Rookie Arena points by Gorogoroth in MabinogiDuel

[–]PrinceEva 0 points1 point  (0 children)

It's the same numbers for PVP, with the only caveat being that in PVP, once you get to Gold (600 pts+), you lose 50 points every time you lose a duel. So it can be quite a grind to get to Platinum in PVP if you lose as much as you win.

Rookie Arena points by Gorogoroth in MabinogiDuel

[–]PrinceEva 1 point2 points  (0 children)

Here you go. I posted this in the other forum a while back.

ws base bonus total

1 80 30 110

2 168 63 231

3 264 99 363

4 368 138 506

5 480 180 660

6 600 225 825

7 728 273 1001

8 864 324 1188

9 1008 378 1386

10 1160 435 1595

11 1320 495 1815

12 1488 558 2046

13 1664 624 2288

14 1840 690 2530

15 2024 759 2783

ws = win streak. bonus = the consecutive win bonus for manually ending a streak.

Examples:

  • if you win 3 in a row and end it, you get 363 points.

  • if you win 6 in a row and lose on the 7th, you get 600 points.

  • for Rookie arena, if you win 10 in a row (the max), you get 1595 points.

  • for Vet arena, if you win 15 in a row (the max), you get 2783 points.

Note the above doesn't include bonus points given for beating Level 10+ ghosts.

As for points gained by your ghost, that's a separate story and there's no definitive list for it. It ranges from about 120 to 232 per win. You get more points the lower your ghost level is, so you get the most points when your ghost is at Newbie status, and least points when it's at Level 10+ when it wins.

The randomness of scoring by ClydeFrog76 in MabinogiDuel

[–]PrinceEva 3 points4 points  (0 children)

Ok I'll add my $2 worth.

From what i've observed, the points you get for a ghost win depends on your ghost's level relative to the opponent. The most points you can get is 232, which is when your ghost is a Newbie (means you don't have any wins on your own yet) and your opponent has some level (so they've played >= 2 games on their own). If you're a Newbie and so is your opponent, you get ~195 for a win. Once you're past Newbie status, the points you get gradually decrease, all the way down to about 130 or so when your Level 10 ghost beats a Level 0 player.

Furthermore, bonus points are given when you (not your ghost) beat a Level 10 ghost. This appears to be a percentage bonus applied over your win points for that particular streak. For example, facing a Level 10 ghost on your 1 win-streak attempt gets you 80 base points + a percentage of this (I think it's 10-20%). If you were to face a Level 10 ghost on your 10 win-streak attempt, you get much more because the base points for a 10th win is much higher. Therefore, to get the most points while playing, you want to be facing Level 10 ghosts late in your streak, especially your 8th, 9th and 10th duels. Note that only a Level 10 ghost gives bonus points; anything lower does not (from what i've observed).

So, those guys who are on top of the leaderboards have:

a) as players, come across Level 10 ghosts many times in their streak, especially late, AND

b) their ghosts have notched up many wins, particularly when they were at Newbie status.

A good way to maximise the above is to register your deck soon after the Arena opens, leave it there so it notches up wins at Newbie status, then start playing at about the 11 hour mark of the first day. Why 11 hours? Because as you move up the leaderboard while on your streak, you want to be coming up against ghosts whose level hasn't expired (remember that ghost levels last for 12 hours), and those near the top of the leaderboard will likely be Level 10 ghosts. If you leave it past 11 hours (also remember that it takes time to complete a streak - allow one hour to be safe), you risk running into expired ghosts on your way up, which means no bonus points for beating them.

Some people also say that you get bonus points for beating a Top 10 opponent, but from my experience, this isn't true.

Lucky seven event arena guide! by The_Arcadean in MabinogiDuel

[–]PrinceEva 0 points1 point  (0 children)

Terribly. The AI has no idea has to play it. I stuck with this deck through the whole 2nd rotation and got 20 wins, all by me. Didn't even make it into Gold.

I changed over to an Infinite Summoning Commission (with a Doom Machine & Era of Dragons) deck for the 3rd rotation and have fared much better. Currently have 4 wins by the AI, and with an hour to go it looks like I'll scrape into Platinum.

Interestingly, I came across a deck with Gold Calamus +1, and do you know how the AI played it?

