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Kapra wrote on 2016-01-28 06:54
Oh no, adding another method of obtaining the skills won't change Fighter's place in the game at all, that's just something I'd like because it'd make the game much more convenient. I don't really see how things like Bash and Final Hit are relevant to the subject. Simply put, I don't want to rush through a sidequest (or any storyline), for both personal and wiki-reasons, and would like to get the skills sooner than later so my low leveled new main can actually do shit in a way that isn't as boring as bash or final hit. I mean, there's a beginner talent quest that gives you a few of the puppet skills, which are obtained from their own sidequest, like Fighter. I don't see why Fighter is an exception to the beginner talent quests.
I'm not endgame minded, I don't care how viable I am in an abyss dungeons or alban, I just want a skillset that's fun to use in casual gameplay while pacing myself through the story and aesthetic of the game as I have free time. No fence, but close combat just is not that fun for me, and isn't really comparable to Fighter in the manners that I care about.
Edit: Actually, thinking about it, isn't fighter one of the three talents the game recommends new players to start with? Why then is there a quest-wall behind obtaining those skills?
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Slayerj wrote on 2016-01-28 07:45
Bash reworked or removed and replace with...
*Edited some of these for 2h and dual wielding.
[SPOILER="SWAAARD!"]Sword only skill: Wide Slash
Works with 1h and 2h weapons. Does not work with daggers.
This skill has three active parts. Each with a cooldown of 0 (must finish the animation) and the final activating a cooldown of 15 seconds. (10 at rank 1)
Arc your swing to hit as much as possible in front of you in a cone. If your weapon already has a high splash range, the cone is increased.
Last hit knocks down any targets hit the first two times, and pushes those back only hit once before. Regular stun to those hit once.
Causes targets hit to notice you. Some AI might cause agro.
Stun time in between hits based on weapons stun time.
Does not contribute to knockdown gauge.
The first hit deals 15-50% of your dmg (rank based)
The second hit deals 15-50% of your dmg (rank based)
The third hit deals 15-50% of your dmg (rank based.)
If used with dual wielding, the first hit will be main hand, 2nd will be off hand, and 3rd will be main hand.
2h's already have large splash so the cone is simply increased grater by that.
Ap: 118. Master title increases the range and lowers the cooldown by 3 seconds.[/SPOILER]
[SPOILER="Axe"]Axe only skill: Rending Hack.
Works with 1h and 2h axes.
There are 2 parts to this skill. First with a 0 second cooldown and the second with a 20 sec. (15 at rank 1)
Swing your mighty axe into your foe in an attempt to deal some lasting damage.
25-50% chance to bleed the target hit.
2nd hit knocks down the target.
Does not contribute to knockdown gauge.
Stun time in between hits based on weapons stun time.
Bleed dmg is based on rank and does stack with sword smash bleed. 10-100 dmg.
Landing both bleed % hits doubles the effect to 20-200 dmg.
First hit is 30-60% of your dmg.
Second hit is 30-60% of your dmg.
If used with 2h, bleed chance increased by 5% and bleed dmg by 10.
Ap: 118. Master title increases the % by 5 and dmg by 20.[/SPOILER]
[SPOILER="Blunt"]Blunt only skill: Shocked Impact
Works with 1h and 2h blunt weapons.
Slam your weapon into your foe with great force, putting them out for the count! Cooldown is 20 seconds.
10-35% chance to send the target flying back and onto the ground for 5 seconds.
Deals dmg based on if the skill is successful or not. If the mob is sent flying back and 'knocked out' for five seconds, deals 200% dmg. If not, deals 100-150% dmg based on rank.
A failed hit will fill the knockdown gauge up by half.
If used with dual blunts, you get another 5%.
If used with 2h blunt, you get another 10% and 10% dmg.
Knocked out mobs take an extra 20% dmg from the next attack. If not attacked, their Agro is not reset but put on a 3 second timer as they slowly remember what they were doing, resulting in them agroing you and continuing their fight.
