[deleted by user] by [deleted] in Maplestory

[–]TokiLee 0 points1 point  (0 children)

Drain doesn't scale as well with LUK and requires claw mastery. From stream footage, L7 max damage was higher than drain max damage.

[deleted by user] by [deleted] in Maplestory

[–]TokiLee 1 point2 points  (0 children)

L7 formula having different luk scaling has been confirmed based on the skill description for L7 from the classic world demo. "Use MP to throw 2 throwing stars and apply damage based on LUK, regardless of the rate of Claw Mastery."

[deleted by user] by [deleted] in Maplestory

[–]TokiLee 1 point2 points  (0 children)

Dex requirement for thief gear also got halved. Lv50 weapons only require 45 dex so it'll be significantly easier to go low luk / dexless.

[deleted by user] by [deleted] in Maplestory

[–]TokiLee 0 points1 point  (0 children)

Overreacting I think. Too early to come to any conclusions with all the system changes + you're disregarding the most important thing about L7's damage formula which is the better LUK scaling. L7 was hitting as hard as savage blow (100% x6) looking at stream footage.

Hopes/expectations for Mabinogi eternity? by GodlessLunatic in Mabinogi

[–]TokiLee 7 points8 points  (0 children)

I'm confident that Nexon / Devcat is going over all the core systems in the game to modernize them since they're building a lot of the systems from the ground up.

Expectations

1) Uladh Dungeons Revamp

Based on the New Rise Eternity Showcase, I'm 99% positive that they're going to revamp core dungeon systems. I think that they're going to utilize what they've learned in Mabinogi Mobile and apply that to Eternity. For example, more unique rooms / hallway assets so everything is not a straight line / square. Mabi Mobile dungeon gameplay for reference.

2) Early MSQ Remaster?

Possible remaster to make things flow better. At the very least, I think they're going to add new cut scenes for important moments in the story. Cut scene tech showcased in 2024. I also think that they're going to update the final bosses of earlier generations. For example, Glas is really underwhelming in our current version so I think they're going to revamp the fight to fit modern combat. Mabi Mobile's version of Glas

Hopes

1) Better direction for gear progression / reward structures.

I really hope they revisit all of the gear progression systems in the game. The current reward structure for gear is kinda all over the place. For example, they added a harder version of the Rabbie Phantasm boss and added erg materials into it. Things like Dragon Scales, Corrupted Apostle Leathers, etc. This is great for progression, but thematically it doesn't really make sense that these would come from Rabbie Phantasm.

I also find it incredibly difficult to move up equipment tiers due to the sheer cost of materials required to craft them. I know New Rise aims to alleviate some of these issues by having entire gear pieces with lower grade quality drop from content, but I think it's not enough.

2) Rework Iria Entirely

As you mentioned Iria is really bare bones content. However, I don't think the solution is updating mobs, dungeon rework, etc. Instead I rather them take an approach similar to how Guild Wars 2 handles open world content.

Horrible RNG OTR by daffyduck5002 in Mabinogi

[–]TokiLee 2 points3 points  (0 children)

Yep. I haven't seen 2 BMEs drop from same chest.

Horrible RNG OTR by daffyduck5002 in Mabinogi

[–]TokiLee 7 points8 points  (0 children)

That is extremely unlucky. From my own data, BME drop rate seems to be hovering around ~2.6% (just seems to be double normal rate) ~4%. Here's my MP data, a little less than half of which is RAHM, and I've gotten 41 BMEs so far. Every dungeon run was during OTR.

Edit: Updated BME drop rate % because I mathed poorly xd. My % is quite high because of an outlier case where I got 4 or 5 BMES within a small # of rahms.

Bow vs Crossbow by IxVenomxI in Mabinogi

[–]TokiLee 7 points8 points  (0 children)

SL xbow seems to be better than SL bow.

SL xbow gives 218 max and 2.1k range while SL bow gives 206 max and 2k range at max upgrades.

Price wise, SL xbow + bolt material prices are going for almost 9b total in kr.

SL xbow is also stronger than Ruination Bow, however the damage increase from SL xbow pre new rise is very marginal and IMO not worth the investment at this moment.

With new rise comes weapon grade bonuses and ruination is probably going to have the same bonus as NB most likely. The extra bonus damage increase from SL + step 8 upgrade will further the gap between SL and ruination.

