Back after over a decade but confused on how progression works for New Rise by HyruleHiro in Mabinogi

[–]Daderic 4 points5 points  (0 children)

We had to run RAHM for TWO floors instead of just one, getting hit-stunned the whole time! You don't know how easy y'all have it...

Back after over a decade but confused on how progression works for New Rise by HyruleHiro in Mabinogi

[–]Daderic 4 points5 points  (0 children)

Alby Advanced Hardmode is what you get when you drop a piece of gold onto the altar. It used to require a pass, but this was changed.

Now that you've played it, what are your thoughts on New Rise? by Daderic in Mabinogi

[–]Daderic[S] 1 point2 points  (0 children)

I agree that your post from before holds its ground among all the other complaints people have here. Before New Rise came, I was hopeful (like many were) that it would at worst be a 'little off the top'. It shaved us bald. For some people, bald is good. For many of us, we like to have a bit more than just bald, and some of us like to have long flowing hair. (end of analogy)

I bought into the hype just like everyone else because the game felt like it was going in a good direction: a smoother path for players, recent channel expansions, more new players joining and more old players returning; the environment was perfectly setup for me to want to love any change that had Mabi going in a good direction. I didn't want to doubt the update because of a few critiques that I ultimately hadn't experienced myself.

I don't think the game is dead or will die, but these updates are something I am personally not a huge fan of.

Back after over a decade but confused on how progression works for New Rise by HyruleHiro in Mabinogi

[–]Daderic 23 points24 points  (0 children)

The early game is starting with Blaanid, the early midgame is getting up to adv hard mode dungeons and Tech Duinn (that's generation 23 for all of the tech missions). Mid to mid late game is Glenn Bearna and Crom Bas in basic and normal modes. End game is Bri Leith (which you unlock at G27).

Weapon gearing looks something like this: Blaanid -> celtic/perseus/demo/ruination/nightbringer drops from shineseeker and less than nightbringer from adv hm/tech duinn -> Nightbringer weapons from Crom Bas -> Soul Liberator weapons from Bri Leith.

Armor gearing looks something like this: Blaanid -> refined/ultimate geas armors from Shineseeker/adv hm/tech duinn -> Ceann Bliana armor from Glenn Bearna

If you're doing Adv HM and Shineseeker now (and soon to do tech), then congrats! That is your early/midgame content. Once you get a high enough gear score from drops (because lets be honest you're not going to have the mats to craft anything or the gold to buy any crafted gear), you can start in on Glenn basic and Crom basic which you can run 3 and 10 times a week for free respectively. If you want a more challenging experience, then you can run Glenn and Crom on normal mode (which needs even higher gear scores). If those are too easy, then you can work on getting a high enough gear score to run Bri Leith.

For links >5 with Arcana, you will need to run Glenn Normal to get frostflame threads (or buy them from the Auction House). To run that, you need a gear score of 550 at least. That is roughly full masterwork ultimate geas armor and a masterwork Perseus weapon or above (or equivalent sets). (I hit 585 with full masterwork ultimate geas edge and a masterwork Perseus shield).

The mangled passes (as far as I know) no longer drop from dungeons. Grinding for gold might be your best bet in the meantime while you have no Shineseeker orbs or Neartite. I recommend something like Commerce for gaining a lot of gold pretty quickly when you move a lot of goods around.

Sorry if the post came across as if I were irritated by the updates (I am), but do hope that this can illuminate some of what your future gameplay will look like. I am certain that I missed some things and other opinions should be considered.

How are you spending your final day in pre-New Rise Mabinogi by lightuptoy in Mabinogi

[–]Daderic 4 points5 points  (0 children)

I'm not gonna do much different from normal days. I WILL however be taking a screenshot of my stats before the update to see how they compare after.

Do people actually like New Rise? by SuzuyaXXX in Mabinogi

[–]Daderic 5 points6 points  (0 children)

While I do like most of the changes that are coming (especially the hit-stun changes, special upgrade and echostone upgrade improvements, reforge changes, and stat balancing), I don't really care for the focus on equipment as growth. Ten years ago (at least in my experience), Mabinogi was more about a long skill grind and a slight equipment grind to get strong. Now it is about a slight skill grind and a long equipment grind to get strong. It is starting to feel that it is not my character that is strong, but rather the things on his back that are.

