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Talk:Bandit (Family)

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Contents

Thread titleRepliesLast modified
Bandit EXP219:46, 3 September 2012
Split this page?2112:10, 28 July 2012
New Bandit Template022:26, 25 July 2012
Bandit Giants w/ Insta-Load Counter?317:41, 25 July 2012
Bandit Spawn Points221:35, 18 June 2012
Equipment013:19, 17 June 2012
Easier method for homestead passes?620:14, 2 June 2012
Stealing Duration011:10, 26 May 2012
Drops012:23, 23 May 2012
Outlaw Bounty relating to Spawn and Drop Rates011:25, 4 May 2012
Homestead Bandits and Outlaw Template1614:58, 12 April 2012
"Stinky" Berkkus122:13, 11 April 2012
Successful Theft1001:21, 30 March 2012
"Sometimes, the Bandits will aggro very slowly."221:10, 7 February 2012
Theorem that needs testing120:09, 7 February 2012
Bandit levels022:22, 16 November 2011
Ruthless Bandit?102:35, 14 November 2011
Master Bandits113:23, 8 November 2011
Link017:55, 6 November 2011
zzzz...223:20, 4 November 2011
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Bandit EXP

Datas from JP Wiki: http://mabinogi.wikiwiki.jp/index.php?%B8%F2%B0%D7%2F%CE%AC%C3%A5%C3%C4#bcb90be9

I'm not sure of the exact names used in NA for the titles so I'd leave the JP names here. It goes from the weakest (leftmost) to the strongest (rightmost).

Type 未熟な 見習い 2年目の 熟練した ベテラン 一流
Bandit Imp       240 580 1160 2030 4060 6960
Bandit Human      NA 560 1120 1960 3920 6720
Bandit Giant    NA 640 1280 2240 4480 7680
Bandit Goblin     NA 600 1200 2100 4200 7200
Bandit Goblin Archer NA 570 1140 1820 3640 6840
Bandit Boss Human    NA 3000 6000 10500 21000 36000
Bandit Boss Ogre     NA 3400 6800 11900 23800 40800

Apology if it comes out badly formatted...my wiki-fu is lacking ^^;

Luin00:40, 7 November 2011
Edited by 2 users.
Last edit: 19:40, 3 September 2012

Here's a table:

type Newbie Rookie Trained Hardened Veteran Master
Bandit Imp 240 580 1160 2030 4060 6960
Bandit Human NA 560 1120 1960 3920 6720
Bandit Giant NA 640 1280 2240 4480 7680
Bandit Goblin Warrior NA 600 1200 2100 4200 7200
Bandit Goblin Archer NA 570 1140 1820 3640 6840
Bandit Human Boss NA 3000 6000 10500 21000 36000
Bandit Ogre Boss NA 3400 6800 11900 23800 40800
Pyro - (Talk)00:57, 7 November 2011
 

Split this page?

This page is massive, and takes forever to scroll though. In addition to combing the bandits into one grouping a la shadow monsters, can we maybe put the monster stats on a separate page? Like Bandit (Monster)?

Your friendly Server Status Script admin, Xcelled19421:05, 8 July 2012

Actually I think it would be better to merge the bandits into a Shadow Mission Template and replace the "difficulty" with their levels (example "Basic" = "Rookie").

Infodude57517:43, 22 July 2012
 

That's what I suggested doing. In addition, though, I think the monster data should be moved to its own page.

Your friendly Server Status Script admin, Xcelled19412:35, 23 July 2012
 

Sorry, didn't see that... I'm dead tired Q_Q

Infodude57514:00, 23 July 2012
 

I think the Basic Info, Ambush, and Pursuit should have spoiler drop tags, since they're all relevant to the page.

Also, I'm pretty positive that the regular and shadow bandits are very different...

Infodude57522:35, 25 July 2012
 

I still, still think they all should have the drop tags... Can we please have a vote?

Infodude57520:59, 27 July 2012
 

Why should they have spoiler tags?

