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|Thread title||Replies||Last modified|
|Technique Listing Order||0||16:40, 28 October 2020|
|Time Shift limitations||6||00:17, 31 August 2019|
|Blunting Field requires 'base' M. Protection...||3||22:30, 27 August 2019|
|Phantasmal Sight Unknown Variables||0||21:10, 5 July 2019|
|Phantasmal Sight Unique Crafting||1||14:06, 3 July 2019|
|Exploit Weakness Quest||1||01:05, 20 February 2019|
|Defiance's 'Upon death' activation||0||14:19, 10 February 2019|
|Vital Surge Cooldown Reset Chance?||0||21:45, 28 January 2019|
|Grammar||0||09:05, 12 January 2019|
Since Iron Will - Time Shift are in order of unlocking, is there any reason why Redoubled Offensive > Relentless Assault > Elemental Attunement > Exploit Weakness shouldn't follow in order of the Technique Quests?
For that matter,
- I'm wondering if the 'Techniques List' Chart could be reworked from an 'Added In' Y-column to a 'Unlocked In'? Then the X-column 'Technique of _' could be maintained, but then Y could be 'G22 Story', 'G22 Sidequest [or whatever would be reasonable to call it]', 'G23 Story', 'G24 Story', 'G24 Sidequest'. 
- Perhaps additionally expanding the cells to allow for cards of the same type in the same 'unlocked in' area to sit in one cell?
- Finally, although I'd suggest against it, if the order of unlocking was to be indicated in the chart (as a quick, total 'unlock' reference), a subscript number could be added after each (since unlock order would not be listed order). 
Let's hear your discoveries, folks!
Brief context: Tested at lv3 Time Shift
It doesn't seem to work with Palalan Embrace, Iron Will (techs probably don't count as skills), or the Crusader skills that share a cooldown. I'm not sure if Crusader skills are actually counting as more than one cooldown and that's why it's not working, needs more testing at higher levels. Haven't tested Divine Link. Using Time Shift to place a new Hydra will cause the last one to disappear.
You can stack raincasting clouds with it, damage boost seems to be the same as a single cloud water cannon but it triggers more thunder strikes.
I think it's main use is in mass AoE like Snap Casting, but time shift applies to every skill used in order as you activated it one by one, meaning you'll use up your points on skills that has no cooldowns? Otherwise if say Fireball does not have a cooldown, you can Snap Cast + Fireball 3 times in a row. It's too bad it doesn't work for Crusader skills, I have a hard time training it in the first place without risking a actual solo boss raid to do so...
Not many players play these content anyhow and go with something more rewarding.
Time Shift does not get consumed by skills that have no cooldowns. Time shift only loses a charge when you attempt to load a skill which is already on cooldown (i.e. it must have a cooldown to begin with). Doing so consumes the charge to instantly refresh the skill's cooldown and allow you to load it.
As for its "main use", that largely depends on playstyle. It can be used for spamming AoE abilities such as Snap Cast or Lightning Rod, or to receive a single refreshment on Final Hit / Way of the Gun, or to instantly drop to negative HP through multiple Dorcha Conversions. I've also seen individuals use Time Shift as a backup for Combo: Charging Strike when attempting to burst a boss's HP through repeated Crit resets via the Revenant and Perseus knuckles.
Does it work on the Divinity's ultimate AoE skill if you activate the buff before you transform?
AFAIK it does not... but I have not tested this. Go find out :)
So somehow you kind of need 800 Intelligence to raise your 'base' M.Prot to 40?
I wonder if catering works if it's not base stats, but is a buff stat.
800 Int is very easy to obtain compared to the other stats, so a Catering is excessive. However, a Catering should work, as long as it grants Bonus Int. The Bonus Int will contribute to Base M.Prot.
Stats from Equipment also count towards "base" stats.
Like there's no way to get "base" regular Protection, but wear some armor or some accessories that have Prot on them and that'll activate Blunting Field. It works the same way with M. Prot. So wearing M. Prot-boosting armor can help as well as Catering. In this case "base" doesn't mean "natural".
Yeah it has to apply to the Bracket in the respective stat that is being checked. Though checking the gear, guard cylinder adds magic prot, it increases the base as well as the 'current'... Which is weird.
So Gear based stats and buffs applies, but skill based stuff does not.
?? appears to be the maximum amount of huge lucky bonuses that can be gathered via a single yellow ping, which increases to 2 at level 6.
I performed 4 test runs with a sample of 12 HS herb patches, and I'm fairly certain that var6 trough var9 refer to the chance of any individual color pinging. My results on average were: 10.24% Yellow, 41.84% Green, 23.61% Blue, 24.3% Purple
I could run further tests, but I have my doubts the result would change much. Unless someone else can confirm otherwise (either through testing or datamining) I think it's safe to assume that this is the case.
Edit: I performed tests an additional 6 times, and the results were consistent overall.
Should a note be added detailing which crafting recipes are only accessible via Phantasmal Sight? (i.e., Comprehensive HP 500/1000 Potion, Far Darrig stuff in Weaving, and whatever else there may be. Comp 500/1000 require Dan 1 to access, I think the weaving ones are rF, but I can't personally confirm.)
Perhaps a category alongside the "Effects on Monsters," Effects on Gathering," et cetera.
It just triggered while I was training Dorcha Conversion (was in combat at the time btw). I was specifically training 'Use the skill until your condition is Deadly'. So maybe it rolls to activate whenever your HP is reduced to 0 (maybe only in combat)? I haven't triggered it out of combat yet, but of course it just came out so test test test
Any info on this? I've been going in and out of the sulfur poisoning area in Raspa and the cooldown reset seems to happen whenever the poison is first applied, staying in the poison doesn't help reset it, it needs to fade away and then be freshly applied for another chance to reset the cooldown. The same applies to Potion Poisoning, it's only when the status is first applied. Spamming potions while in Potion Poisoning doesn't help reset the cooldown. After a few tests, maybe the chance is about 10%? But if there were some variable related to it, it'd be easier to take a guess.