Another is to attack a bounced enemy. Though this state may not always occur, a sure sign is that the enemy will run at you. During this state it can also counter the smashes, charges, and normal melee of any other character trying to get in his path with a melee swipe. If the enemy has windmill, it may activated it on nearby, hapless players instead of charging with normal melee.

-Special states

While the above states can be caused using normal melee, each of the following like to obey their own little rules and may even have a few special effects associated with them.

-Icespear'd

How the enemy gets into this state: Icespear has been used on the enemy
Is the enemy able to load skills: No
Is the enemy able to execute skills: No
Effective strategies: windmill, more icespear
Ineffective strategies: None, really
Special effect: stops the enemy and ignores its N values. In effect, the enemy will not be bounced by this skill nor will it trigger a retaliatory response from the enemy. Freezing will not stop enemies with mana reflector rank 2 or 100% resistance to ice via elementals, but it will slow them. No enemies can escape the explosion that concludes the freezing effect.
Icespear is a cool ability, so cool that it, in fact, thinks it can completely ignore the rules of N and clasp all within its cold clutches without bouncing or causing them to retaliate. When a player uses icespear on an enemy, the skill will always freeze it and then cause it to go into knockback once the cool freezing effect turn volatile. There are those few exceptions that are able to escape the freezing, but the combustion of their coats of ice will always send them into flying knockback.
-Frozen (frozen blast)
Skill is not yet available.

-Windmill Knockback

How the enemy gets into this state: The enemy is caught in a windmill attack
Is the enemy able to load skills: Yes, usually loads regular melee
Is the enemy able to execute skills: No
Effective strategies: Melee or ranged knockback attacks, windmill, icespear
Ineffective strategies: Consecutive melee/ranged attacks
Special effect: Sends multiple enemies into knockback; affects certain enemy AI by having them not go into retaliatory response as often. Costs 10% hp and a variable amount of Sp based on rank

-Charge stun
How the enemy gets into this state: The enemy is hit with the charge skill
Is the enemy able to load skills: No
Is the enemy able to execute skills: No
Effective strategies: Anything executable within the 2.6 second stun
Ineffective strategies: Letting the stun run out
Special effect: The enemy's N is restored to full and the enemy is stunned for around 2.6 seconds.


4. Attack types and effects on N

There’s a defensive side to N, and then there’s the offensive side. As enemies react differently to attacks based on their N, your attacks determine their state of N. Use a wrong move and get killed. So no, you can’t simply throw random attacks and hope for the best. You can, however, derive plans of attack to keep your enemy confounded and your hp bar safe.

-Normal melee attacks
Number or attacks: Based on weapons. For dual wield, the number is the total number of attacks provided by each weapon
Stun: Dependent on weapon type and speed
Normal melee is probably one of the most complicated attack types, and probably one of the more risky. The main factor involved is the number of hits afforded by your weapons. A high number hits means a lower amount of N will be taken off with each swipe. Another factor, weapon speed determines the overall speed and safety factor of your normal melee combo when chained with other attacks. The stun from your weapons, which is based off of the weapon's speed, determines the duration of each of your enemy states. Low stun allows enemies to reach recovery or retaliation faster. A final, and usually unmentioned, factor is the distance from you and your target. This determines your overall ability to react before the enemy changes states.

-Ranged chainable attacks
-Melee knockback attacks
-Ranged knockback attacks
-Defensive skills

5. Player-created combos and strategies

Here’s where we put theory to practice, and practice, practice, and practice until we make perfect. I’ll post some combos I’m familiar with and you post your combos, preferably with a video of it in action. I’ll give my take on it, and even post opinions of other contributors if they seem construction. Keep in mind, this section should be no stranger to criticism.
*to be updated at a future time*

6. Closing

I’ve written this guide not only to help new players understand combat, but to help seasoned players sharpen their battle methodology. But I’m only one player, and I only know as much as one player can. To construct a complete guide, with as much integral information as possible, I welcome any criticism and revisions from its readers and I’ll even give them due credit. Here’s hoping this guide will result in at least one less player-accountable death.

7. Related guides
*to be updated at a later time*

8. Update Notes

*Guide will be updated weekly. Just pray that it doesn’t escape my already small attention span.
4-14-2010 Rough draft version lulz
4-15-2010 Version 1.1, restructured the guide

To be researched:
The time it takes to recover N
Effects of weapon speed on the recovery of N if any
Actual numerical values to N
To be added: Icons and pictures, cause they’re pretty