 

The whole point of the "splitting" was because the page was too long, so drop tags make them much shorter.

Infodude57521:11, 27 July 2012
 

Oh. You mean hiddentext boxes. I thought you meant spoiler banners.

 

Kind of kills the meaning of consistency, and since this page should no longer be linked to, no one will ever find out. And splitting it is a much better idea cause it was basically two pages merged into one.

 

Except it was split into... four sections I believe? And somehow we wrote off the Homestead and Shadow Bandits...

Besides, we never came to any agreement, we just did it.

Btw, what u mean by consistency?

Infodude57521:42, 27 July 2012
 

I split it into 4 for Bandit monsters, ambush info, outlaw monsters, and pursuit. Somehow homestead bandits made it onto the pursuit page. The shadow bandits were skeletons with no info. Due to uncertainty one way or another, I just left them out.

Your friendly Server Status Script admin, Xcelled19421:47, 27 July 2012
 

Do any other monster pages use hiddentext template? Please tell me no...

 

No, unless they have spoilers on them.

But do any other monsters have split information?

Infodude57522:49, 27 July 2012
 

There is no split information, or shouldn't be, at any rate. There are two distinct classes of commerce monsters, bandits and outlaws. They were forced together on one page. I took that, split up the classes, and further split each class into an info page and a monster data page. Certain info is duplicated/misplaced on pages because I didn't have the time to go sort through the split pages and verify each info section contains only what it should.

However, after someone(s) complete said cleanup, the pages will each contain information relevant only to them, and everyone will wonder why they were ever mashed into one in the first place.

Your friendly Server Status Script admin, Xcelled19423:00, 27 July 2012
 

I still disagree with the split. We never put Smuggler as its own, yada yada.

All info on the bandits is completely relevant and it seems like a hassle just to move onto another page just to get the data we need.

Infodude57500:49, 28 July 2012
 

Well even if you disagree that the information is separate, the original page is massive. It took forever to load on my phone, while other pages load in ~1 second. This is my little unofficial test of page size. Even after merging the bandits together, the page was still huge (I tested it) and still took an inordinate amount of time to load. Hidden text/spoiler bars wouldn't help in this case- the amount of code being transferred would actually be slightly more than the vanilla large page.

Your friendly Server Status Script admin, Xcelled19408:42, 28 July 2012
 

How about moving the stuff back to Commerce System and merging Bandit and Outlaw?

Infodude57509:35, 28 July 2012
 

What about the "onlyinclude" thingy which were done for various parts of the Commerce page? Or does it still take too long to load?

Infodude57511:57, 28 July 2012
 

Including anything dumps the code onto the page. The issue is that there's so much information, you can't really pack it onto one page. Ambush and Pursuit info could be moved back to Commerce System, but I think Bandits and Outlaws should remain on their separate pages.

Your friendly Server Status Script admin, Xcelled19412:01, 28 July 2012
 

Aren't Bandits and Outlaws the same thing though? They won't really do much stretching.

Infodude57512:03, 28 July 2012
 

No, you don't fight outlaws when commercing, you only find them on homesteads during pursuit. Plus, they're all one difficulty. It would be confusing (and was for me, until I actually got ambushed) as to when/why outlaws appear, and what level they are, and that they really are not related to bandits, besides spawning them.

Your friendly Server Status Script admin, Xcelled19412:10, 28 July 2012
 

New Bandit Template

We could connect the drops (Rookie-Trained, Hardened-Veteran) to save some space.

Zugon (Talk | contribs)22:26, 25 July 2012

Bandit Giants w/ Insta-Load Counter?

While I was pursuing (insert name here), I noticed that the Giants were able to Insta-Load counter. No lag, no frame freeze, etc. Just Instant Counterattack.

Did Knuckle Counterattack data get somehow integrated with them?

EDIT: Tested w/ Chopping Giant, theirs was normal.

