This is an archive of the mabination.com forums which were active from 2010 to 2018. You can not register, post or otherwise interact with the site other than browsing the content for historical purposes. The content is provided as-is, from the moment of the last backup taken of the database in 2019. Image and video embeds are disabled on purpose and represented textually since most of those links are dead.
To view other archive projects go to
https://archives.mabination.com
-
Ogopogo wrote on 2010-04-21 14:49
critical capped at ~30%
critical is actually capped at ~33.3% or 1/3 of the ti
e
smash/n+wm
smash is not a move opener unless your wm rank is higher(more research needed) or the monster is close to the wall
Def+wm
state that it needs timing practice
Otherwise very good for your first guide. I've written many guides before but next time remember
1.CONTENT IS KEY
very good guide to understanding applications of windmill
(+reped)
-
Zid wrote on 2010-04-21 16:20
Quote from Criticalxhit;13447:
[Image: http://mabi.osayidan.net/img/skills/Windmill.png]
â–º[FONT=Century Gothic]N+WM[/FONT]â—„
[FONT=Century Gothic]This tactics involves some timing, and will not work with every weapon, but is very useful. It is my personal favorite, because it allows you to do a lot more dmg than you would with a WM by itself, since you can get 1-2 hits in before you WM. To pull this off, you have to know the basics of N+1. Essentially, it is a pause after a certain # of hits that allows you to hit the enemy more than usual w/out knock back (link to N+1 guide). For example, With gladii, it is two hits, followed by a WM (load during hit anim.), and for a mace/two handed weapon, it is one hit. Anything faster than "normal" speed will cause the Fomor to retaliate before WM has finished loading. Also, WM below r9 has a slower loading time, so slower weapons are recommended.[/font]
Actually, you can do N+1+Windmill with Mace/Two-Handed Weapon too. It's just... clunkier because of animation.
Also, N+1+Windmill with dual-wield Daggers is doable. I've done it myself.
Practicality with shield for Giants = shield + Two-Handed Sword.
-
Ogopogo wrote on 2010-04-21 21:57
@Arsik Sorry i was sitting in class on my ipod typing that so i couldnt fit into 1 post
and ya very nice guide. still need tweaks.
i would recommend switching to Left adjust instead of centering most stuff.
Take off the -----------------------~------------------------- lines and use it for the windarcher thing
or make the embeded video smaller?
Reserve posts next time
i know this is your first guide and dont know about the difficulties and precautions.
P.S now that mabination has posted this as a GUIDE GUIDE shorten your ---------> <-------- things
otherwise very good for first guide
-
Criticalxhit wrote on 2010-04-21 23:28
@ogopogo: Like I said, I couldn't get back downstairs in time to get the second post, but I have the 3rd, and can PM Andy to delete his post if I need to. I took out the dashes, but I like it centered the way it is.
@Zid: I'll add that right now
-
Justified wrote on 2010-04-22 04:29
Small question:
Do Slow 3-Hit weapons stun average speed enemies long enough to Windmill spam? By average speed, I mean like Shadow Lancers or Spike Laghodessas.
-
Syrphid wrote on 2010-04-22 05:36
Quote from Justified;14814:
Small question:
Do Slow 3-Hit weapons stun average speed enemies long enough to Windmill spam? By average speed, I mean like Shadow Lancers or Spike Laghodessas.
No, pickaxe fails.
-
katsuu wrote on 2010-04-22 18:47
nice guide :thumb:
There's something you didn't mention and it's a common mistake when doing WM.
Check the video on the guide, when the knoll tries to attack that guy but can't because wm animation, he shouldn't have hit it did you see how the knoll hits him back? should've only loaded another windmill and killed it, it wouldn't attack back. if you hit a monster that tried to hit you while wm animation, it will hit you back, but if you just ignore him and load another windmill you'll avoid its attack.
-
Andy-Buddy wrote on 2010-04-22 19:01
Quote from ;:
Some archer techniques I was thinking about was shooting from a distance, and then only using windmill if there's a chance of missing. There's also MagnumMill against a wall. Other than that, great guide.
Btw, Typo in Archer section. You put pint blank instead of point blank.
