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Talk:Durability
Durability Decay
the rate of durability decay is based on number of hits and whether or not your wearing it (not sure if this is true for weapons), by saying that you'll lose 1 pt per floor of a specific dungeon you're confusing/misleading people that don't already know what durability is. which should be most of the people reading this page. if someone could figure out how many hits it takes to lose one durability both with and without holy water and verify that it holds true for most (or all) weapons that would be great. as it is, i'm removing that section for lack of accuracy--Jacobpaige 01:35, 26 August 2008 (UTC)
- For weapons, it also depends on how hard you hit. Durability decay can vary from (tested) .003 points per hit to .019 points per hit. Give or take .01. --DeityOfSouls 20:47, 25 August 2008 (PST)
- How hard were the hits that generated those decay rates? were they with or without holy water?--Jacobpaige 18:44, 26 August 2008 (UTC)
- When i used to use the True Durability Mod, I lost a good amount more with critical hits than regular. Hitting low uses less dura decay. I think there is a direct link between damage to defense formula that i am to lazy to figure out. Also the level of the monster you hit apparently affects the dura loss too. Using holy water i believe CUTS the amount of dura loss by half or more. Also apparently taking some major hits to your body can --Trickybomb 05:23, 22 October 2008 (UTC)
- I beg to differ. I think the melee durability loss rates are completely random. I hit for 1.5k with a crit and lost only 0.003~0.005 durability (unblessed), which is the low end. I also lost 0.030 durability hitting noncrit on the lower half my of my damage range. It may be that there is a higher chance to lose more durability, but it is definitely not directly related. --Sephiros 22:24, 6 May 2009 (UTC)
- When i used to use the True Durability Mod, I lost a good amount more with critical hits than regular. Hitting low uses less dura decay. I think there is a direct link between damage to defense formula that i am to lazy to figure out. Also the level of the monster you hit apparently affects the dura loss too. Using holy water i believe CUTS the amount of dura loss by half or more. Also apparently taking some major hits to your body can --Trickybomb 05:23, 22 October 2008 (UTC)
- How hard were the hits that generated those decay rates? were they with or without holy water?--Jacobpaige 18:44, 26 August 2008 (UTC)
Repair Costs
i've never noticed a difference in repair costs between blessed and unblessed equipment, and quite frankly can't see how it would be coded since you're charged before a perfect repair (which may strip the item of its blessing) before it begins and there is no way to extract an additional fee from you for the remainder. removing this until someone can confirm.--Jacobpaige 01:35, 26 August 2008 (UTC)
- If there's any change in cost, it's minimal. I once took a claymore to get repaired in Tir, and decided to get it blessed first, though I didn't notice any change in the cost. Granted, I did a run in Ciar beginner between these two visits.--Xetrina 13:36, 11 September 2008 (UTC)
- There is no difference in repair costs. Ignore the NPCs. What they mean is that, instead of going to Nerys (95% success) instead of Ferghus (90%) for a better success rate, you can simply apply Holy Water to get a % bonus to your success and then repair at Ferghus (who is like 5 times cheaper).--Sephiros 17:45, 17 April 2009 (UTC)
Repair Locations
Putting this into table layout form to make it easier to read--Jacobpaige 01:35, 26 August 2008 (UTC)
- Does anyone know if Fleta can repair normal clothing too? if not then please move her entry to the last category and add (Magical Clothing) after her name.--Jacobpaige 02:05, 26 August 2008 (UTC)
Redirecting from Repair
there doesn't seem to be a section for it and most of the information is here, so does anyone know how to redirect? don't have time atm to figure it out for myself--Jacobpaige 18:44, 26 August 2008 (UTC)
done Sozen Cratos Focker 20:49, 18 April 2009 (UTC)
proff page
since durability is one of the main things people are concerned with when proffing items, these 2 pages should be linked to eachother (i don't know how to use internal links) Sozen Cratos Focker 20:37, 23 March 2009 (UTC)
missing info
"Durability on everything except will decrease over long periods of time if equipped on the active slots. The rate of decay is a small fraction of a durability point every 5 minutes in real-time (see below under "Advanced Information Regarding Durability Loss"). " What is that "except" in there for? Is there items that don't lose durability? --Js16 15:18, 24 April 2009 (UTC)
- I apologize, I think that was due to my poor reading skills xD. It originally stated that wands, ranged weapons, and shields did not lose durability via time. HOWEVER, ranged weapons and shields Do! Tested and will be added to the bottom advanced info portion. --Sephiros 22:26, 6 May 2009 (UTC)
- wands have durability decay aswell. i think the only things that don't have that are the robe and charm of protection from g3--Sozen Cratos Focker 02:09, 7 May 2009 (UTC)
Durability Decay
I lose 0.004 durability using a bow each 5 minutes. Age 10 btw. --Kevin (»Talk«) 01:13, 12 May 2009 (UTC)
Effects of Rain
I heard a rumor that the durability decay over time is increased by rain, which kinda makes sense. However I can't see the decimal points of durability so cannot test this on my own. Another more far-fetched rumor I heard was that rain affects repair rates in a negative way. Is there any way to test these rumors? Blargel 12:40, 27 August 2009 (UTC)
Tools and Instruments
When tools are used for gathering or production they lose durability. Is the durability loss the same as that for hitting a monster? Note that using a blessed Handicraft Kit it has taken just over 20 attempts (successes and failures) at making a Paper Crane to lose 1 point of durability. This was done in less than 10 minutes so it was not passive durability loss from just having it equipped. Also, on the Potion Concoction Kit page it states "Does not lose durability when used for the skill; however, it will lose durability through fighting and passive durability loss." So is the rate of durability loss not the same for all tools when used by their appropriate skills?