AP: 120. Master title increases the % by 5 and the damage on a successful hit by 50% (Making it 250%)[/SPOILER]
[SPOILER="Dagger*changed*"]Dagger only skill: Elusive Slash.
Works only with daggers. Can be used with dual daggers. Cannot be used with dagger + sword.
Cooldown of 15-12 seconds based on rank.
Takes full priority over normal attacks. Meaning this will hit a mob trying to hit you with normal attack itself.
Deals 80-110% of your dmg based on rank.
Does not contribute to knockdown gauge.
If used with dual daggers, will hit twice.
AP: 98. Master title increases the dmg by 10% and lowers the cooldown by 2 seconds.[/SPOILER]
These skills are meant to be used alongside your normal attack. The dagger one I was thinking of making another dagger skill to compliment it, but simply swapping your weapon for something ranged or charging a bolt works honestly.
To add to this...
Fighter change.
Normally knuckles stun very little. While using a chain skill, you debuff the target to knuckle attacks, allowing for more stun to more easily pull out Knuckle combo + skill + combo + skill + combo + finisher.
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TheDarkPaladin wrote on 2016-01-28 15:33
Quote from Kapra;1293344:
Oh no, adding another method of obtaining the skills won't change Fighter's place in the game at all, that's just something I'd like because it'd make the game much more convenient. I don't really see how things like Bash and Final Hit are relevant to the subject. Simply put, I don't want to rush through a sidequest (or any storyline), for both personal and wiki-reasons, and would like to get the skills sooner than later so my low leveled new main can actually do shit in a way that isn't as boring as bash or final hit. I mean, there's a beginner talent quest that gives you a few of the puppet skills, which are obtained from their own sidequest, like Fighter. I don't see why Fighter is an exception to the beginner talent quests.
I'm not endgame minded, I don't care how viable I am in an abyss dungeons or alban, I just want a skillset that's fun to use in casual gameplay while pacing myself through the story and aesthetic of the game as I have free time. No fence, but close combat just is not that fun for me, and isn't really comparable to Fighter in the manners that I care about.
Edit: Actually, thinking about it, isn't fighter one of the three talents the game recommends new players to start with? Why then is there a quest-wall behind obtaining those skills?
my point about bringing up Bash and FH is that fewer people use fighter when there are skills like those around that even tho they're 1v1 like fighter is, they do more dmg and can switch between targets much faster
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Slayerj wrote on 2016-01-29 10:16
Skill a friend and I came up with. He got annoyed that in the renovation trailer and in the current new dungeon trailer, the warrior uses this rush up and jump animation that I believe is supposed to represent bash but is nothing like it. So we came up with something.
AP: 250-300 (not sure)
SP use: 30-45
Work in progress name: Blitz Rush
Dmg: 100%-200% (Halved on non close combat weapons)
Cannot be used with ranged weapons. Can be used with combat wands and maybe staves. Not on knuckles. Can be used with ninja.
Animation speed based on weapon type. Daggers and ninja have the fastest animation. 1h Close combat weps and combat wands get the next fastest. 2h close combat weps and staves get the slowest.
Range: (150)250-500 (is min distance)
Master title: +25% skill dmg, +10str +25sp.
This skill is a small gap closer (yes I know it's 500 max distance at rank 1 is within Charges min distance) to start a fight. It doesn't contribute to knockdown gauge so you can still get out a full combo. It does do a small stun of 0.8-1.2 seconds based on rank.
He's not too sure on this but I'll put it here.
2h gets a bonus of 10% extra dmg with your next hit/skill with the 2h on that target. (Staves get a low 5%)
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sans wrote on 2016-01-29 10:46
Quote from Kapra;1293344:
Edit: Actually, thinking about it, isn't fighter one of the three talents the game recommends new players to start with? Why then is there a quest-wall behind obtaining those skills?