Rime
04-15-2010, 12:30 AM
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Rime
04-15-2010, 12:30 AM
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hengsheng120
04-16-2010, 08:51 AM
Not to be rude or anything, but N just means n-Normal Attack to most players and n-monsters for aggro. The thing you refer to is called Knockdown Gauge by nexon, a property calculated server side (which can be shortened to KB guage i guess, knockback is supposed to cover pushback and knockdown states). Although no specifics are really known, my theory is that a certain weapon with reduce the guage by a certain amount and be knockdown. Ex. (A Very Slow 2hit Weapon will eat 50 points from guage on hit and disable the character for 2 seconds. To do a N+1, you must wait 1.5 second before attacking because the guage constantly recovers at 20? points per sec that that will allow the gauge to go back to 80 points from the gauge recovery, and it will allow you to put in two more hits before pushback. If it is cornered and and you hit it at 0 guage it will get knockdown instead of pushback. During knockdown, it's guage will disable, unless you keep on hitting it, where the server instantly resets to guage back too 100 and enable the character to retaliate in the middle. ) At a certain point in the guage the server will initiate a pushback and when guage reduced below 0 from 0 it will initiate a knockdown and at the same time disable reaction (a separate property by the server). Skills only apply to the Knockdown guage and not the stun time. Ex. Smash and windmill will automatically eat 100 points from the guage and server initiates knockdown along with the stun time from the weapon used along with the skill.
See also: Instinctive Reaction (http://wiki.mabinogiworld.com/index.php?title=Instinctive_Reaction) (actual name of the skill you called "intuition")

additionally you should include the aggro states of monsters too.

Rime
04-16-2010, 04:44 PM
Ooo knockdown gauge. That sounds much better ^^ I'll change it when I have the time.

I know there are holes in my theory as well, since I relied mostly on observational data. The main problem I have is determining the values to the knockback gauge, if there are any, so I geared my guide away from actual numerical values to prevent it from being confusing. Also, where did you get info on knockback? I searched for a good half hour while writing the guide and I couldn't find a single article.

I think "intuition" was the old term used for "instinctive reaction." I'm not even sure if Devcat even bothered to specify the names of these hidden, passive skills, so the name was probably made up by a player. Since intuition was more commonly used so I stuck with that. I'll change it if you want though.


During knockdown, it's guage will disable, unless you keep on hitting it, where the server instantly resets to gauge back too 100 and enable the character to retaliate in the middle.
This can't be true. After the enemy gets back from it's recover state caused by either bouncing or waiting for it to get up from being downed, any attacks will instantly cause knockback. That brings me to believe that the value of the knockback gauge at this time is very close to zero, but not zero, and definitely not 100.


To do a N+1, you must wait 1.5 second before attacking because the guage constantly recovers at 20? points per sec that that will allow the gauge to go back to 80 points from the gauge recovery, and it will allow you to put in two more hits before pushback. If it is cornered and and you hit it at 0 guage it will get knockdown instead of pushback.
Wouldn't it be 60 points then? Actually, I don't think that KB recovers that quickly. If it did, we'd be able to do N+2 with a 2-hit weapon, which is impossible without retaliation.
Anyway I think I stated this exact thing in my guide, but I called what you call pushback as knockback and knockdown as bounce in this case. I think my terms are more accurate because they're based on enemy animations; knockback can either be sliding or flying and bouncing is the enemy flying up but not actually going anywhere.

I also think that it may be better to refer to the amount of KB taken off by each attack as percentages, since the KB value isn't exactly defined. So in your example, a very slow 2-hit weapon will reduce 50% KB per attack and stun for 2 secs. Do you think that would be less confusing?

Since you're familiar with the subject, I'll impose another question on you. It deals with FH. I know that since the number of hits possible during FH is actually infinity, would it be right to define the KB reduction per hit during FH as close to zero since 100%/infinity= is infinitely close to zero? I base this off of the fact that you are able to actually bounce a monster during FH, and to do that, it must have some KB value, right?

On the defensive side of the skill, I've noticed that it is possible to get knocked back by mimics and gargs who both have 100% KB reduction attacks, and that it is even possible to get stunned my regular hits if you let yourself get abused enough. Does that imply that your own KB bar is padded by a certain amount during the skill's activation?


additionally you should include the aggro states of monsters too.
I'm planning to add that section once I sort out the mechanics to knockback.

hengsheng120
04-16-2010, 07:57 PM
Remember that I view the stun gauge is separate from the kb gauge:




Wouldn't it be 60 points then? Actually, I don't think that KB recovers that quickly. If it did, we'd be able to do N+2 with a 2-hit weapon, which is impossible without retaliation.

If it was reduced to 50 points and you wait for 1.5 secs to recover, at the rate of 20 points/sec, 1.5*20 is +30 points to the gauge recovery.

If the gauge had max of 100 points and assuming it recovers at 20 points per second, and you reduced it 50, another immediate hit will pushback. Too fast? Too slow maybe, At 20 points/sec is generous, it would allow a monster to recover in 5 secs. I think a monster's gauge will recover fully in 4 seconds if you don't do anything. Anyways I don't the exact details, but that's my concept on it. It also account for the pushback that can be done on spam 1-charge rF icebolt hits (it takes 4-5 to do it when lagless). I was thinking that maybe pushback occurs from near zero and knockdown occurs when the server sees it at 0 repeatedly.