Infodude57516:02, 25 July 2012

Considering that they use knuckles, I would say it's safe to assume yes.

 

Yep they use knuckles hence they have instant load counter for knuckles. Quite annoying.

Aubog00717:36, 25 July 2012
 

I think they're more annoyed that we have insta-load stuff and they don't.

Infodude57517:41, 25 July 2012
 

Bandit Spawn Points

Are they different for everyone? Because I've seen people right ontop them and not trigger one.

Infodude57519:27, 18 June 2012

Most of the time they're the same, but rarely, they're different.

Zugon (Talk | contribs)19:43, 18 June 2012
 

Speaking of spawn points, it's possible that bandits spawn in specific general locations, although off by a few ingame yards. Still trying to look into this. (Kinda hard since it takes forever for them to move.)

Pyro - (Talk)21:35, 18 June 2012
 

I think it's clear that Hardened and up Bandits drop their respective bandit clothing of all kinds, and they all (except maybe newbie) drop costume kits. How should we organize this?

Zugon (Talk | contribs)13:13, 17 June 2012

Easier method for homestead passes?

Not too long ago, I enabled pursuit while I was escorting a couple of friends doing commerce. They triggered some Trained bandits, and when I killed them, one of them dropped a homestead pass. So what I'm guessing is that if you have pursuit enabled, any bandits will still have a chance to drop a homestead pass regardless of difficulty, as long as you kill them. Kind of like a way to get outlaw homestead passes without having to kill Master and Veteran bandits. Someone else confirm this?

Enfaye14:54, 2 June 2012

Yep, any bandit, so long it's a commerce bandit, will drop passes.

Zugon (Talk | contribs)14:58, 2 June 2012
 
Edited by 2 users.
Last edit: 20:08, 2 June 2012

Also, Pursuit bandits can turn into Commerce Bandits. They're interchangeable.

Pyro - (Talk)15:00, 2 June 2012
 

Is it really a glitch, Pyro?

Infodude57520:06, 2 June 2012
 

I'd doubt it's a bug/glitch.

Zugon (Talk | contribs)20:07, 2 June 2012
 

I don't believe it's a glitch. But it's still abusable.

Pyro - (Talk)20:14, 2 June 2012
 

Stealing Duration

I'm sure its a lot longer than two seconds...

Infodude57511:10, 26 May 2012

Should we just mark that all the bandits drop their respective Costume Kits, Bandit Clothing and Bandit Boss Clothing?

Zugon (Talk | contribs)12:23, 23 May 2012

Outlaw Bounty relating to Spawn and Drop Rates

I seem to find Outlaws that have a high bounty much more often than ones with low bounties, I also get passes much more often from such. Can anyone confirm if higher bounties actually increase Spawn and Drop rates of Outlaws and their passes?

Zugon (Talk | contribs)11:25, 4 May 2012

Homestead Bandits and Outlaw Template

Do we really need it as a Shadow Mission template? There's only Basic difficulty.

Zugon (Talk | contribs)01:26, 11 April 2012

Don't their difficulties go up as their value goes up? For the outlaws, I mean.

Pyro - (Talk)02:12, 11 April 2012
 

As far as I know, they don't. I battled a 50K bounty Nelson and it was still basic.

Zugon (Talk | contribs)03:57, 11 April 2012
 

A 32k Shankelton net me basic.

I'm pretty sure its all basic since the outlaws themselves are annoyingly difficult.

(If they're almost around Elite, why call it Basic...)

Infodude57510:13, 11 April 2012
 

Pursue the Outlaw! is always set to "Basic" difficulty, so the monsters only have one set of data. However, Pursue the Outlaw! is still technically a Shadow Mission. I'm thinking about switching them all to the CharacterMonster template and listing the Location as "Pursue the Outlaw! Shadow Mission." If no one has any objections, I'll go ahead with it.

Ginkgo10:59, 11 April 2012
 

Ginkgo... That's a user page template... Wrong one...

