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How to Raise Durabitlity Again on Item Mabingopi

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removedself

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Full general Fixes & Events

Well, I believe that the point of max durability being destroyed is due to how skills are trained, and how the majority of stats and damage come up. They come up from the base character, and in erstwhile mabinogi, due to its more than player skill focused combat, a weapon is more of a resource than an bodily part of your character. Very remniscent of games like Ultima Online, where yous make your character and you work on your skills, but if you lot die, you lose your equipment. The mechanic in itself gives a bit more risk and advantage to using a stronger more valuable weapon over a cheaper one like a fluted curt sword. You then accept to basically choose to use what you lot feel yous tin afford to repair or in fact supervene upon. I'chiliad running about 4 dissimilar swords right now because I cannot beget to supersede my 222 broad with goddess on information technology, nor can I repair it, but I get along merely fine considering I fabricated a determination to allow me to get around that fact.

It as well allows for life skills to stay relevant after a long period of time. A persons amazing 222 broadsword may get too low and need to be replaced. Meaning hey, look at me and this fresh new broadsword that is x grade and now you desire to throw your coin at me, giving me a reason to continue edifice broadswords that are practiced.

Now for the weapons yous tin't craft, well, the signal virtually not using what you lot can't afford to replace ties into this. Y'all'll use that weapon if yous feel that it's worth using, plus y'all take the option of egoing information technology, which is really a lot improve on this server since we only have special upgrades to 3, and you tin can also keep your weapon from always losing dura.

Finally, I just want to bring up the topic of convenience. When bringing upward convenience, more than the positive, you likewise have to consider what is negative. Volition something be marginalized or made useless because this convenience pick renders information technology useless. Will people nevertheless have a reason to make or buy mp pots if we raise mp regen farther, how are skills similar mana shield effected by this?
(Disclaimer, I'm not familiar with meditation numbers or inspiration, and the focus of this is not to show my stance of these suggestions, just what I feel are questions which more people should ask and currently aren't asking.)

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satori

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100% repairs should be bachelor, the game was designed around them, and they were always in korea/japan afaik (and I call up they still are?)

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revdb

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I believe in KR/JP mabi Simon had 100% repair rate for a long fourth dimension now, and recently they added the option to get 100% repair rates on any NPC by paying extra gilded (2x the repair fee of 98% I believe)

https://www.reddit.com/r/Mabinogi/comments/5ucgvz/kr100_repair_rate_update/ Source here

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LazyFae
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I call up, too much emphasis is currently placed on the stats of the weapons. The course itself, while nice, isn't game changing commonly. It's more of, here's a piffling boost, to show off, or just cuz getting information technology isn't honestly that big of a deal. Personally, i experience the stats of weapons, or maybe the upgrades for them, should be reworked entirely. But perhaps that'southward a topic for another thread.
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removedself

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100% repairs should be available, the game was designed around them, and they were e'er in korea/japan afaik (and I think they notwithstanding are?)

Designed around them how? Other than 100 percent existing, I'm not sure what they add together other than assuasive players to hold onto a weapon longer without losing it.

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steelra

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Mana evaporation has GOT to go. Information technology has no identify in the game. It does not make sense thematically or residue-wise, based on whether the player is or is not a "Mage".

BALANCE:
Except every other class (aside from Archery) can lucifer current Magic DPS. Every other grade including Archery tin can use other weapons with no resources penalty. Every other class can use all of their DPS-intensive skills with their primary equipment.

THEME:
Mana is something that flows around, and through you. You channel mana from your torso, though the wand, and into forming magic in front of your face. The wand is just a focus, it is not injecting needles into your mitt and suckling out your Mana, or reverse-flowing the chemical element into your body. Mana exits your body, enters the wand, and creates a spell. Mana non used is STILL IN YOUR BODY. Otherwise, when equipping a wand, your mana would be sucked into the wand and yous would finer take zip mana forever because the wand was constantly draining you lot until y'all put it down.

