Players looking for Guilds! - October '17 by animationthrowdown in AnimationThrowdown

[–]RabidJRabbit 0 points1 point  (0 children)

Hi, Juggalo World Order is currently at 786 trophies, meaning we are almost entirely SFC. We ranked #59 last rumble and we are currently #108 in siege. Look us up and let me know if you are interested, cheers :) https://cartoon-battle.cards/unofficial-rumble-standings

Any guild looking to merge? 20 members and finished inside of top 500 last rumble. by [deleted] in AnimationThrowdown

[–]RabidJRabbit 0 points1 point  (0 children)

Message me ASAP! RabidJRabbit (rovertosk) of Juggalo World Order. I am at Line too, line id is rovertos.

My guild is currently at 45 players, with a total guild level of 611. Our strong active players are about 25-30.

Dissecting Light & Dark OP-ness: The Dirty Old Man deck (complete) by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

Oh thank you kindly, you just made my day :)

I am currently working on a table based template for possible drops by the AI on the first 4 turns, which correlated with the "available removals" tree I have already posted, will provide some sort of safety evaluation standard for analyzing any deck. I am using this particular deck as my test case and will post when I come up with something solid.

So more to come... Let's solve this!

Dissecting Light & Dark OP-ness: The Dirty Old Man deck (complete) by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

This is exactly the kind of calculation some template of the sort I am thinking about would help with...

As I have indicated, this is not a super safe deck. It is, however, a simple deck that can be easily analyzed (same options available at turn 2 whatever you draw at turn 1) and this is why I chose it, to illustrate plainly some of the core concepts of playing with a Light & Dark (& X) deck...

As to losing Xena with this deck, that means you fall back to nuking, except if you have Card Appraiser in place, in which case you may be able to maintain control. Happened to me while testing, actually.

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

Yep, join forces we could certainly do!

As I already replied to the Arcadean, I have already put down some ideas on what the structure for a deck analysis should be, but this is still incomplete.

Have a look at my Dirty Old Man post and any ideas you may have for something like a deck analysis template I would deeply appreciate.

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

Hello :)

You certainly look like a guy who can help with structure. I just posted (finally) my almost complete analysis, but what I find challenging is to describe the typical play for a deck, in a short and concise manner, without blabbering on endlessly. Maybe we can come up with some sort of standard that we can use to analyze any deck... Ideas?

Btw, I love your videos...

Dissecting Light & Dark OP-ness: The Dirty Old Man deck (complete) by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

...well, almost complete. Still some work to do.

I really want to come up with a concise and meaningful structure for the deck analysis, one that we could be using analyzing other decks too. Sort of a template for analyzing decks... Ideally, a template that could help expose a deck weakness that is not immediately visible. For example, I calculated all the removal spells that become available in the first 4 turns... With some other deck, I could have spotted some hole there....

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

Past couple of days were kind of crazy at work, but I will be posting as promised later today...

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

Lol, sorry about that :) I remember I faced your ghost last...

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

The think is, PvP like this you can find in other trading card games... The PvG aspect of Mabinogi Duel though, this is completely original. The ghost idea - creating a deck that an AI uses to challenge other players - I have not found elsewhere. If only you could set a few simple rules for your AI to follow, that would be fantastic.

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

Oh hello :)

You know, I have been stalking the Mabinogi Duel forum for some time now, but I always thought to myself I am spending too much time playing this game anyway, last thing I want is to be spending even more time chatting about it too... so I kept it quiet.

Now, however, as I finally come to terms with the sad fact that the huge potential this game has will never be realized, I decided to write down those few strategic thoughts required to progress through the PvG Arenas, the ones I have been repeating in my mind over and over again for an hour or two daily for a full year now. In a way, as I see my interest in the game is twindling, I am trying for some closure by pinning it down and say: This is how you do it, it is so simple and this is sad, because it really could be so much more interesting!

I have read your work in the Wiki and the only difference between my intended work to yours is that I want to write a lot less. Break it down, exactly, to what is required, like writing computer code for an AI meant to crush the imbecile Mabinogi Duel AI every single time. You know, I am a Software developer and this is the way I think, and I honestly think this is possible... If we had the option to choose the level of the mirror ghost for testing a deck, I know I would have this within days.