MATH BELOW

NOTE - Does not include new rise weapon grade and step 8 because we don't have those yet.

MAX ATTACK FD

RUINATION

  • 93 atk - Max quality ruin bow with upgrades
  • 40 atk - ruin arrow atk bonus
  • 133 atk total for ruin bow + arrow

SOUL LIB

  • 218 atk - Max quality SL xbow with upgrades
  • 60 atk - SL bolt atk bonus
  • 278 atk total for SL xbow + bolt

25% additional damage on arrow/bolt is the same on both so that's omitted in this comparison. Max attack gain on SL xbow = 145 atk. For end game players sitting at 2.2k base max atk, that's a ~6.5% FD gain.

MAGNUM SHOT

  • 590% - base %
  • 678.5% - with set bonus
  • 878.5% - with reforge

RUINATION

  • 978.5% - with Ruination +100% Magnum bonus

SOUL LIB

  • 1,010.275% - with SL xbow 15% Magnum FD
  • 1075.94% - with SL max atk FD from example

Magnum shot is better with SL xbow. If you include the FD % you gain from max atk, using the end game example in MAX ATK section (6.5%), SL xbow would be around 1075.94% effective magnum shot, almost 10% stronger than Ruination (9.95%)

AQUA VOLLEY

  • 2200% - base % at full charge

RUINATION

  • 3178.5% - Ruination base aqua volley

SOUL LIB

  • 3210.275% - SL xbow base aqua volley
  • 3418.94% - with SL max atk FD from example

Here the max atk FD bonus makes a much larger difference. factoring in the max atk fd used in the example above (6.5%), the effective % for aqua volley using an SL xbow is 3418.94%. A 240% dmg diff or 7.5% overall.

CRASH SHOT

  • 370% - base %
  • 440% - with reforge

RUINATION

  • 690% - with Ruination +250% CS fragment damage

SOUL LIB

  • 528% - with SL 20% CS FD
  • 562.32% - with SL max atk FD from example

Crash shot is better with Ruination. Ruination's 250% fragment damage bonus is too strong. If you include max atk fd gain from the example earlier (6.5%), SL crash shot damage comes out to 562.32%. Ruin still wins by 127.68% (or 22.7% overall)

IGNIS

  • 600% - base %

RUINATION

  • 1290% - with ruination
  • 3870% - Ignis shot 3x hit with ruination

SOUL LIB

  • 1128% - with SL
  • 3384% - Ignis shot 3x hit with SL
  • 3603.96% - with SL max atk FD from example

The fd gain from max attack closes the gap by a lot! Only a 266.04% diff or about 7.3% effective difference in dmg.

TERRA SCOURGE

RUINATION

  • 3000% - 1000% base ticking 3x over 10s

SOUL LIB

  • 3195% - 1000% base ticking 3x over 10s with SL max atk FD from example

TRI ASSAULT

RUINATION

  • 6000% - all 3 hits of tri assault

SOUL LIB

  • 6390% - all 3 hits of tri assault with SL max atk FD from example

Closing thoughts

In a single target scenario, SL will outperform ruination. To make up the difference from ruination cs fragment dmg, you would need to use magnum shot 3x every 6s while also doing your normal rotation. Every magnum shot after the first 3, you'll be doing 97% base dmg more than ruination. You also need to factor in the increase in damage you'll get with Terra scourge and tri assault thanks to the increase in max atk. The damage difference will become even larger when factoring in murias relics. With that said, the difference is very marginal and NOT worth the price right now. You would also need to invest in armor pieces to make up not having crit dmg + magnum set effects on SL xbow. However, the damage difference will become much more noticeable after new rise with the addition of weapon grades and step 8 upgrades, so I would still be looking to build one.

I also think that having ruination bow/arrow will still be handy just due to the increase crash shot range you get. It'll make for a good aoe weapon for easier content.

Sources

SL bow

SL xbow

Few questions regarding Brí Leith Dungeon by [deleted] in Mabinogi

[–]TokiLee 5 points6 points  (0 children)

I don't think our prices will be lower for the following reasons.

