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Talk:Stats

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Contents

Thread titleRepliesLast modified
Moving the status effects page400:43, 28 June 2017
Guys, come on... Get your shit together208:52, 8 July 2016
For enemies going into "Deadly"020:17, 5 June 2016
Bare Hands and Dex/Balance306:46, 18 March 2016
Alchemy Critical/Balance001:32, 6 September 2015
Magic Damage108:38, 19 August 2015
Effects of certain titles on magic damage, help needed!409:27, 17 June 2015
Millia Outfit Absorption Enhancement009:39, 31 August 2014
Str/Will affecting Shuriken312:05, 24 August 2014
Monsters have Luck Evasion?1315:05, 31 July 2014
Luck contradiction301:03, 9 May 2014
Why "Hunger"111:32, 4 May 2014
Hunger test204:34, 14 April 2014
Anyone want to...218:52, 6 April 2014
Charge enhancement216:54, 24 March 2014
Marionette Protection000:28, 17 March 2014
Halloween World Event Quest Check422:11, 13 March 2014
How is this outdated again?423:25, 12 March 2014
Lucky Gather Rate100:47, 20 February 2014
Balance Cap514:30, 9 January 2014
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Moving the status effects page

I feel like the stats page is too big so I want to move the status effects into its own page. Just asking for any opinion/objections since its a big page

Metaphoenix (talk)00:53, 27 June 2017

I am tempted to redo this page with tabs, but Kadalyn would have my head for it. qq

But yeah I guess moving the Status Effects - along with the picture gallery - somewhere else seems like a good start.

Snowie (talk)01:54, 27 June 2017
 

Hm, maybe~ The page is long, but doesn't take long to load like the Clothing List pages, and you can just use the Contents index to go directly to Status Effects...

However, if it was moved, my only concern would be all the changed links. Wouldn't want links like Melody Step Effect linking to the Stats page with no Status Effects listed.

If the Status Effects had it's own page, it could maybe be reformatted so that the specific status link goes to that status instead of just the top of the list (e.g. Stats#Hunger links directly to that section).

So those are my thoughts at the moment. Not against a move, just worried about links /o/

Elide (talk)11:09, 27 June 2017
 

I am not against tabs, but I don't think it would be fit here. It never really made sense to me why status effects were a subsection of this page. Re-linking everything would be quite the undertaking though, there's something like thousands of links to that page. Most likely a decent chunk can be fixed by changing the equipment templates for set effects, I'd wager. But beyond that you'd have to go case by case to figure out what's a legitimate link to Stats and what should go to Status Effects. But as Elide said, anchoring would be very nice.

Kapra - (Talk)20:12, 27 June 2017

Meh, it's probably less than about 400, since most of the links come from just regular stats.

If someone has an idea on how to split the page properly and make a decent-looking Status Effect page, I can take care of the link issue.

Edit after checking: It might even be less than 50, the status effects are not linked from any equipment page itself, and most of them are Equipment Combination Effects rather than Status Effects.

Snowie (talk)00:34, 28 June 2017
 
 

Guys, come on... Get your shit together

How long has it really been since the protection information hasn't changed when it comes to crit calculation?

Recently, it's been ridiculous how many people are misinformed of how crit and protection works. I see that the crit section was accurate, but the Defense/Protection part said the old information. Please. Let's pay some attention and be consistent. It's been years since the Enlightenment patch...

ლ(ಠ益ಠლ) (talk)11:36, 7 July 2016

Wiki died long ago.

[[User:IDSd|IDSd ([[User Talk:IDSd|talk]])]] (talk)21:48, 7 July 2016

I'm in denial, so I still add fashion things, since numbers aren't my thing oAo That being said - Number People, you will always have work here so you'll never be bored! :D

Elide (talk)08:52, 8 July 2016
 
 

For enemies going into "Deadly"

Is there anyway to decrease the chances of inflicting Deadly status (and just killing them instead)?

It can be an inconvenient when cleaning multiple waves and having those few mobs somehow in Deadly status, yet killing the majority from one attack.

Is more Max Damage needed? Or possibly higher Will (since it has an effect on someone going into Deadly status instead of unconscious)?