Epsilon, whatever tree you're barking upwards is the incorrect one.

Just what "tree" am I "barking upwardly"? My whole argument has been to implement skills such as Inspiration, to help convalesce the concerns people take expressed regarding MP consumption. And I merely wanted to keep mana evaporation then that the skill doesn't get abused, and that I likewise still believe that a mage should mostly merely need one of their spells to do enough damage.

I'm not beyond persuasion, if you call up that idea in its entirety isn't going to work, tell me why. But then far, I've simply seen i person actually admit my idea, everyone else is only calling out my statement on keeping mana evaporation; that isn't going to present a very disarming argument to me.

Pretty sure Trinity staff exists in our current build. Mages can already cast all three adv magics without losing all their mana. Wands simply demand to be brought to our current patch. There'southward no reason nosotros should take G1 wands with G13 for other classes and weapons.

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bahamakazi

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what'due south the point of playing in a private server if my 222 broads get chiseled down by some apprentice blacksmith

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steelra

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what'southward the point of playing in a private server if my 222 broads get chiseled down past some amateur blacksmith

At present imagine if Broadswords were priced at 40k a pop. That gets crazy expensive right? So yous'd switch to like, a Gladius or a battle sword, right? Except those are too 40k a pop now.

Welcome to the mage class. Oh also, unequip your sword and lose your stamina. Don't forget that Stam pots are no longer sold in stores! And, you need a Gladius to use smash, a broad for windmill, and a battle for attack slash. Have prissy twenty-four hours.

Pardon my table salt lads, Epsilon has *triggered* me.

But yes. Repair system needs piece of work. This is why I suggested the max dura repair choice, because then we still have that element of chance that some players desperately cling to, while the players that colour-match and minmax don't lose out on the large bags of gilt they forked over to finally get their perfect set up.

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removedself

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what's the indicate of playing in a individual server if my 222 broads get chiseled down by some amateur blacksmith

Y'all don't take 222 broadswords to amateur blacksmiths? 222 broadswords are really expert weapons. What'due south the point of playing the private server that promotes itself under being "Authentic Old-School Mabinogi experience" you ask? Well it's certainly non to experience an easier version of the actual game. In the same mode you lot don't play s4max and hope to play an easier version of s4 league, no y'all're going to experience what the game was.

what'south the indicate of playing in a private server if my 222 broads get chiseled down by some apprentice blacksmith

Now imagine if Broadswords were priced at 40k a pop. That gets crazy expensive right? So you'd switch to like, a Gladius or a battle sword, correct? Except those are also 40k a pop now.

Welcome to the mage course. Oh also, unequip your sword and lose your stamina. Don't forget that Stam pots are no longer sold in stores! And, you need a Gladius to use smash, a wide for windmill, and a battle for set on slash. Have overnice day.

Pardon my common salt lads, Epsilon has *triggered* me.

But yeah. Repair system needs work. This is why I suggested the max dura repair choice, considering then we nevertheless take that element of gamble that some players desperately cling to, while the players that color-match and minmax don't lose out on the large bags of golden they forked over to finally get their perfect set.

I'll state the same stance again, durability does serve a purpose. It keeps weapons as a resources, something to brand combat easier, but they aren't forever, which in turn keeps blacksmithing and other life skills purposeful to the same people. And you don't demand a practiced weapon to do significant damage in a game where your stats come mainly from your character.

It also forces you to arrange, sometimes changing your playstyle because hey, yous're lacking resources, so you can't necessarily fund your best shit right now, perhaps put information technology in the banking concern and grab something else. This isn't wow where dungeons and quests turn into gear checks, this is a game where agreement the mechanics will accept you much farther. Playing smart and adapting instead of pressing rotations and moving out of the fire. This as well reinforces the fact that weapons are resources, they don't have long to upgrade, you could potentially have an endgame weapon from the start, simply if you can't afford to repair it or supersede it, what are you doing?