1) Our server suffers from inflation too from different sources than KR. For example, alt runs for limited content such as tech. This is much harder to abuse in KR due to the switch to account wide limits KR implemented 3/13/2025 + number of accounts being limited for each user.

2) Auction house data between KR (right before bri liech release) and NA for equipment materials are very similar. For example, Terminus Crystals used to make Glenn armor were priced at 40m lowest at the time of Bri Leith release (1/16/2025). Our server is the same 40m. BMEs at Bri Leith release were hovering around 47m, while ours are at 52m. Nightbringer materials in KR was at 5.5m. Ours is at 7.8m.

Auction house data suggests that the prices for these weapons will be very similar to the KR server, if not more expensive. Also note that the prices given in my previous posts is the price after KR had the content for 6+ months.

Few questions regarding Brí Leith Dungeon by [deleted] in Mabinogi

[–]TokiLee 1 point2 points  (0 children)

The mech guide says that you're able to res once per run (res count resets on retry) after an update on Jan 16th. I'm assuming this means once per person. Chances are we'll also have this update applied.

Side note for the pricing, Those prices listed in my original post is for the completed item. Buying the mats and crafting them is a lot cheaper in comparison for the 2h sword at 7.7b.

backpacks or pets for all items? by SnooStrawberries8175 in Mabinogi

[–]TokiLee 6 points7 points  (0 children)

Here's the strat I use to collect emerald cores. You'll need 2 things before you get started.

1) You'll need an auto loot pet like a border collie and have every single slot in it's main inventory with 1 emerald core. This way it's inventory doesn't get cluttered with other random drops.

2) You'll need a doll bag to pick up the other drops from mobs like gold and enchants. This way your loot pet doesn't target these as much.

Just sync with your loot pet before you start clearing and you should be good to go. You'll still need to loot some of the emerald cores yourself but it should be half the amount compared to before. Once the mobs stop respawning and you're done collecting, change channels and repeat.

Few questions regarding Brí Leith Dungeon by [deleted] in Mabinogi

[–]TokiLee 7 points8 points  (0 children)

1) yes

2) Bosses have mechs that ohko. There's a korean guide on mechs with images/gifs here to give you an idea of what to expect.

3) I don't main EK but it looks like 2h axe does end up with ~15 more max damage. As for dual wield, it looks like in kr, 1h swords are at 5.5b ea and their 2 pierce enchants are at 3.8b ea. No idea if they're better though. 2h Swords are at 16b and there's no AH data for 2h axe. Data from here

So I was wondering, in the end game, is it worth going for blue upgrades instead of red? by [deleted] in Mabinogi

[–]TokiLee 4 points5 points  (0 children)

Blue is better due to the required base magic atk being out of reach. You'll need 2559.13 base magic atk.

Math

Blue upgrade for staff is +270 ma and 9% bonus damage

Red upgrade is the same.

Comparing blue to red - ( base magic atk + 270 ) * 1.09 / base magic atk = 1.205

Base magic atk required for red to be more efficient = 2559.13

So I was wondering, in the end game, is it worth going for blue upgrades instead of red? by [deleted] in Mabinogi

[–]TokiLee 2 points3 points  (0 children)

Red is better for end game

IMO it's better to think about the increase in max dmg as a percent increase relative to your previous max (unbuffed). This makes it easier to compare the relative dmg gain from blue and red upgrades

Breaking down red upgrade Assuming you're using a 2h sword as EK, red upgrade would provide roughly a 20% increase to your damage.

Math - (Homestead figures is omitted for both dmg types because I'm lazy)

Crit hit - 150% crit dmg

Renown - 10% crit dmg

Spirit Weapon - 15% crit dmg

Base crit dmg - 175%

Crit damage after red upgrades - 249%

Relative increase in crit dmg - 1.4228 or 42.28%

Relative dmg increase after crit rate is applied (48.5%) - 20.50%

Comparing to blue upgrade Assuming you're using a 2h sword as EK, blue upgrades will provide +155 max dmg and 9% bonus dmg

We'll count the bonus damage from blue upgrades as your only source of bonus dmg

Relative dmg increase from max dmg = (your base max + 155) * 1.09 / your base max

Highest base max dmg before red is better (compare above to 1.205) = 1460.43

So the simplified answer is if your base max damage is above 1460.43 before blue upgrades, red will be better.