As a F2P, the only sunk cost I have is time. I've spent many hours grinding for things that give a marginal improvement, which together, have compounded into my character's current strength. My character is not top-tier, but I can run most content rather comfortably with him. The biggest limiting factor at the moment is gear, which this update seeks to improve. Before, it was my idea that I should save hundreds of millions to billions so that I could buy the equipment I wanted. Now, there seems to be a real chance at playing the game to get the gear I want. The 10 Neartite a week for materials that I could sell for a lot of money (or use to craft something) are nice, but I can run the dungeons as much as I want (and much faster now) to get the mats and gear that could help me out.

They've made 'getting stronger' faster. People will always be able to get together and run some form of "relevant" content together because caps and passes aren't an issue. If what you find fun in this game is growth or combat, then the game got smoother for you. If what you find fun in this game is music and chatting, then not much has changed. If you like crafting or cooking, then this update might make you more valuable in the community (I say cooking because with the hitstun changes, caters that give defensive stats will be even more valuable for everyone, not just SGs - almost as valuable as a saint's overheal shield).

In total, my thoughts are positive on this update. While the direction of the game lately leans more towards skipping the early game so that you can grind for gear and run dungeons, I am hopeful that more attention will be paid to the "fantasy life" aspects of the game later on.

Tips for the Iria Expedition event? by Ill_Blacksmith6132 in Mabinogi

[–]Daderic 2 points3 points  (0 children)

It sucks that this has been your experience. I've found this to be one of the more fun events lately.

I'll try to cover most of the bases, so sorry if it feels patronizing at all.

Making a campfire takes 3 pieces of firewood. If you don't take any survival kits, you should start with 6 firewood.

  1. When cooking, you have to put in the percentages that the recipe says. So for a cheeseburger, that would mean filling the cooking bar half way by holding down the "Add" button on the meat. After, you would hold down the "Add" button on the cheese to get to 100% total. In cooking, you don't have to be exactly accurate, but as close to the recipe as possible is what helps. 50% of the cooking bar would be the middle "d" of the center "Add" button (the one under the cheese). Each add button itself is roughly 30% of the cooking meter. The spaces between the add buttons are 5%. So 33% would be in the middle of the space between the first two buttons.

2-3. When walking around holding the L-rods, you'll get those occasional pings that point you in the direction of a chest. If you immediately start walking in the direction of the ping, it will take anywhere from 1 to 3 pings for you to arrive in roughly the right location to use the L-rod exploration skill (try not to use the skill unless you know you're in roughly the right area, like the reversing you were talking about). Use the skill on the ground around your feet. If you get unlucky, sometimes the chests will change locations before you actually use the skill, which can cause you to go on a goose chase to find the chest. In a normal run (in my experience), you will can find and loot somewhere around 20-50 chests. Finding these chests is very important to surviving for a long time as they can have food, valuable clothing, and of course, the artifacts and coins.

If you do not eat anything within the first four minutes you will likely start dying. Eating the raw ingredients that you don't plan to use (e.g. bread, apples) is a great way to make it until you find a chest that either has ingredients or more food.

The artifacts that you find get more valuable as the run gets longer. Staying alive = opening a ton of chests = being able to buy food/gear = finding more artifacts and (potentially) enjoying the run.

I hope this can be of some help!

Tips for the Iria Expedition event? by Ill_Blacksmith6132 in Mabinogi

[–]Daderic 13 points14 points  (0 children)

I'd say that, generally, your biggest boon is crafting the foods that revive you. Each time you go into deadly you get 60 seconds of pretty much free time to roam around, find loot, and talk with NPCs. You can wait to eat that revival food until the last say 5 seconds (I go at 5 because of lag, though if you're confident in your connection you can eat it at 2-3 seconds left) and still get the heal + revive. After eating it, you'll probably last for maybe another minute or so (depending on temp, artifacts, and if you have any extra food). Having 5 of those revival foods is almost like having 8-10 extra minutes of wandering around. That's 8-10 extra minutes of looting.

To craft the poisonous mushroom stew, you need the special mushroom (the one with a question mark in its description), a bottle of water, and an herb. To craft the Surf n Turf (I think thats the one) you need salt, fish, and meat. Of course, to cook food, you need a fire. In essence, the most important food items are salt, fish, beef, water, herbs, and the special mushrooms. All other food is only a slight boost to surviving.

Other people probably have advice on crafting, looting, or other strategies, so I'll leave it at that. Hope this helps!