** This question is a bit petty; an answer isn't in dire need. Opinions and theories are welcome to discuss

DemonSL (talk)20:17, 5 June 2016

Bare Hands and Dex/Balance

 
 
The player has +30% balance when wielding nothing.
 

 

So, how is this specific line noteworthy, and why is it specifically listed under dexterity only when it doesn't even affect such? Bare Hands is simply a piece of equipment that's "equipped" when wielding nothing, and the Stat Modifier line states:

 
 
Stat modifiers are modifiers that increase or decrease base stats. They include *equipment*
 

 

It's redundant and out of place when listed under an area it doesn't affect. Also, are we to list "This weapon gives X amount of balance" from every single equipment?

Now, if people don't understand Bare Hands being an equipment that adds 8 max damage, 10% critical, and 30% balance, there could be a bullet under Stat Modifiers saying "Bare Hands is classified as equipment and produces stats" or along the lines.

Info (talk)20:46, 16 March 2016

... And this is relevant to the topic at hand, how?

Info (talk)21:43, 17 March 2016
 
 
 
Now, if people don't understand Bare Hands being an equipment that adds 8 max damage, 10% critical, and 30% balance...
 

 

Just because that's your interpretation of it, doesn't mean other people should interpret it the same way. (In fact, they shouldn't)

The two lines you quoted aren't redundant since they refer to two different things: your base balance when you've got no weapons equipped and what base stats are and what they're affected by. Again, not redundant.

Your first quote is listed under dexterity because balance is affected by dexterity (ignoring other modifiers).

Your second quote is under stat modifiers because...it's referring to stat modifiers, and that equipment also modifies base stats.

What you're trying to say is unequipping weapons is the same as equipping bare fists, which, while ignoring the logical issues and confusion that goes with that statement, is just semantics.

Yinato (talk)06:46, 18 March 2016
 

Alchemy Critical/Balance

Given that Alchemy behaves pretty similarly to Magic in terms of not using the Damage stat and both using Magic Defensive stats and triggering Mana Deflector, along with Magic having its own Critical and Balance formulas, what Critical/Balance does Alchemy use?

Infodude575 (talk)01:32, 6 September 2015

Magic Damage

Why is this section even here?

First off, it's not a stat. That section is literally one giant blob of damage calculation.

Second of all, it's too complicated for anyone to bother to use. Who the hell is going to spend all that time plugging in numbers, for even skills that aren't related (this should [though this formula doesn't belong here at all] be a general formula, yet there are variables for Thunder in it...).

This godforsaken formula should be simplified (no "distance" variable for bolt spells) and placed in the related skill pages.

[[User:IDSd|IDSd ([[User Talk:IDSd|talk]])]] (talk)00:23, 19 August 2015

Its a comprehensive formula. Its a simple multiplier and siphoning formula, I dislike it myself but if you can create better than the mess that should be good. Its comprehensive as considering total for all skills. You can generally 0/1/negate out what doesn't matter, and it still lacks a few pieces of data, such as the existence of an enchant damage coeff for meteor. Its the only skill I know that may have one, probably not, but since I don't use it often or understand it enough, its not possible for me to figure it out. Shockwave does not have an enchant damage coeff.

Splitting it up probably could be a good idea, as you can technically bs that its a proper calculation best fit for each skill page, as what its doing before multipliers is editing the input of the skill itself.

Surrept (talk)08:38, 19 August 2015
 

Effects of certain titles on magic damage, help needed!

I need help testing the effects of the following titles:

  • the Aspiring Mage
  • Aer 2nd Title
  • Succubus Kristell 2nd Title

If you have any of these titles, please use icebolt on brown foxes in Tir Chonaill with no equipment or other titles on and report back the following statistics at the time of testing:

  • Your intelligence stat
  • Your magic attack
  • Your Icebolt rank
  • Your Ice Mastery rank
  • Your Bolt Mastery rank
  • The highest damage you managed to hit with icebolt (may require a lot of tries depending on your char's magic balance)
Blargel (talk)18:45, 16 June 2015

Aer title

  • 1095 int
  • 241 magic
  • 1 icebolt
  • 1 ice mastery
  • 1 bolt mastery
  • 235 damage
Meru (talk)19:15, 16 June 2015

Interesting, Aer's 2nd title seems to add directly to the base damage of Icebolt. ALO Asuna's title's +2% bolt damage adds to the multiplier section where the masteries are. I had thought maybe Aer's title was a typo and was missing a % sign to indicate that it was adding 5% to that area as well, but I was proven wrong there.