Anyway, I think I stated this exact thing in my guide, but I called what you call pushback as knockback and knockdown as bounce in this case. I think my terms are more accurate because they're based on enemy animations; knockback can either be sliding or flying and bouncing is the enemy flying up but not actually going anywhere.


I actually don't want people using knockback. It's separated into pushback and knockdown, because it uses client file terms (although devcat did a bad job at name consistency as you can see below), it can also be called Blow-away (akin to knockdown as in knock-down gauge, a nexon american term in guides) and Shoved-away (akin to pushback).



I also think that it may be better to refer to the amount of KB taken off by each attack as percentages, since the KB value isn't exactly defined. Therefore, in your example, a very slow 2-hit weapon will reduce 50% KB per attack and stun for 2 secs. Do you think that would be less confusing?


yea that's fine too. Even though technical details may confuse newbies, I just wanted to make sure you have all the info.


The reason why I tried to separate pushback and knockdown properties is that knockdown seems to mostly occur on special circumstances like a critical hit or by using a skill but not always. The monsters you are talking about have a property know as DefaultDownHitCount="0", which just mean it is a 1-hit monster. Thus it maybe that 2x in Pushback state=knockdown and that a critical hit tells the server to add a pushback if the same hit was not a pushback, so perhaps the gauge only defines one state and when the state is repeated the server initiates a knockdown.




Since you're familiar with the subject, I'll impose another question on you. It deals with FH. I know that since the number of hits possible during FH is actually infinity, would it be right to define the KB reduction per hit during FH as close to zero since 100%/infinity= is infinitely close to zero? I base this off of the fact that you are able to actually bounce a monster during FH, and to do that, it must have some KB value, right?

On the defensive side of the skill, I've noticed that it is possible to get knocked back by mimics and gargs who both have 100% KB reduction attacks, and that it is even possible to get stunned my regular hits if you let yourself get abused enough. Does that imply that your own KB bar is padded by a certain amount during the skill's activation?


Perhaps skills are the exception to the kb gauge. For example, final hit only stuns and tells server to not add to kb gauge to the player and the monster. Multiple people using final hit on the same monster will not knockback. Where as if enough people use regular/skilled attacks, the target is knockback or down even when final hit used on the monster at the same time because people are adding to the kb gauge. I believe you knocked back by gargoyles because you went into deadly. Mimics cannot pushback me with normal attack, however smash skill will turn off final hit and its properties. The stun however, is not totally disabled, and the server turns the pushback status into a stun status.

The reason why you can pushback a heavystander defend if you gave the monster enough hits beforehand indicates that the stun gauge is different from the kb gauge.

"Knock-down gauge" is mainly gotten from the nexon's .txt (aka in-game) translation of Instinctive Reaction descriptions. You can see it very visibly during the G9 scenario when you fight Tethra with Rank 1 instinctive reaction, and when you fight with summoned golem. This why some monster will retaliate, because almost all monsters have the instinctive reaction skill; they retaliate when the kb gauge level is different from yours. (The players only have intuition via Reserved Normal Attacks lol) However, the IR retaliation is different from the kb reset retaliation, because the kb reset also occurs on ranged attacks of Humans and but not elves, this may lead to some people thinking the kb reset retaliation is a bug. The IR retaliation only occurs when you use normal attacks/smash attacks.

This is interesting to look at as an example of some properties in monsters:

Ex. from Race.xml:
<Race ID="21" ClassName="CrommCruaich_stone" StringID="/crommcruaich/stone/not_down/unable_losesight/no_delay/boss/unable_tame/unable_bubble/boss_dragon/no_hitmotion/" EnglishName="Cromm Cruaich" LocalName="_LT[xml.race.368]" Gender="0" Appearance="1" IsNPC="true" IsGoodNPC="false" Equipment="false" EquipmentVisible="false" InventorySizeX="6" InventorySizeY="10" Gaze="false" MeleeAttackRange="1000" DefaultAttackSpeed="3" DefaultDownHitCount="0" Framework="CrommCruaich_framework" DefaultMesh="CrommCruaich_01_mesh" RaceDesc="crommcruaich/none" BlowAwayEnable="false" ShovedEnable="false" CombatSkill="23002" SplashRadius="1200" SplashAngle="180" SplashDamage="0" AttackMin="80" AttackMax="200" WAttackMin="0" WAttackMax="0" Critical="40" Rate="55" PoisonDamage="0" PoisonImmune="100" PoisonDamageRatio1="0" PoisonDamageRatio2="0" LifeRecoveryRate="1"