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Talk:Icebolt

From Mabinogi World Wiki

Nice boat? This isn't Mabinogi Days! Hahaha--Reverie 11:06, 24 January 2008 (PST)

Can we please keep the Master title in the same format as the other spells? --Chizuru 14:56, 29 May 2008 (PDT)

Icebolt Page is currently being used to test format and currently revamping. Please refrain from rollback.

Change Mabinogi World forums for more information.--Khenta 15:13, 29 May 2008 (PDT)

Moving Future Content Tag

Hey Khenta, I moved the future content tag down to the ranks not implemented. Do you think that's better? --- Angevon 09:15, 16 June 2008 (PDT)

Casting time...?

"While the casting time is long, an Ice Bolt that has been prepared can be instantly fired at the enemy." --HOW'S that? Icebolt has the shortest casting time of all the bolt spells. --Axzem 16:09, 10 July 2008 (PDT)

Technically speaking, Lightning bolt is slightly faster since the cast time is the same but the bolt hits that target slightly faster *though they could both be the same and my judgment of timing might be off*. --Suupi 22:42, 3 March 2009
I am currently under the impression that they both have the same speed, but lightning bolt causes the ENEMY to lag more than icebolt. Since only my pets have lightning bolt right now, I'm not sure, though. --Doomsday 23:37, 3 March 2009 (UTC)
That might be the case, LB has a longer stun than IB. Someone go test this ASAP XD
That reminds me. For the record, all three spells lock the target instantly when cast. In the case of Ice Bolt and Lightning Bolt, they hit the enemy and potentially knock them back instantly as well. In the case of Fire Bolt, there is a delay of a second or two, but then the enemy is knocked down as if they were hit from the location it was at when Fire Bolt was cast. During the delay between firing a Fire Bolt and hitting with it, the enemy cannot do anything (except for ones with advanced heavy stander), and will always get hit. This is the case even if another enemy interrupts the spell during the delay. Smash also has the property (unsummon a pet the instant it starts to smash the monster). The second hit of a dual wield weapon also follows this rule, unless the monster is killed by the first hit, or uses a skill to stop the first hit (HS, Defense, Counter). --Doomsday 22:20, 26 March 2009 (UTC)

Add dmg/int ?

Does Icebolt gain a damage increase for higher int? If so could someone please add how much additional damage/per x amount int.


all offensive spells gain damage for int, for an explanation of how to determine how much of a boost u get, see the Status page in the game system category.Sozen Cratos Focker 11:08, 27 December 2008 (UTC)

The Law of Decreased Mana

i added a litle bit about how much mana consumption is afected by having charges already, butt left the "acording to the icebols spell book" part cause im not entirely sure its exactly 10%, it seems to be about right but the game doesnt show the decimals on the mp amount so i cant be positive.Sozen Cratos Focker 19:35, 27 December 2008 (UTC)


Elves AP Cost

My new Elf character has different AP costs. All other aspects of the spell appear to be identical, but the AP cost for my Elf has been 3 AP per rank through Rank A, 8 AP per rank for Ranks 9-7. Elessa 07:18, 14 March 2009 (UTC)

I'm ranking ice bolt soon and I'll see if this is the same for me...are you sure you are looking at the right one? and do you have a higher rank yet? If so for both of those, then I think it's on spot...Another thing about the AP cost for elves...It's annoying that it costs 30 more for rank one in total, it should be this way for giants, not elves.

removed:

  • Icebolt has different effects based on how many the monster has experienced before. There is a slight memory of the prior count, that fades roughly within the charge time of a rank 9 Icebolt, roughly 1.5 seconds.
    • 1 bolt has a slight stun, comparable to a 3 hit weapon.
    • 2 bolts have a longer stun, comparable to a 2 hit weapon
    • 3 bolts will knockback the monster, unless it has Mana Reflector
    • 4 bolts will push up the down'ed monster.
    • 5 bolts will have the monster running back to you due to the bolt causing the monster to "phase" out of the Knockdown animation.

this is an explanation of how stun works, and how hitting a monster at the wrong time cancels it. this does not belong on an individual skill page. I saved it here because i might use it if i make a page about stun, nockback, nockdown, and pain(i believe several in game books refer to this "memory" effect as "pain")

also, this information is not entirely correct. the memory/pain does not completely disappear in 1.5 seconds. In that time, it is usually reduced to the point where it's mostly insignificant, but it lasts much longer and keeps building up, thats part of why ice revolver done perfectly will nock down a monster with lvl1 mana refractor. --Sozen Cratos Focker 04:15, 20 April 2009 (UTC)