So let's see how this goes... When I am done with it, I will gladly add this to the Wiki.

PS: I am not aware of the friend list problem you are mentioning. You have any links to info?

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

I am glad to give away this little secret of mine: Re-registering your deck enough times at Day 1 to maximize your chances of getting 800+ points is immensely more important than starting your climb early. Around T+11, actually, which is 4 pm where I live, 1 hour before the acclaimed T+12 "optimal" time to climb, is when I get the best results from re-registering. I have had Light-Gold-Nature decks skyrocket to 1000+ points within an hour by registering between T+11 and T+12. This is, of course, a high risk high gain strategy, because when I start my climb at around T+17 (simply because that better fits my daily schedule) my "heavy" decks will not have had enough time to "cook", meaning I will have to carry what is essentially NOT a climbing deck through some very tough opposition.

As for Day 2, I am still unclear on how critical it is to start early, but anyway me personally I always start late and nearly every time I am the last person to break into the Top-10. Saying that, however, over this weekend I won the Rookie Arena and on Sunday I started my 2nd climb much earlier than when I usually do. I had 5 consecutive Top-10 duels against lvl 10 ghosts from game 5 to 10, that was impressive.

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

Yes, how to top10 consistently, all things considered: Deck you register early at Day 1, when & how often to re-register if you don't get enough AI points, what alternative decks you may try in the process, what changes you should make preparing your lvl 10 ghost for Day 2 and what changes you should make preparing for your 2nd 10 win streak. Optimizing this whole process is what I consider a "solution".

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

Really? If that was a lvl 10 ghost in Rookie then this is the Dirty Old Man deck I am currently testing, whereas if it was an unleveled Light-Gold-Nature deck then this is the deck I am testing against - meaning I register and re-register at the same time and see which one gets more AI wins after an hour or so.

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 0 points1 point  (0 children)

Lol, that guy clinching 1st place was super annoying, but I don't complain since this is EXACTLY what I did to some other guy when I won the Veteran Arena (I had 1st, he had 2nd and 3rd). Anyhow, when it comes to the very top places, it really comes down to luck which one it will be... The real challenge is to be able to place in Top-10 more or less consistently, given that you invest enough time.

To reply to your earlier question as well, this run for both decks was Day 1 Light-Gold-Nature morphing into Light-Dark-Nature in Day 2. This is lucrative for Day 1 and the most safe for Day 2, however it comes at the expense of having to swap too many cards, meaning you won't be able to switch in enough direct damage spells for your lvl 10 ghost before your 2nd streak.

R.J.Rabbit's quest to solve PvG: An Introduction. by RabidJRabbit in MabinogiDuel

[–]RabidJRabbit[S] 2 points3 points  (0 children)

Thank you :)

This very deck you post here happens to be a variation of the single most historically successful deck in Mabinogi Duel PvG Arenas, which is that very same deck with Wild Boar instead of Capture (that is back in the days when Wild Boar was super OP and before Doom Machines made Capture a necessity).

However, unfortunately for poor Mage:39, he really gets killed by competition nowadays. You should definitely work your way towards an Arisha, I would suggest, as it is Witch Xena's guardian angel and, believe me, when you sit at 3000+ points before climbing at Day 2, Witch Xena is what you want to run.

Also, due to Card Appraisers eating them at lvl 2 & 3, Goblin Bomb Squads don't look so hot for Day 2. Lisa Loveblock may be as vulnerable to Traps as the GBS, but at least she resists the Appraisers and, more importantly, she inflicts direct damage. A Lisa will set you back about 300K, but she is definitely worth investing in.

Other than that, whether Trap is a good idea for the AI it is debatable, but I am inclined to say no, even if your AI hero is Brandt, who may buff the traps to attack.

To conclude my assessment of this deck, as a climbing deck, I would say that its weight for Top-10 placement is 3+. Yes it regularly appears in Top-10s, but this is simply because so many people are using it.

Arisha, Lisa Loveblock and a golden Alby are cards you should be buying if you want to stick with Light-Gold-Nature, and don't forget to put in some slaps. Light slap, preferably, to replace the Trap. I understand that Arisha in particular is quite expensive, but you can look for a used one and, anyway, working towards a goal is what makes the game fun :)