Yes. Similarly, Ninja is also a recommended starter talent and has a quest chain to provide skills, albeit much shorter. I wouldn't mind having the other learning methods that NA never got.
The Fighter questline is pretty long, and the skills are taught about halfway through or more. That's way too long for what is considered a starter talent. The questline even expects you to be proficient at cooking. At least teach Stage 1 skills after meeting Keane, the central fighter character, in the first quest.
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Twin wrote on 2016-02-04 04:17
Demi-light skills now ignore all forms of defensive stats / skills , and a separate tab for holy arts skills exist.
Shields are now dyeable. Egoable/ special upgraded enabled for shields (does not ignore the 1 spirit weapon rule) . Specially you buckler shield lol
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sans wrote on 2016-02-08 20:14
New Ninja Skill: Substitute:
- The user creates a counter window where, if attacked, they will be replaced by smoke, a log, Ferghus, etc., and teleport a distance behind the target while dealing damage.
- In addition to standard melee attacks, archery, basic bolt, and basic alchemy can be countered by substitute.
- Counter window is 1.5-3 seconds.
- Deals 300% damage at rank 1.
- Cooldown is 25-15 seconds.
New Ninja Skill: Escaping Leaf:
- The user puts down a marker. If the skill is used again while the marker is up, the user will teleport directly to the marker.
- Teleport range is from a normal dungeon room to an entire Baol/Abyss boss room.
- Teleport requires the user to be in the marker's line of sight.
- Starting at Rank 5, the marker will additionally pull unconscious players.
- Marker lasts for 15-30 seconds.
- Cooldown is 60-30 seconds, and triggers when the marker is used.
Smokescreen:
- Existing effects replaced with 5%-50% chance for enemy attacks to completely miss anyone inside the smokescreen. Even for melee they will do their attack animation but won't lock anyone in hitstun or damage. Area of effect attacks instead have a 2.5%-25% chance to miss in smokescreen. Special boss skills (e.g. Master Lich) cannot be shielded by Smokescreen.
- Duration decreased to 5-10 seconds. Smokescreen effect extended to properly match the duration.
- Cooldown increased to 60-30 seconds.
Ninjas are supposed to get out of harms way with crowd control and lack of aggro generation. I still don't see how decreasing enemy's defense fits their playstyle.
Evasion:
- Chance to avoid enemy attacks now affects all non-special boss skills. Chance to avoid area of effects is reduced by half.
- Max Evasion Rate now only occurs in the beginning of the skill, while Min Evasion Rate now only occurs in the later parts of the skill, promptly renamed Evasion Rate Early and Late, respectively, utilizing timing rather than RNG between a range of numbers.
- Evasion Rate (Late) now covers the user after the skill animation completes for 0.2-1 second, starting at Rank 5.
Counterattack/Lance Counter/Counter Punch:
- Now counters archery, basic bolts, and basic alchemy starting at Rank 5. Melee is required to be in close proximity, while Lance gets the added benefit of increased melee range. Long-ranged, magic, and alchemy weapons can counter long-ranged attacks based on their weapon distance, with rangers using rather than knockback.
- Counterattack now only deals 300% damage from self for Humans/Elves, while Giants deal 500%. Any long-ranged weapon countering a long-ranged attack will instead deal 200% damage. Mages will use a single charge of Firebolt while Alchemists use a single charge of Water Cannon, with their power increased by 1.5x.
- Lance Counter now only deals 500% damage from self for Humans, while Giants deal 600%.
- Counter Punch damage 300% -> 500%.
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Twin wrote on 2016-02-11 04:37
DUAL-WIELD MACE HUMANS YOH
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Slayerj wrote on 2016-04-02 05:53
So as we know, in KR they've already released the dungeon revamp that makes dungeons easier to access and run.
[SPOILER="Dungeon"]Additional dungeon revamp:
New rooms-
Currently, dungeons consist of small rooms and long/short hallways that are all the same. They either have a chest, pre spawned mobs, switches, or a locked door.