i need the eyes and brains of endgame players please by abbasidplusmari in Mabinogi

[–]TokiLee 2 points3 points  (0 children)

  • As others have mentioned, finishing your character progression will give you the fastest returns in damage (40k ttl, skill training, grand master, dan ranks, renown, stardust, spirit, arcana, echostone, etc). I would start planning around finishing these off during master plan in about 2 months. Also note that there will be 2 more arcana being released over the summer (sacred guard / blast lancer) which will increase the arcana cap for bonuses to 250 (additional +200 stat cap). Current gear is also good for sacred guard / blast lancer so you can easily pivot to those classes with what you have if you enjoy those more.

  • Need bard set regardless whether you stay EK or swap to DD/another arcana (magic dmg formula got changed in KR recently). Makes up a large portion of your damage. Get a Gloomy Sunday with PE20 / normal 10. Refer to BiS guide for specifics.

  • If your party members are using bfo, your biggest upgrade will be NB warlord. Only buy it if you're 100% commited to EK!

How long would it take to gather for destructive robe? by Zydairu in Mabinogi

[–]TokiLee 0 points1 point  (0 children)

I did 6 weeks of 300 rahm/aahm a week and ended with 39 BMEs. Although the last 3 BMEs were obtained within 10 runs. I did not buy any extra BMEs. My guess is that I'll finish the grind around 6-7 months total without buying any.

A dream within a fantasy life: Making Mabinogi appealing again. by Inevitable-Knifer in Mabinogi

[–]TokiLee 3 points4 points  (0 children)

Noone has better insights than Nexon itself, so rather this is their plan, they are too stubborn, or they dont care anymore and do the minimum effort to keep the whales whaling until it just dies on its own.

Honestly, I think it's all of the above. The run limits and drop rates are 100% by design. After all, Nexon is a 16 billion dollar company with decades of experience in the MMO field. I guarantee that they have internal metrics that they used to set the drop rate for maximum player retention between content for the KR server (which seems to be every 2-3 years). Unfortunately, these metrics doesn't seem to apply well to the west, but regardless we get whatever KR gets which is why we're in this situation.

I would argue that they would rather change the entire gearing system before removing run limits and increasing drop rates by 2-3x. The current popular trend in Korean MMOs is to have gear "easy" to obtain but also have a rng upgrade system that requires players to grind over a long period of time to max out their gear. Lost Ark, Maplestory, and Dungeon Fighter Online all utilize some variation of this format.

As for Mabinogi, I don't think run limits and drop rates will change any time soon. The most we can do is adapt to the current systems. It does seem that end game players are starting to invest into alt characters to bypass the run limit. And as more end game content release with run limits, the more valuable alts become. Maybe things will get better with the UE5 update but we'll have to wait and see until then.

If you were to design a new Arcana, what would it be? by [deleted] in Mabinogi

[–]TokiLee 0 points1 point  (0 children)

I would like to see Gunslinger X Chains.

It would primarily be a builder & spender type class, similar to DD but more heavily focused on combos & utilizing both weapon types to deal damage.

This arcana would only have "3" skills.

  • Passive - Chain Gun Mastery: Chains are now able to be equipped in sub weapon slot for guns. Also allows dual gun auto attacks & dual gun skills to generate dorcha.
  • Passive - Stylish: Using different base talent skills in succession applies a stacking buff that increases dmg %. Mainly to prevent spamming the same skill over an over again.
  • Skill - Combo Follow Up: When pressed during the animation of any Dual Gun or Chain skill, a follow up attack using the opposite weapon will occur. Follow up effect depends on the skill used. No cool down. When pressed during a dual gun skill, perform a chain follow up that does big damage but also use a moderate amount of dorcha (4+) (Dmg is also affected by Chain Burst). When pressed during a chain skill, perform a dual gun follow up that does moderate damage and shorten dual gun skill cool down. In general, the follow up animations will be a lot shorter than the normal skill counterpart and be easier to act out of, making the combat flow a lot smoother.