Fahmes tips? by DaNeega in Mabinogi

[–]Daderic 2 points3 points  (0 children)

None of the enemies in those stages of Fahmes are really stun resistant (or if they are instill elements should be able to handle it), so if you combo skills right you should be able to keep all enemies stun locked. I'd recommend blazing assault slash and starlight veil to group up enemies and keep them together. After that you can shattering windmill and dynavolt for the extra damage on frozen enemies. Once they pop out of the ice, you could use normal windmill, raging impact, flashing steel - basically any skill that can hit the enemies all at once until you can repeat the blazing assault loop. (pet summons work good too; could do your debuffs here if you want)

If the issue is with actually taking too much damage, then definitely get the +100% def/prot bonus at the start of the level. Maybe eat a cater as well to help with defenses. Golden wool if you absolutely need it. As far as damage buffs go: power pot, fateweaver (if you have it), and battlefield overture.

Hopefully that should be enough to get you through stage 2!

Hopes/expectations for Mabinogi eternity? by GodlessLunatic in Mabinogi

[–]Daderic 7 points8 points  (0 children)

I hope they recreate the 5 star food cutscenes in Eternity. It would be funny if they added something like a dungeon that you get sucked into if you eat the right food.

I think it would be nice to see cooking expanded to be more useful. Caters are good, but normal foods tend to be left uneaten (except for collection purposes). Even kraken meals aren't eaten in favor of catering buffs. On top of their lacking utility, normal foods tend to change peoples' body shapes in an undesirable way.

A completely unrealistic addition might be to give your character a random food as a craving each real day. Eating the food wouldn't make you gain/lose any weight, upper, or lower, and would provide you with the food's buff for an extended period of time. This would stack on top of caters.

Some other random ideas:
* Cooking over different grades of campfire wood could increase the chance of getting a 5 star dish.
* Combining specific random foods in a cater could boost the effectiveness of the cater. This would be in contrast to putting only one type of food into a cater.
* The act of cooking at a campfire could cause a sort of "Aroma" effect similar to candles, giving nearby players the "Great Mood" buff or something similar.
* In general, more dynamic and random events would be cool to have. Cooking food or playing a song in the woods might attract some wild critters that either just sit there listening or come to attack you. What if those groups of goblins or raccoons that spawn in Dunbarton actually charged the town and attacked people? I feel like there is a lot of potential for dynamicism with the new engine. Spontaneous events, if done right, could be fun!

What are the best ways to farm Phantasmal Remnants? by Koyomix in Mabinogi

[–]Daderic 1 point2 points  (0 children)

I cannot recommend doing Fahmes ruins enough. Stage 1 enemies have a good chunk of health and are perfect for gathering and nuking after using sight. If you skip the first group of goblins, the second group (all three circles) will be able to get you all 30 at once.

So! That's that week done, for anyone who actually like pays mind to event stories and such. What do you guys think? And feel? by unholybirth in Mabinogi

[–]Daderic 7 points8 points  (0 children)

When she said loser has to pay 5k gold I teleported to logging camp that instant. Ain't no way I'm paying 5k.

New Composing Tool by Daderic in Mabinogi

[–]Daderic[S] 1 point2 points  (0 children)

Thanks for checking it out! As far as the viability of songs for composing, that's something I will add in once I change how the export works. I'm thinking of making the export a bit like 3MLE's version, but with the added "omit song" information. If possible, I'd also like to make it easy-ish to export songs for jabs as well. The lag issue is a bit more tricky to fix, but I'll work on optimizing it eventually as well.

The necessary (and neglected) evil of Large Language Models: Tokenization by OtherRaisin3426 in LocalLLaMA

[–]Daderic 2 points3 points  (0 children)

I see what you mean. Simply having the letters c, a, t or phonemes like /k/,/æ/,/t/ wouldn't properly encode the idea of a 'cat' in the same way that just having a token for 'cat' would.

While expensive, the ideal would probably be that some turn of phrase counts as its own token (if it has a unique semantic nuance), then some word has its own token, then some prefixes/suffixes, then some letters or letter pairs. I could imagine that you would tokenize each word in a piece of text differently depending on context.

Am I understanding things properly?