Now you bring up the example of melee weapons being expensive and having other cheaper options, which magic doesn't
(Though, not certain why you picked gladius or battle swords, considering those really aren't the inexpensive options. Something like fluted shorts or wooden blades make a lot more sense here, but I digress.)
There are other options to fix the magic user weapon costs by adding cheaper and weaker weapons which take weaker upgrade paths too, or rely on artisans for decent damage, like maxing the upgrades to cc3 instead of 4, and then on. Brand a weapon called the basic/flimsy wand of Fire, only reuse the basic burn wand model, neuter the upgrade options, lower the value to go far cheaper to upgrade and repair/use. While the other weapons, stay equally they are, giving you the aforementioned level of option as other skillsets take.

This would allow mages to be easier to get into for new players without as much of an agreement of the game, without really hurting the option and decision making. I hateful seriously, what reason do you take for using annihilation other than the best, when yous take no hazard of losing the best.

I hateful, people have played old mabinogi to endgame relying on daggers, mages should accept the aforementioned level of diversity. Daggers give you speed and cheaper cost, and while this theoretical flimsy wand tin't really effect gameplay except mainly damage due to magic existence then linear in it's mechanics, it can nevertheless cheaper and more reliable like fluteds and daggers are.

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Ancor

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I actually agree with epsiolon in that removing mana evaporation might have unintended consequences, and that maybe there are some underlying bug that might need to be considered outset. Granted, i'm not against removing mana evaporation. I merely want to await more closely at what the existent problem is.

For pure mages, mana evaporation is a pain in that you cannot bandy out weapons without either chugging MP potions, or suddenly merely not existence able to cast spells. For those who wished to dabble in magic, mana evaporation becomes a giant barrier. Commodities and basic heal spells are safe to use, since you won't need a wand, only if you wanted to go any further you're going to have trouble. Yous wouldn't exist able to throw around more powerful spells on the fly without planning ahead for the consequence of switching back to your other weapon, and if you do switch you're going to need to chug a lot of potions if you lot wanted to continue dabbling in the immediate future.

For the dabblers, mana evaporation sounds rather fair. Bolts and basic heal are all fine to employ (though you won't be able to chain cast without a wand), but going beyond that is a big decision. Do you get-go with your wand out, unleashing a powerful spell before charging in with your sword, thus leaving you without mana for the rest of the fight? Or do you lot salve your powerful spells somewhere downwards the line, later on having used your mana advisedly then any powerful spells you unleash won't go out you with a good clamper of mana that you would simply dump after switching back to your other weapon?

Keeping mana evaporation around makes it and so the higher level spells are for someone who is dedicated to using magic. Without it, we might beginning coming across dabblers that could possibly even outperform pure mages, saving their spells for when they matter (like Wights) and using their other combat skills to handle everything else.

That existence said, Mages demand a tune-up somewhere. That'due south for certain. I'g actually liking Cyrene's ideas for magic weapons. More and weaker wand options would permit a steady progression through the magic tree. Mana potions should somehow be purchasable from NPC vendors (10's and 30's, of course), both for newcomers to magic and for veterans so they don't always have to utilize potion making or buy from other players.

If nosotros're looking for new ideas, maybe nosotros could consider pets in some fashion? Familiars tend to be a common theme in the fantasy of magic, and since pets are now obtainable through red coins instead of money, everyone has equal admission to them. Or maybe a skill that would allow you lot to depict the mana from an ally into yourself? Players would have to provide consent, and it would probable not be a mid-gainsay sort of skill, but allies who aren't making use of their mana could give it to their mage who is. Or you could go the other route and take a skill that would allow you to give mana to someone else.