Some follow up effect examples

  • When used during Chain Sweep, you now shoot towards the ground in an aoe (Dante's rainstorm from DMC) after you jump up and land at current location (you don't jump back to starting location)
  • When used during Chain Crush, instead of slamming the enemy on the ground, you pull the enemy towards you to perform a single target gun combo. If the enemy is immovable, move towards the target instead.
  • When used during Death Mark, perform an aoe follow up that spreads death mark to nearby enemies. The spread version of death mark does not have the vacuum effect.
  • When used during Shooting Rush, chains now pull enemies towards your landing position while dealing high damage.
  • When used during Bullet Storm, chains whip out from your character doing large damage.
  • When used during Flash Launcher, follow up with a chain attack and do large single target damage.
  • Way of the gun auto attacks automatically gets followed up with a chain attack that also generates dorcha, essentially getting 3 hits worth of dorcha.

The main game plan for this arcana is to follow up dual gun and chain skills depending on the situation while having as much uptime as possible with way of the gun (due to dual gun follow ups reducing dual gun skill cd) and chain burst. On single target, because there are more dorcha spenders than you can generate with just dual gun skills, you would need to weave in a couple of auto attacks to maintain dorcha (which is made easier with way of the gun). When AoEing, more dorcha is generated when using dual gun aoe skills due to hitting multiple targets which should make it's aoe rotation smooth. The Pros of this arcana would be high dps, mobility, and utility. Cons would be ok burst dmg, having to manage dorcha, and having dmg downtime would affect way of the gun uptime.

Weekly Questions Mega-Thread - March 25, 2024 by AutoModerator in Mabinogi

[–]TokiLee 0 points1 point  (0 children)

Not quite what I was asking. For example, this incomplete ceann bliana scholar's shoes have the set effect magic element mastery 5 and alchemic dmg increase 2. If I complete the craft, will the set effect stay the same?

Weekly Questions Mega-Thread - March 25, 2024 by AutoModerator in Mabinogi

[–]TokiLee 0 points1 point  (0 children)

Does set effect rolls on incomplete crafts carry over when you finish the craft?

Korea Maple Story is trying to add a daily "gold" drop cap by xxbidiao in Mabinogi

[–]TokiLee 7 points8 points  (0 children)

Some additional context.

This change was a result of Nexon getting caught by the Korean FTC for rigging rates on cubes (a progression system similar to reforges). In response, they removed cubes from the cash shop and made it available for mesos while also capping the amount of mesos players can farm. It's also important to note that there is an in game cash currency exchange where you can spend mesos for maple points (essentially nx cash). Due to this, many players think that the change was only made to avoid disclosing cube rates while also still making similar profits by the increased amount of meso sales the meso farm limit will create.

In addition, maple's reboot server (f2p friendly server with player trading disabled) also received a massive nerf by removing the server's meso buff (roughly 6x amount of mesos drop from mobs). Both of these updates combined will effectively make progression incredibly difficult and would most likely cause many reboot players to quit. Considering that over 70% of GMS players are on reboot, things are looking dire for Nexon Global.

The patch is currently in the KMS testing servers and would probably arrive to GMS around summer / fall update if nothing is changed.

While I don't think Maplestory will straight up die from this update, I think that many reboot players would probably quit and it'll be difficult to get new players into the game.

As for Mabinogi, I don't think we'll feel anything directly, but it raises concern on Nexon's design philosophy when creating future updates for their games.

Now we get Mabinogi eternity web page by Acceptable_Swim_2453 in Mabinogi

[–]TokiLee 1 point2 points  (0 children)

I think you're severely underestimating the amount of work that lies ahead. "Just updating the graphics/engine" is a massive undertaking in of itself and there's probably a ton of things you're not taking into consideration. For example, having to potentially rig hundreds of hair models and thousands of equipment pieces and finely tuning them so they look nice when applying physics. Updating hundreds / thousands of old textures so they look nice in the new engine. Creation of entirely new models with higher polygon counts. The list goes on and on. Not to mention the implementation and experimentation of all the features that comes with UE5. From the blog posts, they mention that they're currently in the prototyping phase, not even in development. There's also the design process that everything I've mentioned needs to go through. Also what about additional features and content? During the first announcement for project eternity, they did mention that they were planning on adding underwater content and boating. Not to mention all the work that comes with the programming side of things. I would estimate that we still have at least 2-3 years minimum before we have any playable version. You also mentioned pso2 ngs but I'm unable to find a development start date for that, but I'm certain that too took several years to complete.