{{TOCright}}

Ooo, I love how this looks. Can we implement this for every page? -- Ladywinter 00:17, 3 June 2009 (UTC)

me to, but aparently somebbody doesnt. someone put it on every skill page and now some1s changing it back--Sozen Cratos Focker 00:36, 3 June 2009 (UTC)
o.o ouch. Well I mean on more than just skill pages, like every page. (that has a table of contents) -- Ladywinter 11:54, 3 June 2009 (UTC)http://wiki.mabinogiworld.com/skins/common/images/button_sig.png
Please, no. Why not? Most of our pictures are already located on the top-right. Not only that, people are used to the TOC being on the left. Big changes like that should be avoided at all costs. BUT I don't really care what you want to do with it for the skill pages. ---Angevon 17:02, 3 June 2009 (UTC)
well, it may be a bit annoying to get used to the TOC being in a different place, but just leaving them the way they are creates a big chunk of empty space to the right of it at the top of the article, especially on a widescreen monitor. could we somehow have the article wrap around the TOC when it's on the left? but that would look strange to...--Sozen Cratos Focker 19:17, 3 June 2009 (UTC)

Ice Mana Consumption

how exactly are you measuring the exact mana consumption to the nearest tenth of a point, while you're recovering more than 1 point per second anyway?--Sozen Cratos Focker 02:51, 24 June 2009 (UTC)

You recover 3 points per minute during the day. Keeping this in mind, I started my stopwatch once the mana changed (i.e. went from 48 to 49). From this point, I casted Ice 10 times (cancelling the charge after it is cast to avoid the reduced consumption). Once that was done, I stopped the stopwatch as soon as the mana went up again. This gives five numbers: Starting mana S, ending mana E, number of icebolts cast N, mana recovery rate R, and time the mana recovered T. Using the formula (E - S + R * T) / N will give how much mana was taken per icebolt. The accuracy on that is +/- no more than a second, based on how close I was on the stopwatch and based on any possible lag (if lag could do even that).
One second, from 3 points per minute, gives an accuracy of 0.005, since 10 icebolts were cast. If there's any error in the above method, feel free to say something. As far as I can tell, the above formula is solid. In fact, with more icebolts it could be even more accurate. --Doomsday 13:26, 24 June 2009 (UTC)
O_O WOW!! I wasn't expecting to read that someone actually tested this with a well designed experiment, I just found a bit of faith in humanity!
Anyway, the reason I doubted this at first was because the game client's files(skillleveldetail.xml and skillleveldetailelf.xml) say what the chart used to say(exactly 3 mp for ranks 5-2).
If what you calculated is right, then mana consumption must be handled differently server side than it is client side. The server probably corrects the client's values for mana some time later, and if that's the case, then it probably takes a lot more than 10 charges and over a longer period of time to get accurate results as specific as what you were looking for, since we don't know exactly when or how often it makes those corrections. --Sozen Cratos Focker 20:51, 24 June 2009 (UTC)
Actually, there's something that I didn't account for when doing this. I mean, based on the way it worked, it was very consistent. I doubt any sort of server lag was occuring there. What I do think may be the case is that it's not always going to be a specific number. In the history, I recorded to the hundredth, and it should be noted that there was a small drop (0.04 I believe) from rank 4 to rank 3. This was not a rounding error. Even if there was a delay of a second, that would only be 0.005. What may be the case is that having a higher INT decreases the mana cost, at the max all the way to 3. This needs testing, though, and maybe later tonight I'll have a conclusion on that. --Doomsday 01:16, 25 June 2009 (UTC)
You first must be able to 100% disprove what the client files say and validate your statistics with this. Go head if that's practical for you.
Oh and before that, please do a controlled test on your time (Ex. Time smash and validate your statistics). Please consider your ping to nexon servers, in-game fps, and your reaction time (and the time for sound to reach you from your computer at your room temperature). They all add to your time.--Hengsheng120 01:40, 25 June 2009 (UTC)
I can't seem to locate "skillleveldetail.xml". Where is it? --Doomsday 02:08, 25 June 2009 (UTC)
It's in a .PACK file in the "package" folder. The file is called data/db/skill/skill_leveldetail.xml.--Hengsheng120 02:13, 25 June 2009 (UTC)
How do you open said .PACK file? --Doomsday 02:14, 25 June 2009 (UTC)
Use mabiunpack or mabipackagetool. (Be warned this contains spoilers and will spoil your mabi exprience)--Hengsheng120 02:17, 25 June 2009 (UTC)
I see.... I'll look into it and see what's up. --Doomsday 02:24, 25 June 2009 (UTC)
There was a major error in this calculation. It appears that the 3 base mana per charge is correct. I put too much faith in Mabinogi's programmers. Apparently any amount of computer lag (possibly network lag as well) will cause more mana to be lost. I was able to lose about 7 mana by opening the message log while charging. This mana didn't come back after 5 minutes time, after which I gave up on it. So 3 mana is spent, however more will be spent based on lag. This should be mentioned somewhere to avoid confusion. --Doomsday 03:21, 25 June 2009 (UTC)
well, i said earlier that if the client's values for current mana are wrong, we don't actually know exactly WHEN the server corrects it, or even weather or not it does. then fact that the 3 mp didn't come back in 5 minutes doesn't definitely prove that it was actually --Sozen Cratos Focker 05:53, 28 June 2009 (UTC)
If it doesn't correct it in 5 minutes, it may as well not correct it at all. --Doomsday 19:16, 4 July 2009 (UTC)
I've tested it with lighting bolt rank B (3 mana usage) and you can make it use a lot more by just unplugging the and replugging the ethernet cable for a few seconds.--Hengsheng120 10:15, 28 June 2009 (UTC)
if you do that enough to waste an extra like 20 MP, and then relog, is your mp the about the same as it was before logging out, or about 20 higher?--Sozen Cratos Focker 05:41, 5 July 2009 (UTC)