For Meditation, does information technology not already provide an additional heave to your mana recovery if you lot're resting? I feel similar it should, thematically. You lot can more easily meditate by sitting in one spot equally opposed to walking and running around. If people actually like that idea, it might exist interesting to take it some other stride further, and provide some other boosted bonus when multiple people are meditating around the same bivouac. Could exist a neat style to make campfires a good resource to have, though it might besides make all-mage parties too highly favored if imbalanced.

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steelra

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For the dabblers, mana evaporation sounds rather off-white. Bolts and basic heal are all fine to use (though you won't be able to chain cast without a wand), but going across that is a big determination.
As 1 who usually plays pure-mage, I'chiliad tempted to hop on hating the dabblers to get it inverse for pures, merely I need to address this for dabblers. Mana costs are an easy gate for this. Does anything outside of the mage tree fifty-fifty give mana? Intelligence maybe, on Musical Knowledge. With dabblers having an estimated fifty-100 mana, I don't encounter them beingness able to utilize many higher level spells.

Keeping mana evaporation around makes information technology so the college level spells are for someone who is dedicated to using magic. Without it, nosotros might kickoff coming across dabblers that could perhaps fifty-fifty outperform pure mages, saving their spells for when they matter (like Wights) and using their other combat skills to handle everything else.
Hybrids are always stronger towards end-game than pures. That's just how it goes. Abracadabra and Magic, both would benefit from ranking defense (due to equipping a shield with their wand/cylinder), windmill for when enemies get close, actually the only thing you don't necessarily need to dabble in is life or ranged assail as a mage/alchemist. That being said, Alchemists can change cylinders with no downside, and I am certainly vying for them to have an terminate-game stat rather than leaving them flatlined. Should Stamina-evaporation be implemented if Alchemists go an terminate game stat? If your reply is no, then magic doesn't need it either.

That being said, Mages need a tune-up somewhere. That'southward for certain. I'm really liking Cyrene's ideas for magic weapons. More and weaker wand options would allow a steady progression through the magic tree. Mana potions should somehow exist purchasable from NPC vendors (10's and 30'due south, of course), both for newcomers to magic and for veterans and so they don't always take to apply potion making or buy from other players. These are proficient options, simply if you Really want to keep "mana evaporation" every bit it is, information technology's completely destructive to PURE mages, which you argued for, and not destructive to DABBLERS, which you argued against, as it takes ALL of your mana other than your Title-related mana and mana boosting items. I'd suggest a flat 50-100 MP drain IF IT MUST Be, while equipping some other wand could perhaps replenish 50-100 of lost MP?

If we're looking for new ideas, perchance we could consider pets in some fashion? Familiars tend to be a common theme in the fantasy of magic, and since pets are now obtainable through ruby-red coins instead of money, everyone has equal access to them. Or maybe a skill that would allow yous to describe the mana from an ally into yourself? Players would have to provide consent, and it would likely not be a mid-combat sort of skill, but allies who aren't making use of their mana could requite it to their mage who is. Or y'all could go the other route and have a skill that would permit you to give mana to someone else. What would exist the do good of ranking a skill that allows you to give others your mana? Would it increase your Dex, if you're an archer? Str if you're a warrior? Does it reduce your CP? Why even rank this? Screw our mage man, only permit our Alchemist handle it. As for the pets, I'1000 downwards for Familiars, I suggested that for Pally/DK agile skills instead of Cntrol of Darkness and Not Applicative. But if Familiars get a thing, they'll need to be a skill, separate from pets. Pets need a re-vamp, just nosotros shouldn't be forcing pets to certain classes. Wow, look at my warrior galloping off on his str-boosting horse to the next dungeon room. Meanwhile I'chiliad waiting for my mana-restoration Seal to scoot it's fatty posterior in range of me to give me my mana dorsum. I'd suggest something like the mini-pets as Familiars, summonable through a skill, and doesn't take up a summon space so you can notwithstanding summon your real pet. I'd also make the Familiar you summon RNG the first time, then remain the same familiar every time (unless you buy a Familiar reset scroll using Fomor Coins). Have them all apply the same bonus to MP regen and whatnot, merely aesthetically some are more desirable than others.