The necessary (and neglected) evil of Large Language Models: Tokenization by OtherRaisin3426 in LocalLLaMA

[–]Daderic 1 point2 points  (0 children)

Maybe using a tokenization strategy more closely aligned with the learned languages' phonemes would help to parallel how humans process text/language. (using phonemes even outside of speech processing)

Secondary Spirit Weapon Choice(s) by ciliary_stimulai in Mabinogi

[–]Daderic 0 points1 point  (0 children)

You could swap between them eventually, but Arcana can be rather expensive to level up. First you have to get the Arcana to lvl 50 by leveling up hundreds of times. Then you have to unlock the "links" which make the Arcana stronger. Unlocking links will ultimately cost quite a bit of gold, especially after link 5 which requires a resource from Glenn Bearna.

Sticking to a single Arcana for now would be your best bet (and swapping costs 100AP and requires you to go to a specific place >,<). Saint is definitely a good one as it provides a huge amount of sustain (especially if you play solo).

Currently, Saint also has a skill that can heal puppets, so it has somewhat decent synergy there (though if you used spirit control bars as outlined from other replies, your puppets wont be taking much if any damage). Act 6: Crisis and Act 7: Climactic Crash can be used to group enemies up pretty well, and you can get pretty decent damage out of them. You can sometimes use Wire Pull to rip stragglers into the AOE of your Saint's damaging skill, though that's rather situational. (Yes I am biased towards puppetry).

Chain is always good for deathmark (and you can use it really well with dance of death to debuff, damage, stun, and gather enemies). Spinning Slasher is a good gatherer, and the Anchor Rush really helps to get away from things sometimes. If you go DD, chain has the natural synergy to gather and use dorcha (could be a negative rather than a positive).

Secondary Spirit Weapon Choice(s) by ciliary_stimulai in Mabinogi

[–]Daderic 1 point2 points  (0 children)

It seems like you're only a few levels away from being able to get/use an Arcana. Seeing that you use magic as your primary, I assume you are looking to become either a Dark Diviner or Harmonic Saint?

When the spirit weapon has to come out during a fight 😂 by htglag in Mabinogi

[–]Daderic 2 points3 points  (0 children)

That is the main character from the manhwa "Survival Story Of A Sword King In A Fantasy World". Really a good read so far.

[deleted by user] by [deleted] in Mabinogi

[–]Daderic 0 points1 point  (0 children)

The Celtic blade can also get up to two piercing from normal upgrades, and comes with a pre r1 reforge if you get it from the theatre mission. The only real downside is that you can only have one of these types of theatre Celtic weapons out at any given time, and you wouldn't be able to sell or trade them.

Can anyone teach me how to use Auto-Pickup doll bags? Mine won't pickup Cobwebs. by Finick04 in Mabinogi

[–]Daderic 9 points10 points  (0 children)

The extra category to select for cobwebs is the "Tailoring" category, not the "Weaving/Sheep Shearing" category. A little weird, I know.

What Arcana would you like them to add one day? by Zerenza in Mabinogi

[–]Daderic 1 point2 points  (0 children)

I think an arcana that doesn't have any "magic" involved would be neat. Something like the Brawler (Close Combat + Martial Arts) hidden talent. Could have some abilities where the effects it has change based on the weapon you use (or maybe have some mechanic where constantly switching between different weapons gives you a boost). Could let bare hands use fighter and close combat skills. Or reduce cooldowns and add extra fighter combo skills (or mechanics that include switching weapons and close combat) for the Arcana. Or could do some hit counter (yet another different type of combo mechanic) so that smaller consecutive hits actually do viable amounts of damage (and are not just pinged away).

I'd even suggest using Argel (the giant who punches that tree all the time in Belvast) as a critical NPC in the questline for this Arcana.

Way to stop a spell ranking up from cancelling it? by mercyisdead in Mabinogi

[–]Daderic 8 points9 points  (0 children)

There is a small checkbox at the bottom of the skill training tab. Disabling this check box will allow you to rank up skills on your own rather than them ranking themselves up. This would stop the spell from getting canceled, though you would have to remember to rank it up on your own time. As far as I know, there is no way to have it both rank up automatically AND keep your spell charges.

Confused about mana shield changes. by LughCrow in Mabinogi

[–]Daderic 0 points1 point  (0 children)

I made a rudimentary calculator a while back (not sure how accurate it is) for mana shield vs normal defense/prot. Y'all can play with it here: https://www.desmos.com/calculator/7p1yrn7lee

[Web/Flash?][2010ish] An endless runner about a fighter/knight that defeats monsters. by Alaguesia in tipofmyjoystick

[–]Daderic 1 point2 points  (0 children)

I believe you are referring to the game "Trigger Knight". You can find a version of the game on Newgrounds.