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G15S2
Did they finally buff Mirage Missile yet? Or is it still not adjusted?
Apparently not. I've tested it on a Plateu Wild Boar, and it only slowed down when it used the Defense skill. Therefore, it wasn't walking until then.
And the numbers for Mirage Missile are still the same with the wiki's current ones. That suggests damage hasn't been upped either.
Maybe NA Nexon decided that it would be overpowered... Idk, was there ever a poll discussing about the Ranged buffs back then?
When I got hit with mirage in the arena I didn't walk, but I did notice a speed difference while it was affecting me.
Eh...are you sure that wasn't a mistake...? I'm very sure none of the Boars I've hit slowed down at all...
And by the way, you should have your username link back to your user page. I think you just have to check off the "Treat signature as wikitext" box in My Preferences.
Ah thanks, but yeah, I just tested with my friend too. It's pretty slight, but they did move slower. I made them run 3 laps around a tree and with mirage missile on them was even visibly slower. They even told me they felt slower without me telling them the results.
Ah. If you can get it to 5, or 1, try testing if there's a difference in speed.
Also, can't these factors be found within the game's code?
I don't know if they can since I don't have access to those, but i had my friend help me out. He had rF mirage missle and there didn't seem to be any difference in speed between rF and r6.
Speed is reduced by what seems like 5%~10% or so...I can't say that the speed reduction is significant enough to go as far as messing up people's movements, but it is a small reduction in speed when hit by Mirage missile. I was hit by a master of mirage.
Entire line for Mirage Missile rank 1:
<SkillLevelDetail SkillLevel="15" PrepareTime="2000" AbilityNecessary="40" StaminaNecessary="0" StaminaModPreparing="0" StaminaModWaiting="0" StaminaModProcessing="0" ManaNecessary="15" ManaModPreparing="-7.5" ManaModWaiting="0" ManaModProcessing="0" CombatPower="320" StackPerCast="1" BonusDescription="_LT[xml.skill_leveldetail.5901]" EffectDescription="_LT[xml.skill_leveldetail.5977]" Conditions="_LT[xml.skill_leveldetail.6016]" Var1="200" Var2="35" Var3="80" Var4="21000" Var5="300" Var6="300" BonusLife="0" BonusMana="0" BonusStamina="0" BonusSTR="0" BonusINT="5" BonusDEX="5" BonusWill="0" BonusLuck="0" AttackRange="0" LevelDescription="_LT[xml.skill_leveldetail.6002]" OptionApplyDmgMin="0" OptionApplyDmgMax="0" OptionApplyCritical="0" OptionApplyBalance="0" OptionApplyWoundMin="0" OptionApplyWoundMax="2000" />
All of the active effects appear to be the Var# ones. 1 is base damage multiplier, 2 is min dmg, 3 is maxd dmg, 4 is effect duration, 5 is infection range, and 6...I don't quite know. It could be the speed modifier, though I'd have thought a speed modifier would be a percentage. Both var5 and var6 is 300 for all ranks, including Novice.
Personally, I think var6 is just the infection range too, except for the enemies not targeted yet still infected. I'm still convinced that the eyewitness accounts are placebo effects...or maybe a weird glitch that makes the running animation move slower, but having the actual speed the same.
EDIT: Though actually, I was hasty. I think this is from ver86 package...whoops.
EDIT2: And a nevermind once again, all the var numbers were the same in the package from 99 to 100. Only things different were the names and numbers of the XML descriptions files.
No, they really are moving slower. I tested it by running side by side to an effected elf while I was on my elf. I passed them up every time, even when they had a big head start. We also tested to see if it was maybe lag. So, we ran side by side without the effects, and we moved the same exact same speed without me passing them up.
I can feel my character slowing down when Granat shot me with MM. Maybe it only affects players?