what'due south the point of playing in a private server if my 222 broads go chiseled downward by some amateur blacksmith

Yous don't take 222 broadswords to amateur blacksmiths? 222 broadswords are really good weapons. What'south the point of playing the private server that promotes itself under beingness "Accurate Former-School Mabinogi experience" you ask? Well it's certainly not to experience an easier version of the actual game. In the same mode yous don't play s4max and hope to play an easier version of s4 league, no yous're going to experience what the game was.

what's the point of playing in a private server if my 222 broads go chiseled downwards by some apprentice blacksmith

Now imagine if Broadswords were priced at 40k a pop. That gets crazy expensive correct? So y'all'd switch to like, a Gladius or a battle sword, right? Except those are also 40k a pop now.

Welcome to the mage class. Oh also, unequip your sword and lose your stamina. Don't forget that Stam pots are no longer sold in stores! And, yous demand a Gladius to apply smash, a broad for windmill, and a battle for assault slash. Take nice day.

Pardon my common salt lads, Epsilon has *triggered* me.

Merely yes. Repair system needs work. This is why I suggested the max dura repair option, because then we all the same take that chemical element of hazard that some players desperately cling to, while the players that colour-lucifer and minmax don't lose out on the large numberless of gold they forked over to finally become their perfect prepare.

I'll state the same opinion once more, immovability does serve a purpose. It keeps weapons as a resource, something to make combat easier, just they aren't forever, which in turn keeps blacksmithing and other life skills purposeful to the aforementioned people. And you don't need a practiced weapon to practise significant damage in a game where your stats come up mainly from your grapheme. Information technology also forces y'all to conform, sometimes irresolute your playstyle because hey, you lot're defective resources, and so you can't necessarily fund your best shit right now, mayhap put information technology in the banking concern and take hold of something else. This isn't wow where dungeons and quests turn into gear checks, this is a game where agreement the mechanics will take you much further. Playing smart and adapting instead of pressing rotations and moving out of the fire. This likewise reinforces the fact that weapons are resources, they don't accept long to upgrade, you could potentially have an endgame weapon from the start, but if you tin't afford to repair it or supervene upon it, what are y'all doing? Information technology can serve it'southward purpose, but information technology can serve that purpose without permanently destroying your favorite gear. Max durability needs to be recoverable, whether through sacrificing other weapons of aforementioned quality, or through expensive repairs, information technology nonetheless forces yous to depository financial institution that weapon and change your play until you can beget the repairs. In that location are 2 enchant slots on each item, and you lot can only burn down i enchant off as it stands. Along with upgrades and red and blue stones, the fourth dimension and money put into your favorite gear should not be 100% destroyed by losing MAX durability permanently.

At present y'all bring up the case of melee weapons being expensive and having other cheaper options, which magic doesn't
(Though, not certain why you picked gladius or boxing swords, because those actually aren't the cheap options. Something similar fluted shorts or wooden blades make a lot more sense hither, but I digress.) Notwithstanding cheaper than wands. 40k base cost vs 10k base of operations toll.
There are other options to set up the magic user weapon costs past adding cheaper and weaker weapons which have weaker upgrade paths as well, or rely on artisans for decent damage, like maxing the upgrades to cc3 instead of 4, and and so on. Brand a weapon called the basic/flimsy wand of Fire, just reuse the basic fire wand model, neuter the upgrade options, lower the value to make it cheaper to upgrade and repair/employ. While the other weapons, stay as they are, giving you the same level of choice as other skillsets have.I'chiliad non confronting lower-cost entry-level mage weapons. But yous don't think right at present the weapons for mages are a little plush? If you're a pure mage, yous're casting spells left and right, your durability goes down far faster than your gilt income. If yous're a dabbler, yous're using other equipment and weapons, cheaping out on other options where y'all can and by the fourth dimension your wand needs a repair, y'all've amassed enough of currency. 10 Durability on each wand gives you roughly 4k per point of repair. Broad sword has 12 Durability, and costs almost 4k. That'due south 300g per point. Now throw on some good late-game enchants, you increase your repair toll on each by, let's say 5x. That's still just 1.5k for i signal of a Broad, meanwhile a mage pays 20k for a single signal. That's crazy man.