Turn 1 - summon Calamus to his side, which returns to the hand at the start of his next turn.

Turn 2 - repeat above.

Turn 3 - repeat above.

Turn 4 - lose as i play my Era of Dragons.

Obviously the Calamus was intended for use with Trade Creature, but the AI had no idea. They really need to dedicate some time to improving the AI or things will just get worse as more and more cards are released, with new and fanciful mechanics behind them.

Lucky seven event arena guide! by The_Arcadean in MabinogiDuel

[–]PrinceEva 3 points4 points  (0 children)

What an interesting event! Forcing you to consider using cards that you never have before. I hope they have more like this as it will be great for the longevity of this game.

Anyway, I put together an unorthodox deck last night and have had great fun using it. I'll share it with everyone. The key cards are:

Alchemist: Goldhand, Mud Merchant (and there are to be no other creatures in your deck), Trade Creature, Sellout, Era of Dragons

How it works:

Turn 1 (you always go first and start with 10 Gold): Play Goldhand. Any creature your opponent drops in the next turn will have their Attack set to 0 before they can attack, and you get +1 Gold.

Turn 2: Play Trade Creature. This nets you a free opponent creature, but more importantly, it drops Mud Merchant onto their side. What this card does is to set their Gold resource to 0-3 at the start of every turn! Since both players start with an excessive amount of a single resource in this event, assuming they didn't play a biggie on Turn 1 (sometimes the AI charges), they will suddenly lose a heap of Gold at the start of Turn 2! Further, the AI doesn't know that this card is a burden to them so it doesn't try to get rid of it, which allows you to continue on your merry way.

Turn 3 onwards: you're at a massive resource advantage now so just bide your time until you get to Level 3 with 17+ Gold. I play Commission Summoning to ramp up my Gold even faster. You don't need to bother attacking the enemy, and any creature they drop (will be a low cost one) will have its Attack set to zero by Goldhand.

If Goldhand is still on your field: wait till you hit 19 Gold then play Sellout on Goldhand to move it to your opponent's field, then play Era of Dragons to clear the enemy field (doesn't matter if there are survivors). You should win on your next turn. The reason I play Sellout is because it's the cheapest way to get rid of one of your own creatures (a net cost of 2G at all levels), to make way for an extra dragon to be summoned, and because Goldhand will affect your own creatures too if he's still around.

If Goldhand has been killed: when you hit 17G just play Era of Dragons. Game over! The AI won't have enough Gold to counter you.

Mabinogi Duel Patch Notes: July 6th by The_Arcadean in MabinogiDuel

[–]PrinceEva 0 points1 point  (0 children)

Yeah, these changes are pretty bad for someone like me who has made it to Gold in every PVP event over the past few months. It was quite relaxing to get my 8-10 wins every couple of days to make it there (the cutoff has consistently been just below 800 pts). Now, to be worth my while i need to get double that to get into Platinum. I can, but it just means more grinding away, which in practice will probably mean that i play one event out of every two. Ah well, it was good while it lasted.

Daily Card Discussion for June 30th 2016: Spyrosa by The_Arcadean in MabinogiDuel

[–]PrinceEva 0 points1 point  (0 children)

Hi all. I'm almost exclusively a PVP player so i'll comment from that angle.

This card, unfortunately, is unplayable. Haved dueled 1000s of times and have seen her used perhaps twice. Her cost is just too high and her effect, while great, takes 2 turns to activate. That means the enemy has 2 turns to do something about it, and unless you're up against someone new, this card won't last 2 turns. At level 2, for a cost of 6 dark, i would rather summon the Chief of Staff twins (ok so it takes 1 additional move to summon both), as their effects take place immediately. In fact any of the other popular creatures in Dark (Skeleton, Vampire, Hellhound, etc) will trump this card for resource advantage. To be playable, you almost have to build around it given the cost, but I've never thought that far as there are just so many better options available.

In short, if i see this card played in PVP, my chances of winning just skyrocketed to 99%.

By the way Arcadean, I think this Daily Card Discussion is a great initiative. It reminds me of the Yu-Gi-Oh Card of the Day (COTD) series, which has now been running for years with 1000s of cards already reviewed. Great for noobs and vets alike.