If we can't find data for inter+, then lets just switch them back to the other template.

Pyro - (Talk)17:37, 11 April 2012
 

Yes, I know what it is, but the basic monster template lists Field and Dungeon locations. Pursue the Outlaw! is neither. Nor is this matter of finding data for Intermediate+; no such data exists, or at least is implemented in the game. It's the same for the enemies in the Erinn Martial Arts Competition. We could use the basic monster template and put "Pursue the Outlaw!" under "Dungeon," but that would be technically inaccurate. None of the currently available templates are really entirely appropriate for this situation.

Ginkgo18:31, 11 April 2012
 

That's why it's classified as Field Location.

Pyro - (Talk)18:39, 11 April 2012
 

... Which would also be technically inaccurate. I only used "Dungeon" for that hypothetical because at least Dungeons and Shadow Missions (and Theatre Missions) are similar insofar as they are instanced areas of the game with set objectives. However, if you're adamant that technical inaccuracy would be better than the current template usage, I'd be more than obliged to go through and change the templates again later tonight.

Ginkgo18:54, 11 April 2012
 

Either way, lets not use a user page template on actual pages. That's why there is a whole different set of templates for it. (Also, the actual monster template is locked for those who don't have permission.)

I don't the the location value is so important but moreso including how to reach them in the notes.

Pyro - (Talk)19:01, 11 April 2012
 

Alright. I don't see the pertinence of your comment in the parentheses, though.

Ginkgo19:27, 11 April 2012
 

Um why is there no edit/link button next to these bandits?

Infodude57521:48, 11 April 2012
 

Oh. I didn't realize they were automatically allocated to that specific template, so I guess my tangent about Pursue the Outlaw! not being a Field or Dungeon location was pointless. I'm going to officially suggest that a new template be made for this type of monster, because, again, none of the ones currently available are really entirely appropriate. Template:StyleShadowMonster in particular has several completely unused columns, which was the original point of the thread.

Ginkgo23:39, 11 April 2012
 

Actually, a new template won't be necessary. We can just alter normal monster template to, instead of showing field and dungeon values, just say "Location" when we add "|Wordhere=y" or something along of that lines to the Bandit's data page. It isn't complicated.

Pyro - (Talk)00:36, 12 April 2012
 

Either way, it's something we don't currently have the ability to do, which was my general point.

Ginkgo11:28, 12 April 2012
 

We can just message Ikkisuki or Angevon and give them the coding or ask them to temporarily unlock it, not really that difficult to do...

Pyro - (Talk)14:41, 12 April 2012
 

"Stinky" Berkkus

I definitely saw him performing evasion o.o

ლ(ಠ益ಠლ)15:28, 9 April 2012

And I definitely saw Charlene use Assault Slash o-o

Infodude57522:13, 11 April 2012
 

Successful Theft

How much of your goodies is lost after they steal from you?

Infodude57518:09, 6 November 2011

I'm pretty sure it's 25% per successful steal. (So if two bandits run away with 5 stars, you lose 50%.)

Pyro - (Talk)18:23, 6 November 2011
 

I used to think it was 25% per successful steal, but now I'm less sure. A bandit had stolen 5 stars and ran away, but I only lost 3/56 of my goods.

Also, if a bandit has stars and the battle auto-ends do to the time limit, you lose goods proportionate to the amount of stars the bandit had already.

Iyasenu16:37, 9 November 2011
 

I said I'm pretty sure as in there is a chance of error. Maybe it's about 5% per star?

Pyro - (Talk)16:53, 9 November 2011
 

Okay, I doubt its 25%.

I was trading 30 Highlander Ores and one Bandit got away and made off with two of them.

Infodude57522:14, 10 November 2011
 

I only said 25% because logging off during a raid costs you 25% and I doubted they'd make the penalty for logging off less than the penalty of having it stolen.