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Sunari

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As a pure mage from years of pre-genesis i observe all suggestions in this thread disgusting.

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lycoris

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Adept to hear from however some other masochist who likes to tear other people'southward experience downwardly based on "I had to do information technology, so you should take to do it." I played before free rebirth existed, should we bring that back? Allow's get rid of elves and giants, too - they're cruddy. Let'due south become dorsum to medieval times and corporal punishment while we're at it. Somebody had to practise information technology, you should besides.

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Ancor

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Alchemists tin can alter cylinders with no downside, and I am certainly vying for them to take an end-game stat rather than leaving them flatlined. Should Stamina-evaporation be implemented if Alchemists get an end game stat? If your respond is no, then magic doesn't demand it either.

This is a very good point. Granted, stamina serves a more general purpose than mana, but still. I'd be fine with removing mana evaporation, as I stated before. Equally a side, does Alchemy need an end game stat? I haven't really touched abracadabra ever, equally it was never my loving cup of tea, simply I am curious about this. It seems like they exercise pretty proficient harm before finish game, and then at cease game they provide utility moreso than simply damage?

What would exist the benefit of ranking a skill that allows you to give others your mana? Would information technology increase your Dex, if yous're an archer? Str if you're a warrior? Does it reduce your CP? Why even rank this? Spiral our mage human being, just allow our Alchemist handle it.

I suppose it could boost your mana pool equally that would fit the theme of the skill while as well non restricting it to any item form, but I admit that this skill really doesn't provide any inherent incentives to rank for not-mages if that's the case. I'm simply a sucker for support-y options and party-based play, and having the party'south warrior contribute whatever mana he could to the mage who'south actually using it sounds overnice.

As for the pets, I'thou down for Familiars, I suggested that for Pally/DK active skills instead of Cntrol of Darkness and Not Applicable. But if Familiars become a thing, they'll need to be a skill, separate from pets. Pets need a re-vamp, merely nosotros shouldn't be forcing pets to certain classes. Wow, look at my warrior galloping off on his str-boosting horse to the next dungeon room. Meanwhile I'm waiting for my mana-restoration Seal to scoot it's fat posterior in range of me to requite me my mana back. I'd suggest something like the mini-pets equally Familiars, summonable through a skill, and doesn't take up a summon infinite and so you lot tin can still summon your existent pet. I'd also make the Familiar you summon RNG the beginning time, and so remain the same familiar every time (unless y'all buy a Familiar reset whorl using Fomor Coins). Accept them all apply the same bonus to MP regen and whatnot, but aesthetically some are more than desirable than others.

This mini-pet familiar option definitely sounds improve. Leaving it as using pets for familiars would probably finish upwardly restricting pet usage for mages or whomever like you predict. I like the thought of a familiar's advent only being an aesthetic choice, if but for the hope that not every mage I see would be wandering around with the exact same familiar.

Equally a pure mage from years of pre-genesis i find all suggestions in this thread disgusting.

Is there a particular reason or explanation you want to provide to these suggestions beyond a "back in my day" sort of thing? Practice yous believe that at that place is a problem with Magic as it is correct at present? If and so, contributing to dialogue might really aid brand progress. If non, contributing to dialogue would nonetheless aid facilitate a discussion.