Links to strategies non-existent

Been fixing these all day but now those are a different matter and I'm not sure on how to do it. Just need to replace all the old tactics links to something that works like the solo and team magic-based tactics section or something maybe? --Melodious 19:35, 13 July 2009 (UTC)

Advancement arena

We need instructions for the advancement arena trials down the bottom, much like the Smash page. Ihazzai 01:22, 2 August 2009 (UTC)

Icebolt Dan levels

Do the Dan levels like Dan 1, Dan 2 or Dan 3 do anything for us? or are they just a big waste of AP.

same thing as any other skill's dan ranks: bragging rights, title modifications that prove those bragging rights, clothes that prove those bragging rights, repair discounts, and special part-time jobs --Sozen Cratos Focker 03:56, 23 September 2009 (UTC)

on the special part-time jobs where and what are they? also can the speacal clothes for the dan levels be enchanted?

What they are will be added when we find that out, be patient. As for the enchanting, I don't see why not, but I can't give a definite answer because I haven't tried. please remember to indent and sign.--Sozen Cratos Focker 20:11, 24 September 2009 (UTC)

Thoughts

How does decreased mana consumption upgrades work with the decreased mana cost of more than 1 charge of icebolt?

ie. at rank 6 it's 2 mp, would that mean the last charge is 1.6 mp and THEN it's -18%? Or is each charge not only -10% because it's icebolt and on top of that it's -18%? And is it additive, ie. -28%, or is it culmulitive, ie -18% of 90% = -26.2% of 100%?

or is it 2 mp - 18% = 1.64 mp, and then the next charge is 1.64mp -10% = 1.476 mp?

It's something that popped into my head one day, 'cause perhaps you'd get: 5th Charge Icebolt + Upgraded Ice Wand with no Chaincast + High Rank Meditation (Eweca needed?) = No MP Pots?

I mean, it's not especially high damage, but it's better than spamming Ciar Beginner when you're low on pots which is what some guildies did. - Ladywinter 01:04, 29 September 2009 (UTC)

that's gonna be hard to find out. You'd need to actually get a wand like that to test it, and manna reduction isn't something allot of ppl are looking for in an ice wand...--Sozen Cratos Focker 04:28, 29 September 2009 (UTC)
>.> I'm gonna have to make one and test it out then...this is kinda tempting to find out 'cause it might be the answer to defraying mp costs for mages, instead of resorting to making your own potions or merchanting to get funds for mp pots. -- Ladywinter 10:32, 30 September 2009 (UTC)
Keep in mind that the "10%" line i added to the page is based on an ingame book, not something that was really tested or found in the game's files. But if that book is correct, then every charge decreases mp use by 10% of the first charge like i said on the page(maybe i should bold it on the page to?). Icebolt Spell: Origin and Training#The Law of Decreased Mana says that if one charge took 10 mana, the next would take 9, then 8, then 7 and so on, so if one charge took 10, mp use would go down by one for each charge, which would be 10% of the first charge. Then again, they stopped at the 4th charge and if it were decreased by 10% of the previous charge (10, 9, 8.1, 7.29 for those 4 charges) and rounded to the nearest counting number, it would still be 10 9 8 7 for those first 4 (the fifth would be 6 mp going by 10% of the first charge, and 7 (6.561 rounded to the nearest counting number) if going by 10% of the previous charge.).--Sozen Cratos Focker 01:16, 10 May 2010 (UTC)

Rebalanced Magic Damage in Future Patches

After reading some of the update notes of future patches that have been released in overseas servers, I noted that the "magic skill damage was rebalanced". Any info on what kind of increases this rebalancing will bring to the damage of Icebolt (And it WILL be an increase- WC is just way better than Icebolt if there is no increase Dx). IHarryl 12:29, 9 May 2010 (UTC)

From everything that I have noticed, the re-balance is already implemented. With 500 int I'm doing 130 with Icebolt.--Saix7 06:32, 10 May 2010 (UTC)
Hooray for wasted AP on magic skills, then. Thanks, Nexon! =.= IHarryl 06:43, 10 May 2010 (UTC)

Contents

Thread titleRepliesLast modified
Summary011:25, 11 May 2013

Can someone redo it? It's not in-tune with Firebolt and Lightning Bolt.

Infodude575 (talk)11:25, 11 May 2013