The issue with this is that it all seems very bland and dull and makes the player want to zip through it as fast as possible regardless of if they have to fight a monster or not. So why not change things up?
We need rooms of varying sizes and shapes and aesthetics! A new dungeon system could (I'd like to think) easily be created that draws from x number of pre-made rooms and variations of said rooms to create a neat dungeon that's both fun and interesting.
Hallways can be slightly changed up and minimized to only a few, and even have interesting features and events within them to keep them from being so dull and "Time to rush through on my fastest land mount!"
New room types-
This sounds the same in the name, but it's not. Currently, we have switches, pre-spawned mobs, key doors, and trapped chests, along with key box reward room..things. These are so dull! Nothing spices anything up. We have no real challenges besides monsters in dungeons. How about a room that gives you 3 chances to figure out the 5 orb combination before it spawns mobs on you. How about a key door that requires more than one key from that area of the dungeon? How about not dropping keys at the END of monster waves so we know when they're over, but instead at any point? What about new ways to bring in monsters? Like they spawn in side rooms you can't reach, then flood in as the doors open so we have time to lay traps for them if we've handled our current batch of mobs or if they get to overwhelm us in sheer numbers? (I don't mean flood in instant agro multi agro mobs. More like skeleton AI where they just line up for next in line to agro) Not to mention side rooms that would use life skills for rewards! They could do a lot honestly.
New dungeon layout types-
Every floor is the same thing. Advance through to the next set of stairs until you hit the boss. Why not, while still at it's core being the same, spice things up? Allow that 4 floor dungeon to sometimes become a 4 part dungeon instead. You see the boss room early on but it's blocked by a few keys and a boss key. You have to go into the large set of rooms around the door and find the keys in every little area! Doing this, you could even have side rooms that require things like life skills, and would reward a key earlier than if you went all the way to the end of one part. (Multiple keys would just poof after the boss is beaten)
How about changing a dungeon so the boss that would be on floor 2, is on floor 1 and you have to go up and down in floors! You could get a key for floor 2 on floor 1 and vice versa as you go, slowly unlocking the way to the stairs that lead back to the 1st floor and to the boss.
How about a boss battle door dungeon for harder dungeons that would typically have you fight other mini/major bosses anyway? Not much of a dungeon, just here's the boss door but you can't open it till you go to these rooms and beat these other bosses first.
These are all really the same at their core, but they change things up, just enough (at least to me) to be different in some way. There's more I could list here but I don't know.
[/SPOILER]
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VocalMagic wrote on 2016-04-10 15:25
Rapier Skills.
Lower damage modifiers, but multiplies armor pierce, gives protection pierce. Similar to, but different from piercing levels, the pierce numbers aren't linked to each other.
Racial differences- Giants get armor pierce and large bonus damage. Humans get bonus damage, armor pierce, small protection pierce. Elves get large defense pierce, moderate protection pierce.
Scythe skills.
Moderate damage modifiers, critical chance increase, critical damage increase.
Racial differences- Giants get lowered multipliers, lowered critical chance and critical damage increases unless they use special Giant Scythe (Giant-Only) weapons. Giant scythes have increased damage compared to all-race scythes, but lower critical chance.
Humans get a damage bonus if they use human-only scythes, Human-only scythes have increased critical chance compared to all-race scythes.
Elves get damage penalty unless they use Elf-Only scythes. Elf Scythes have increased critical chance compared to all-race scythes.
Giant skills have bonus to damage.
Humans skills have damage and critical chance bonuses.
Elves skills have critical chance and critical multiplier bonuses.
Life Exploration Weapons (Popular, it seems!)
You can view the stars of all collection journals before completing them.
They can now be special reforged.
If you have the journal entry to receive a life exploration tool, you can see, and buy from, an imp in Dunbarton, Tara, Filia, Rano, or Vales. Imp sells higher grade items related to the skills for which you have the life exploration tool of, and you may re-purchase the life exploration tool.