Can I trouble you to test firebolt with 1 and 5 charges as well? If you're at rank 1 firebolt and fire mastery (and this title bonus works how I expect), you should get ~319 for 1 charge and ~2074 for 5 charges.

Blargel (talk)21:37, 16 June 2015
 

318 and 2069.

Meru (talk)00:04, 17 June 2015
 

Hmm... Now the numbers don't make sense. :( Damn you Aer! Thanks for the help though, lol.

Blargel (talk)09:27, 17 June 2015
 
 

Millia Outfit Absorption Enhancement

 
 
Grants the player an Absorption Enhancement, allowing them to absorb an enemies attack by 10%.
 

 

First, typo: Should say "enemy's" instead of "enemies".

Second, what does it do? I've heard it has a 10% chance to reduce all damage to 1. What's written is extremely vague and can easily be misinterpreted into reducing/"absorbing" damage by 10%.

Infodude575 (talk)09:34, 31 August 2014

Str/Will affecting Shuriken

Why hasn't ^ been mentioned anywhere on here yet?

Infodude575 (talk)11:29, 24 August 2014

Added! We've been slacking in a couple places. Guess I'll have to start stepping it up.

Meru (talk)11:51, 24 August 2014
 
 
 
Strength (Str) adds a Damage Bonus to Melee Combat, Control Bars, Atlatl, and Dual Guns.
 

 

 
 
Will, also known as Willpower, increases the damage of Knuckles.
 

 

You overlooked this, Meru.

Infodude575 (talk)11:55, 24 August 2014
 

Woops, fixed. Thanks lol.

Meru (talk)12:05, 24 August 2014
 

Monsters have Luck Evasion?

Every now and then my shuriken attacks randomly "hit" the target but do no harm to them; they take no damage, they don't stunned, etc. like Evasion Skill working against a bolt. Recently I've been hearing that Luck Evasion could be the cause; is this true or are shuriken attacks missing a glitch?

I find it hard to believe that mobs have luck evasion; out of the many times I have used Frenzy/Way of the Gun + Normal Attack spam, not once have I ever missed.

Infodude575 (talk)13:43, 30 July 2014

I have missed with non-crit normal attacks on Guns. No clue for Archery since people usually blame missing on not having enough aim rate or having a false 100% due to delay.

Kapra - (Talk)14:20, 30 July 2014

If Luck Evasion was the reason behind Archery missing frequently, that could cripple the skillset.

Infodude575 (talk)18:19, 30 July 2014
 

I think it's way too often to be just luck. Maybe shurikens have a % hit themselves.

Meru (talk)14:32, 30 July 2014
 

That's quite possible, yet difficult to prove. I still say it's a glitch.

Infodude575 (talk)14:58, 30 July 2014

Luckily for us a glitch is in the eyes of the developers, not the players. Best you can do is ask Nexon before we call it a glitch publicly without proof.

Kapra - (Talk)21:48, 30 July 2014
 

Does this stuff even happen in KR?

Infodude575 (talk)21:52, 30 July 2014
 

KR doesn't have Ninja and probably never will. Updates JP gets related to Japanese culture typically never gets implemented in Korean versions, in all nexon games that I know of.

I didn't use Ninja enough in JP mabi to notice. With a bad connection and all, its not really viable if you're not from the same country as the server.

Kapra - (Talk)22:19, 30 July 2014
 

Oh right. But what about for dual gun and what do KRs blame archery missing on?

Infodude575 (talk)22:25, 30 July 2014
 

Same boat, I can't use Dual Guns or Archery in KR because of how latency dependent they are and I don't live anywhere near South Korea.

Kapra - (Talk)22:39, 30 July 2014
 

Well, either way. I'm sure they do have luck evasion because I was training in shyllien, and I missed the rabbits there sometimes with guns.