Also, does playing an instrument cause durability loss, that is, greater than passive durability loss? --ZRoc (Talk) 02:30, 28 August 2009 (UTC)
- The durability loss for hitting a monster is radically different from using a production skill, regardless of the item used. For instance, gathering wool with a sword costs as much durability as with a gathering knife (which is why no one does it). Most of these skills cost 0.1 base durability per use. I can't say for sure, but I believe metallurgy, taming wild animals, potion making, instrument playing, and tailoring are the exceptions. Anyone have more specifics? -Doomsday 04:38, 29 December 2011 (UTC)
Playing Dead
The other day when I played dead, my armors durability lost 1 point. Does playing dead actually use durability or was it just a coincidence that it lost durability at that exact moment? Slayorg 17:05, 19 September 2009 (UTC)
- It's most likely just a coincidence. I don't think playing dead will cause you to lose durability.--Akumo 17:08, 19 September 2009 (UTC)
About Cylinders
Does anyone know how much durability is lost, in general, with cylinders? Like, do they lose durability faster when used as a melee weapon like wands? --Dias 14:23, 31 May 2010 (UTC)
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Contents
Thread title | Replies | Last modified |
---|---|---|
VIP Service Durability Loss | 0 | 23:19, 7 February 2015 |
0 Max Durability For A Weapon | 2 | 22:15, 10 July 2014 |
Max Dur loss past blessing | 7 | 01:25, 14 April 2014 |
Sheathed Weapons | 1 | 17:14, 31 July 2013 |
Wand durability with melee. | 0 | 14:45, 9 July 2013 |
Accessories? | 0 | 13:24, 6 April 2013 |
Control Bars | 1 | 00:42, 31 October 2012 |
Knuckles | 7 | 14:51, 13 July 2012 |
Broken Weapon Stats | 2 | 23:31, 12 July 2012 |
Staff melee durability loss | 0 | 19:21, 28 February 2012 |
If a weapon were to lose all of it's max durability, due to repair failures, would it be unequipable, or always equipable?
Im doing the blessing and 1 point repair carefully, and something else is dropping max dur
im checking the repairs carefully and not losing any during the repair and checking it after the repair, then at some point .. ill just lose 1 max dur while in dungeon
this is driving me insane
WHAT IS HITTING MY MAX DUR?
no, the only thing ive done is repair it, 1 points with blessing , with the only damage messages being a blessing loss,
this max dur damage is happening somehow in dungeons but ive not heard any way it can be damaged outside of repair
sorry to tell you this but that blessing lost message also comes with 1 dura being lost. So yes you are losing actually are losing dura during repairs but you don't notice until you get into a dungeon
so.. if I sheathed a weapon until it would have theoretically lost all of its durability... and unsheathed it until the next tick.. it would break?
LOL?
I did some tests to check my (blessed!) Fomor Fire Wand's durability after each time I smacked a monster with it. Judging from the below data, when unblessed wands will show the same average durability loss when used as a melee weapon... as a melee weapon would. Which makes sense. It's still slightly more than the reported (I have not tested it) durability loss for casting spells.
- 11.695 ----
- 11.692 (-0.003)
- 11.678 (-0.024)
- 11.668 (-0.010)
- 11.665 (-0.003)
- 11.663 (-0.002)
- 11.660 (-0.003)
- 11.657 (-0.003)
- 11.643 (-0.014)
- 11.638 (-0.005)
- 11.629 (-0.009)
- 11.627 (-0.002)
- 11.624 (-0.003)
- 11.617 (-0.007)
- 11.612 (-0.005)
- 11.607 (-0.005)
- 11.604 (-0.003)
- 11.600 (-0.004)
- 11.586 (-0.014)
- 11.575 (-0.011)
By any chance, would a Control Bar lose durability if:
- Act 7 is used and it doesn't hit anything?
- Act 9 is used and it doesn't hit anything?
Will their dura be lost if:
- Focused Fist is used and does not hit a target?
- Tumble is used?
- Respite is used?
If a chain 2/3 skill is used on a dead target? (When used too soon after a skill of the previous chain which killed the monster.)
The durability mod still works, nothing broke, it's just not available. (And we probably shouldn't talk about that.)
A quick question: does anyone know how much durability is lost when engaging in melee combat with a staff? Is it the same as a regular wand (which I've noticed also doesn't have specific information on this page) or is it akin to the combat wand or standard melee weapon?
I'd offer to test, but there's the whole issue with durability being rounded up to the next integer.