Life Exploration Tools now have a minimum collection requirement and a Minimum star requirement, but you only need to meet one to use the tool.
Life Exploration Tools are higher grade tools when used as a tool.
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Heleo wrote on 2016-04-14 16:00
I'm sure I'm not the o lay one who wants more useful cleric skills, like make heal damage undead, have a new super ability that revives allies(including NPC) for a certain time after they die, it's considered a support talent so make it more of a support talent, the only ones people use are heal and party heal, the barriers are barely ever used. Scythe mastery skill. Healing mastery skill. An elf exclusive Magic ability that creates a mirage that makes all enemies aggro it then it exploades damaging them all. Another puppeteer act like act 14 the return, it could revive your marionettes. For something like act 15 surrender, your marionette exploades and resets aggro and damages enemies.
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Xale wrote on 2016-05-28 07:23
The following might be too demanding, but I love the game because of the storyline, customizable equipment/characters & ability to create music and share it to others, so I do hope Mabinogi can advance into a better game:
1. Re-code Mabinogi to fully utilize x64-bit capabilities (do it already devCats!!! :chomp:)
2. "Legalize" & implement Add-on features like World of Warcraft for better gaming experiences (e.g. in-game playlist, most people stopped listening music in game, admit already)
3. Auto-sort bag Items according to customizable filters
4. Improve object collision system, I don't appreciate it when hairs/clothes are piercing through body parts where it is not supposed to :mad:
5. Re-create Mabinogi with at least freedom of movements & enrich the towns accordingly to seasons
(ref:
https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging)
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Twin wrote on 2016-06-20 07:19
Boss gear for players
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Honey wrote on 2016-06-21 15:12
Quote from Twin;1296314:
Boss gear for players
What does boss gear even mean??
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koishi-sempai wrote on 2016-06-22 22:38
Minor Magic Revamp
Blaze Rework:
Blaze is now Fire Elemental.
Blaze now charges up and discharges fire magic over a cone and knocks enemies in that cone back.
Caster can move slowly while charging up Blaze.
Cone is roughly the size of Flame Burst.
Damage is 2500 + (MATK * 10) * relevant masteries
Does 150% damage when used with a Savage/Combat Wand.
Mythical
Meteor Strike
Changes:
Cooldown decreased to 10 minutes
Load Time increased to 12 seconds, but reducible by Int, Reforge, Vivace and other Cast Speed reductions
Damage changed increased to 4500 - 11200 + (20.00 * MATK) Fire Damage that IGNORES 50% of enemy defenses and protection
Flame Residual Damage changed to 400 + (1.5 * MATK) that ignores 50% of enemy defenses and protection
Explosion Radius changed to 700 + (1 unit per MATK)
Mana Cost is 20% of Max Mana
Indignation - Thunder Adv Magic
After a short delay, drops several large thunderbolts targeting enemies on the affected area, which slow struck enemies. Enemies are not struck if they move out of the area.
Load Time: 12 seconds, reducible by Cast Speed Reduction
Damage: 1700 + (MATK * 2.5) per bolt. 150% damage if there is a Raincloud over the affected area.
Cooldown: 10 minutes
Radius: 700 + (1.5 units per MATK)
Mana Cost: 20% of Max Mana
Duration: 15 seconds
Diamond Dust
Load time: 15 Seconds, reducible by Cast Speed Reduction
Cooldown: 10 minutes
Radius: 4000 units
Mana Cost: 20% of Max Mana
Freezes all enemeies in a 4000 unit radius for 5 seconds (ignoring all passive defenses), then deals 1250 + (MATK * 10) damage to those enemies, ignoring all passive defenses.
Classification:
Light:
Ice Bolt
Fire Bolt
Lightning Bolt
Medium:
Fireball
Ice Spear
Thunder
Advanced:
Lightning Rod
Hailstorm
Blaze
Mythical:
Meteor Strike
Indignation
Diamond Dust