Meru (talk)17:01, 30 July 2014
 

Haven't we seen monsters get lucky finishes on marionettes? Perhaps when we gained luck evasion, everything with luck gained it

Shroom Fonzerelli (talk)17:47, 30 July 2014

Yes, and they can do it to NPCs and Summoned Golems too, and they've been doing that since G9 if I'm not mistaken. However, it is still possible to lucky finish with 0 luck.

I still think its odd how they don't lucky finish us players though.

Infodude575 (talk)18:18, 30 July 2014
 

Slightly related, but is by any chance Explosive Kunai evadable with both the skill and stat by players? I've seen monsters set it off but take no damage or flinch.

EDIT: Tested and stepped on roughly 20 mines with 182 luck, I got hit by all of them and not once did Luck Evasion trigger. So I have more reason to believe them missing is a glitch.

Infodude575 (talk)18:26, 30 July 2014
 

Luck contradiction

If the first 10 points of luck are non-existent and do not contribute to anything, how can we also say that losing 10 luck loses 2 critical? Last I checked, Mabinogi does not allow for negative stat values.

These statements cannot both be correct. I have observed that for OTHER stats, such as intelligence 10 points are not counted, but I have also observed inconsistencies with strength and maximum damage, as well as luck+will and critical (taking skills into account obviously).

Shroom Fonzerelli (talk)16:20, 7 May 2014

10 Luck can easily be deducted from the luck you have through skills and what not. That's my guess anyways.

Nise Panda (talk)16:58, 7 May 2014
 

Luck is a weird stat in that the first 10 still get accounted for when gathering for bonuses and stuff...

 

I'm not sure about negative critical, but saying Mabinogi does not allow negative stat values is not true. You can have negative magic attack or negative magic protection if naked and int is below 10. Same is true for Magic Defense if will is below 10, and Defense if str is below 10 and you did not rank Defense.

On a semi-related note. Through testing of something that shall not be named (no not a certain hack we all know and hate), it is found that if your stat goes too high or too low, it becomes negative. (Yes too high.)

Kapra - (Talk)01:02, 9 May 2014
 

Why "Hunger"

Linguistically speaking, we should be using "hunger" in the same sense we use "wound" so a full stamina bar is 0% hunger (0% wound) and half black stamina bar is 50% hunger (50% wound).

That being said, The character page uses the label "Food" to describe the proportion of working stamina, without referencing "hunger" at all (other than describing a lack of "food").

So other than the obvious intuitive leap, why are we using "Hunger"?

Shroom Fonzerelli (talk)10:57, 4 May 2014

Hunger is mentioned during Ranald's Classes and Training, and probably in some other books. Otherwise I'm completely neutral about this topic.

Infodude575 (talk)11:32, 4 May 2014
 

Hunger test

My maximum stamina is 951, 63 of which comes from talents. My hunger was at 100% before I started.
I drained my stamina beforehand using r1 Spellwalk. (this was originally an attempt to see if having constantly low stamina increased hunger rate)
I then proceeded to use rC rest in my homestead for 8 hours (whilst I slept IRL). That is 480 minutes, and given the hunger rate of 1/1 minute 40 seconds, should give me about 288 hunger.
What I found in the morning was that my hunger only dropped to 83%, which is 162 hunger. Even if hunger had to eat through my talent stamina an extra time, that is still 225 hunger. It would have to eat through talent stamina two extra times to reach the expected 288 hunger.
Anyone feel up for testing this?

~Dæmonis(´∀`) (talk)04:34, 9 April 2014

I've always wondered do food weight effects stack? Like if I eat 5 berries before the next tick is that better than eating 1 berry every tick.

Swissed ✰ Toast (talk)04:33, 14 April 2014

Dem fish cakes yo

Swissed ✰ Toast (talk)04:34, 14 April 2014
 
 

Anyone want to...

find a practical way to implement my random bar thing in my sandbox? I can't find a way. No, Abbr template does not work.

It works, but you need to specify the "2=" because of the equal signs in your code.

http://puu.sh/7Z3dr.png

Unless by "not work", you mean impractical.

Ikkisuki (talk)18:49, 6 April 2014
 

It's impractical (to me at least), but I suppose better than nothing.

 

Charge enhancement

Does this work while using lance charge? I assumed it would but would like to know before I begin working on lances and waste money for no reason on the shield of avon

Vaida678 (talk)11:42, 24 March 2014

I'm pretty positive Charge ≠ Lance Charge, despite sharing the same cooldown.