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Glacii

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Mana Evaporation keeps combos like Water ice Spear-Blaze in bank check. Bonfire is CONSIDERABLY powerful in the state of the game we are in, so imagine being able to get total harm off with no reprecussions. While Trinity staff does exist, you forget you lot have to charge the element on the staff before using your Int magic. charing is usually 9-10 bolts I remember? Perhaps more. So information technology costs a practiced bit of mana to even exist able to use int magic, and even and then y'all can only utilize i before needing to switch the element. Honestly Evaporation isn't an upshot. My only complaint is healing wands practice information technology also. Maybe remove information technology off of Healing wands. The biggest effect I take with magic is high mana cost low mana pool, but once I start getting my skills built properly, that won't be an issue since I'll have nigh 200-300 mana.

On another note nearly options for mages. Wands are nice, but if you are using bolts, they aren't required. I'yard going pure mage, but it doesn't mean I have to apply a wand. Wands really just give you some actress damage and range, and utility based on what wand you are using. Sometimes not using a wand is better even...

Equally for Immovability. Yeah the blacksmiths can knock it down a few points here and at that place. But it's the take a chance vs reward method, slightly unlike. Ferghus has a 90% rate, merely his repairs are considerably cheaper than 98% at Edern. Also keep in mind that's non the merely method to lose max immovability. Failing an enchant can drop the durability besides. While paying 2x the corporeality for 100% is a nice idea, I don't call back we need it. If yous destroy your weapon with repairs and enchants, oh well. Get a new one and start proffing over again. That'due south how it is in Live as well, so in that location should be no reason to modify it.

Honestly a lot of these changes I'thousand seeing are twisting Mabi away from what Mabi was. You wanna practise something, there are results for what you do. That's my main complaint with Alive. I can mess upwards hard and become away with trivial to no result. I get so much money that I tin can afford the pricey repairs. Here on Mabi Pro, I don't brand every bit much coin, and then I have to consider taking the repair to Ferghus to afford an upgrade or new weapon later down the line.

That'due south it. Don't argue with me, I probable won't bother listening. Just wanted to put in my two cents on these things. I will say to keep in mind Mana Evaporation WAS removed afterwards on in Mabi, but Max immovability heave was only added with the hammers, otherwise it is still FULLY possible to lose max dura with no set means of recovering it, so please if this is an result, I don't think Mabi is the game for you.

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Twin

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I don't think Mabi is the game for you.

(Mental attitude that killed live mabi)

If y'all don't like information technology leave.

*people leaves*

why did then many people leave?

This server wont arrive at all if information technology doesn't properly evolve, which means rebalances and irresolute properties. A good change was assuasive elves to be darker toned. overall i think this issuupose to be a nostilga server. so i doubt much change is gonna happen anyways

btw the durability system always sucked. it did in g1 , and it still does now

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Glacii

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Well there is a balance of information technology existence fun and information technology being cleaved. Adding in hammers into a shop for a high amount of aureate could exist an idea for a gold sink though....

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Ancor

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I personally exercise not mind the durability system. I have to worry virtually my weapons, and I tin can't always use the best weapon I accept, either considering it needs to exist repaired or I tin can't afford to utilise it on anything simply the most challenging situations I'm capable of at the moment. I won't toss abroad a sub par weapon, because I tin can't always exist at my best, and I both like and am okay with that.

Glacii makes some pretty good points nigh mages. How adept is Bonfire? I've never tried it.

All the same, I agree with Twin that "if this is an issue, I don't recollect Mabi is the game for you" might have been a bit besides harsh. We all have different reasons for coming to this server. Perhaps some of us longed for the "practiced ol' days", where talents didn't however exist and power creep was still kept relatively in bank check, or when inflation wasn't so bad of a problem. Maybe some of u.s.a. didn't like the pay-to-win mentality of the game. Maybe some of us liked the newer content that was added on live, merely at the same time missed how the game used to experience for them and wanted to go back to the game'south roots. Maybe it was for another reason entirely.