Pyro - (Talk)22:23, 10 November 2011
 

you don't lose anything if you log off in the beginning of ambush

Hengsheng120·TALKCONTRIBS00:16, 11 November 2011
 

It gives an untranslated error message except for "25%". I tried to escape from a monster-lagged bandit group. (Before I knew about time outs.) And ended up losing a Belvast Safe.

Pyro - (Talk)00:36, 11 November 2011
 

Maybe 1 bandit's star is 1% of your goods? It may be rounded to the nearest whole good, though.

Iyasenu09:04, 11 November 2011
 
 
 
I was trading 30 Highlander Ores and one Bandit got away and made off with two of them.
 

 

That's more than 1%.

Infodude57510:17, 11 November 2011
 

its 1% rounded. up. 30x0.05 is 1.5. round up is 2.Iyasenu had 3/56 stolen. 56x0.05 is 2.8. round up is 3

Teoh01:21, 30 March 2012
 

"Sometimes, the Bandits will aggro very slowly."

Referring to this edit: http://wiki.mabinogiworld.com/index.php?title=Bandit&action=historysubmit&diff=358814&oldid=358616

As far as I can tell, lag is not a plausible explanation for why they don't aggro. I've had times when the bandits will spawn immediately and walk around, which is clearly indicating that they aren't laggy, but they will not aggro even though I'm right definitely within aggro range.

Blargel20:11, 7 February 2012

Did the other Bandits in range aggro though? Or were they just walking around minding their own business?

Infodude57520:30, 7 February 2012
 

Two of em go after the cargo like usual, the others ignore me. I know that bandits double aggro if that's what you were trying to imply.

Blargel21:10, 7 February 2012
 

Theorem that needs testing

I have seen this happen a few times and made a theorem. Sometimes, your heading towards a bandit trigger and before you reach them, they disappear. But, you find other bandits elsewhere that weren't there .5 minutes ago. So I'm thinking the bandits all disappear at certain intervals and regenerate elsewhere. How much that interval is, I don't know either. This is just a theorem.

Pyro - (Talk)21:20, 30 November 2011

I've seen this happen too. My guess would be that when a bandit is triggered, another one shows up randomly on the map. Of course, this will eventually cause all the bandits to be gone on the main paths people take so there's probably something in the code that moves bandits after a period of time.

One thing I'd like to add, though, is that sometimes this happens REALLY abnormally often. I'd be walking around and bandits would be disappearing and appearing all over the place. I have no plausible explanation for this. Also, there's really no way to explain this...

Blargel20:09, 7 February 2012
 

Bandit levels

Why not have them listed the same way shadow mission monsters are except replace basic-elite with newbie-master, the current layout seems far too unnecessary.

Wikiacc0122:22, 16 November 2011

Ruthless Bandit?

During one of my Commerces, another trader told me about a "Ruthless" Bandit, claiming they are of the devil and pleaded for divine mercy. I suppose these are the "Master" Bandits?

Infodude57523:12, 13 November 2011

Yep. Dem Master bandits.

Aubog00702:35, 14 November 2011
 

Master Bandits

They exist, but there aren't any entries on the page about them. I know that carrying a full elephant's worth of highlander ores in Corrib Valley will spawn them.

Is there a reason they're not mentioned here, like them being on a separate page or something?

Iyasenu08:28, 8 November 2011

This is a wiki... You need users to contribute from experience to report information on them.

Pyro - (Talk)13:23, 8 November 2011
 

I've uploaded two seperate pictures of a Trained Human Bandit Boss and a Rookie Human Bandit Boss, but I'm not sure how to get them onto this page. Can someone tell me how?

Palace17:55, 6 November 2011

Why do I keep encountering nubbies? I'm carrying a huge ton of lv 1 items on my Cart, and nubs still keep appearing.

Infodude57523:03, 4 November 2011

Higher Price of Items = Stronger Monsters...?

 

If all of your goods add up to 15k or over at the nearest trading post, you will no longer get newbies.

Pyro - (Talk)23:20, 4 November 2011
 
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