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Transcendence wrote on 2011-01-09 05:21
http://freepdfhosting.com/cacd0636a8.pdf
Few incentives to click: Possible to reach 128 defense (Hidden Defense of Shield factored). Possible to reach 63 protection (Meaning
[SIZE="6"]in Wind Guard, a Giant can reduce all damage to 1[/SIZE]).
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Transcendence wrote on 2011-01-10 23:14
Updated with a "no download" link. >3>
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Shaggeh wrote on 2011-01-14 13:13
I wonder why nobody posted here, I found this interesting and nicely done. The pdf might have turned people away however even with a no download link. I'll look over it a little more tomorrow.
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FireSource wrote on 2011-01-18 14:04
Is there a possibilty to achieve a 100% protection without windguard? =P (not paying attention to how horrible the damage reduction may be)
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Dixon wrote on 2011-01-18 21:02
Quote from FireSource;295162:
Is there a possibilty to achieve a 100% protection without windguard? =P (not paying attention to how horrible the damage reduction may be)
Pretty sure your only other means of acquiring anything near 100% protection would be with the Defense Skill, which A) only factors a single hit and B) provides only 25 Protection to Humans / Elves when Wind Guard provides 50 and Giant Defense provides 40.
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M wrote on 2011-01-18 21:35
uhm I admit I only skimmed but I saw incubus horn francisca... why not berserk horn? :o
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Transcendence wrote on 2011-01-18 23:29
Hm, Ill add the Berserk enchant as an alternative to Incubus because of its Critical rate. I totally forgot about it xD.
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Zikachu wrote on 2011-01-18 23:30
As a novice archer, seeing a 'The Royal Ranger' would be extremely useful for me, since there's not a lot of guides out there about archers. o~o;
The guide is very interesting, makes me wanna wish I went with a Giant instead of a Human sometimes, but those friggin' dual Warhammers, geez.
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Transcendence wrote on 2011-01-18 23:37
The Royal Ranger, huh? Well, all my guides focus on maximum damage! For archers, I'd have to factor in critical AND maximum damage xD.
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truefire wrote on 2011-01-20 06:04
Holy crap! Very informative guide for aspiring tankers. My char is going to be a jack-of-all-trades with tanking emphasis human, and the first four combat skills you list are almost identical to the ones I've gotten to rank 1. I am a little curious as to why you didn't list evasion in the skill list, though, as combined with Charge it really opens up gap-closing options and (for non-giants) can be used even without a shield, unlike Charge.
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jking012 wrote on 2011-01-20 06:34
I've only ever been able to affirm 33 base protection w/o trans idk how this guy gets 43 or w/e it was... unless he used g13 enchants.. that wernt out yet in which case i couldnt see any (cause i used the G12 usable guide of sortable Protection enchants using clothing and accesorries) I'll go over the Protection part of this guys pdf later.. till then I'm tell you its a lie >.>
Findings so far:
How did you manage 2 prot from headgear , life and corundum Don't add any prot and max on headgear is 1,1 yes? unless a smithed helm = 2 prot..
Clothing:
Clothing upgraded = gives 3 prot max unless +1 or +2 for tailored... but lets go with what you have in your guide
Clothing you said 9 protection on its own its impossible... plus... Golem is better for protection..
Clothing+2 taurus accesories is 5each (0,2 accessories) +3 prot for each accesory
clothing+accessory= 3+5+5=13 (how did you get 9?) -Honestly think this is where you must have added acessories and then double counted an item)
Clothing+accesories+Golem= 13+5=18 prot
Gloves= 1 prot or 2 with smithed +Your enchants for protection adds +1 more prot for max of 3 (how did you get 5 prot?), not only that but I just checked but your Gloves enchants... Goes on gloves only gloves i remem getting protection is kirsten (if their not considered gauntlets, idk)
Shoes: You have 1 protection on for these. but the enchant for BB requires metal so metal boots = 1 prot + BB = 2 , NOT 1
(Note: Horn is coloured blue, in your guide blue is supposedly for Protection, Horn does not add protection so why is it Blue?)
For your Equipment if Colin has 6,4 and its base... that is incorect since Colin (unless g13 now permits it) cannot be smithed therfor it stays at 6,2
At the bottom near of your guide the TITLES* part.. you have your colours mixed up and The barrier spikes title thing should be blue while the things above it should be green (pls fix)
*plus trans overwrites Titles*
I'm not saying your completely wrong, just you have allot of errors to fix for it to be a great guide
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Cryosite wrote on 2011-01-20 11:21
As for the hat thing:
http://wiki.mabinogiworld.com/index.php?title=Rank_A_Enchants#Life this comes on a tailcap in Rundal/normal hardmode. tailcap is naturally 0/0 bit the enchant gives 2% protection, making for a 0/2 hat that gives +25HP and -5 int, plus whatever prefix you throw on.
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Transcendence wrote on 2011-01-20 22:59
Quote from jking012;297845:
Well, the hat thing is resolved.
The clothing thing, next to Enchant listings under Clothing, I only factored in protection gain from
enchants. Reactive+Taurus (x2) is +9.
I didn't add in the enchant [Golem] because it only adds 5 protection when your character's level is below 15.
The gloves thing. [Deep] adds 4 protection (5 protection when using Barrier Spikes), and [Amplified] adds 1 protection.
The shoes thing. Uhh, as mentioned before, under the Enchants listing, I only added in defense + protection from enchants xD. I added the defense/protection gains from equipment and its upgrades at the end under equipment xD.
The double-underlined enchants (also included in my Giant's guide) are enchants that can only be obtained through dungeoning (or codes from the previous Mystery Box event).
You're right about the Colin Plate Armor (I actually meant to put Valencia for Giants (which can be smithed)) and the colors at the end (I love my colors but I keep mixing them up) xD.
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Transcendence wrote on 2011-05-25 00:26
Completely revised and updated!
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Syrion wrote on 2011-05-25 06:46
Quote from Transcendence;298423:
The gloves thing. [Deep] adds 4 protection (5 protection when using Barrier Spikes), and [Amplified] adds 1 protection.
Deep adds 1 prot, 4 if barrier spikes is active
amplified adds 1 defense
you should use holy flame