Mabinogi is an former game, and has changed a lot during its lifespan. Not all of us experienced the exact same game. While someone might experience a particular attribute of the game is part of the core Mabinogi feel, others might come across it as an annoyance getting in the manner of what they find to be part of the core Mabinogi feel. So please, empathize that, and don't try to exist so dismissive of everyone else'south opinion. Permit's instead attempt and accept a discussion and see if that discussion can't lead to solutions, and brand this game better.

naos boobs

epsilon017

Posts: 17
Joined: 03-07-17
Last mail service: 1182 days
Concluding view: 190 days

I personally do non listen the durability system. I have to worry about my weapons, and I can't e'er use the best weapon I take, either because it needs to be repaired or I can't afford to utilise information technology on annihilation but the most challenging situations I'm capable of at the moment. I won't toss away a sub par weapon, considering I can't always be at my all-time, and I both like and am okay with that.

Glacii makes some pretty good points about mages. How adept is Blaze? I've never tried information technology.

Even so, I concur with Twin that "if this is an issue, I don't think Mabi is the game for you lot" might accept been a scrap likewise harsh. Nosotros all have dissimilar reasons for coming to this server. Maybe some of us longed for the "good ol' days", where talents didn't yet be and ability creep was still kept relatively in check, or when inflation wasn't so bad of a problem. Peradventure some of us didn't like the pay-to-win mentality of the game. Maybe some of us liked the newer content that was added on live, but at the aforementioned time missed how the game used to feel for them and wanted to go dorsum to the game's roots. Maybe it was for some other reason entirely.

Mabinogi is an sometime game, and has changed a lot during its lifespan. Not all of us experienced the exact aforementioned game. While someone might feel a particular aspect of the game is part of the core Mabinogi experience, others might encounter it equally an annoyance getting in the way of what they notice to be office of the core Mabinogi experience. Then please, understand that, and don't try to exist then dismissive of everyone else'southward opinion. Let's instead try and take a discussion and meet if that discussion can't lead to solutions, and make this game ameliorate.

Well said.

naos boobs

Sunari

Posts: iv
Joined: 03-15-17
Last mail service: 1886 days
Last view: 199 days

As a pure mage from years of pre-genesis i find all suggestions in this thread disgusting.

Is at that place a particular reason or explanation you desire to provide to these suggestions across a "dorsum in my day" sort of thing? Do you believe that there is a trouble with Magic every bit it is correct now? If so, contributing to dialogue might really help make progress. If not, contributing to dialogue would still assistance facilitate a discussion.

Glacii sums up most of my opinions, just because a lot of game designs might seem as only a hindrance to a lot of people doesn't mean they aren't meaningful mechanics.

Mana
Both in lore and game pattern, what we telephone call magic is merely a poor faux of what gods practise, and unlike them nosotros're slow, weak, and don't have a abiding surge of mp and must soak up mana from the air and drink mana potions, mana is scarce and meditation's mana recovery multiplier is a blessing despite how minor information technology may seem because every little bit helps. Magic is enough potent, peculiarly with G13'southward new magic damage formula and elemental mastery skills. Cast time and mana usage are the cons of magic. Mana evaporation i used to see as a countermeasure to avoid mediation forcing the actor into walk by holding a wand, so if you lot're using meditation and wand together you are expected to be using the accumulated mana with the wand that is currently held but with the introduction of the trinity staff in G13 I see it as diverseness between wands and staves.
Immovability
Items have vastly different repair prices, repair npc of different rates are scattered and it's upwardly to the actor how far they will become for maintenance of their equipment. there are some upgrades which reduce durability for meliorate event if the player chooses effectivity over the inconvenience it brings, immovability loss from enchant failures, enchants that increase or decrease repair cost, durability bonuses from crafted items, how low the maximum immovability becomes earlier the histrion decides looking into replacing their equipment. I understand that a lot of players want their upgraded equipment to last forever, only that gives you less things to exercise.

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Source: https://mabi.pro/post/1042

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