 

No it does not

Swissed ✰ Toast (talk)16:54, 24 March 2014
 

Marionette Protection

This has been gnawing at me for a while. Do Marionettes use the current protection (that really really weird curve; 25 Prot = 31% damage reduction) or the pre-Enlightenment one (25 Prot = 25% damage reduction)?

Infodude575 (talk)00:28, 17 March 2014

Halloween World Event Quest Check

http://i.imgur.com/STI4cEK.png
What's this?

Zugon (Talk | contribs)22:30, 11 March 2014

Looks like leftovers from some event...I'm not quite sure what it is. Since you're on the Tarlach server, or so your user page says, it could be a past event that happened. was this recent?

 

It was on an alternative character which I didn't check for a while, so I'm not sure whether it was recent or not.

Zugon (Talk | contribs)08:09, 12 March 2014
 

My search came up empty on this "Halloween World" event.

 

I don't think "Halloween World" is an event itself.

Zugon (Talk | contribs)22:11, 13 March 2014
 

How is this outdated again?

Everything seems dated to me unless there's smaller things I overlooked.

Everything about Magic Damage; its formula and Magic Attack Coefficients (or Spell Constants as currently written) and maybe some other things about it got tweaked in Enlightenment. Also missing Magic Balance Spell Constants for spells implemented after G4.

That section is too terribly complicated so I'm not touching it.

Infodude575 (talk)23:10, 12 March 2014
 

Outdated template needs to be updated to show where it's outdated then :s

 

Outdated template is outdated, you say?

Infodude575 (talk)23:16, 12 March 2014
 

I think we have a template to show it's a section that's outdated. Also, the current template could use a few improvements to accommodate a few things, such as but not limited to:

  • What updated caused it to be outdated. "Recent" is not enough once the "recent update" is considered old and eventually becomes outdated, should it no longer applies.
  • Use a better icon and not have it share "not implemented" or vice versa.
  • Possibly make the template more elaborate with an actual reasoning behind it so that if anyone drops by with the proper knowledge, it can be updated accordingly.
 

Lucky Gather Rate

 
 
The formula for Lucky Gather is 1/ (2000 / Luck) for Normal Lucky Gathers and 1 / (50000 / Luck) for Huge Lucky Gathers.
 

 

 
 
Numbers were tested with 0 and 180 luck.
 

 

So having 0 luck would confuse the formula and make lucky gathers impossible? Are you sure it's not [Luck+1]?

Kapra - (Talk)00:36, 20 February 2014

Well that's how everything was tested. There doesn't seem to be a known cap on luck-based effects. I have tried to gather and never really got a lucky gather with 0 luck at all. Granted, in theory it would be 0% chance, but there's superstitions like Gambler's fallacies and such. Some are just lucky while others are not.

レキシス・ミカヤ (talk)00:44, 20 February 2014
 

Balance Cap

Nexon: Maximum Balance cap for magic weapons is now 50%

What does that mean? Magic Balance or Physical Balance? Because my Tikka Wood Healing Wand (30% Balance) and Fomor Fire Wand (38% Balance) gives me 80% Balance.

Infodude575 (talk)17:41, 27 September 2013

My guess would be that either:
A) It's glitched
B) It means that wands will give a maximum of 50% balance. You could test this by upgrading a savage wand through the balance upgrade.
C) All of the above. This is possible if they intended for B) but failed to implement it.

~Dæmonis(´∀`) (talk)18:38, 27 September 2013
 

Previously, with high enough int, it was possible to get 100% magic balance. This is no longer true.

Pyro - (Talk)19:39, 27 September 2013
 

So you're saying they meant they halved the cap of Magic Balance?

Infodude575 (talk)21:29, 27 September 2013
 

That's the way I interpret it, not melee balance for wands.

Pyro - (Talk)21:54, 27 September 2013
 

Hello wiki editors. I have edited the Magic Balance section to reflect a 100% magic balance cap. Although Nexon has published the cap has been changed to 50%, a quick field test in the current Mabi reveals that approximately half of the magic hits will hit at full damage. This leads me to believe that the balance cap has not been changed.

Zekki (talk)14:30, 9 January 2014
 
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