Another method of Automill is while loading or having wm loaded, click outside of your range, and drag into your range.
-
Criticalxhit wrote on 2010-04-24 03:48
*Bump* Remember to rate/tag/rep!
-
bebepanales wrote on 2010-09-13 20:13
Quote from katsuu;15126:
nice guide :thumb:
There's something you didn't mention and it's a common mistake when doing WM.
Check the video on the guide, when the knoll tries to attack that guy but can't because wm animation, he shouldn't have hit it did you see how the knoll hits him back? should've only loaded another windmill and killed it, it wouldn't attack back. if you hit a monster that tried to hit you while wm animation, it will hit you back, but if you just ignore him and load another windmill you'll avoid its attack.
can someone verify this?? i dont play mabi any more but i'd still like to know if i play again.
i think i've been in that situation before but instead of doing the normal hit like the video, i pressed wm skill right away like katsuu said. however, when the skill was grayed (about to load) i've been hit. can someone elaborate on wm spamming, like when it should be used and stuff and avoid being hit??
-
Phanterz wrote on 2010-09-13 22:54
Quote from katsuu;15126:
nice guide :thumb:
There's something you didn't mention and it's a common mistake when doing WM.
Check the video on the guide, when the knoll tries to attack that guy but can't because wm animation, he shouldn't have hit it did you see how the knoll hits him back? should've only loaded another windmill and killed it, it wouldn't attack back. if you hit a monster that tried to hit you while wm animation, it will hit you back, but if you just ignore him and load another windmill you'll avoid its attack.
Quote from bebepanales;154076:
can someone verify this?? i dont play mabi any more but i'd still like to know if i play again.
i think i've been in that situation before but instead of doing the normal hit like the video, i pressed wm skill right away like katsuu said. however, when the skill was grayed (about to load) i've been hit. can someone elaborate on wm spamming, like when it should be used and stuff and avoid being hit??
When an enemy tries to melee you during wm invincibility, it can:
(1) Wait in front of you
(2) Load a skill
(3) Run away (Passive AI only)
If you load windmill again while it is waiting in front of you, you WILL get smacked.
In this case, you are correct, since the player is windmilling a defending monster. Sometimes, though, double-wm doesn't work. (Arat boar/bugbear/basilisk) are some examples.
In which case you read Syrphid's pet play guide.
-
bebepanales wrote on 2010-09-13 23:13
Quote from Phanterz;154194:
When an enemy tries to melee you during wm invincibility, it can:
(1) Wait in front of you
(2) Load a skill
(3) Run away (Passive AI only)
If you load windmill again while it is waiting in front of you, you WILL get smacked.
In this case, you are correct, since the player is windmilling a defending monster. Sometimes, though, double-wm doesn't work. (Arat boar/bugbear/basilisk) are some examples.
In which case you read Syrphid's pet play guide.
umm... so you're saying that i should only wm spam on monsters that usually dont run around?? orz i dont get it. yes to wm spam on runners like ratmen or skellies?? no wm spam on shadow monsters??
-
Sora wrote on 2010-09-14 01:39
Enchants that give direct effects to said weapon only apply to said weapon, so a weapons stiff effect would not apply its 10% critical to the second one.
Ex: Two Stiff Spike Gladius
1) Stiff Spike Gladius +10 Max Damage/+10% Critical/+10 Strength/Dex
2) Stiff Spike Gladius +10 Max Damage/+10% Critical/+10 Strength/Dex
===========================================
So Total; +10 Max Damage/+10% Critical/+20 Strength/Dex
-----------------------------------------------------------------------------
Strength/Dex don't add to weapon, but to stat, thus, what I said would not apply. You can test this easily by having a stiff weapon, check its critical, the equip a non stiff weapon(everything else the same) in duel wield, the critical will only be +5% because you take the average, if u equip another stiff, you will get the whole +10%.
Because of this, I think Goddess Spike is just more awesome, since Goddess gives another +10 Str, duel wielding them with spike gives a total of +40 str, which translates to +16 Max Damage.
Edit: As a random note, Gladius Ego + Goddess Spike War Sword is Hawt.