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Int affects Mana Consumption and Casting Time
According to here, Int does that. True or false?
According to JP wiki, that's true, but frankly I'm skeptical. With over 1k Int while wearing nothing at all, I certainly don't see anything remotely resembling the 20% mana consumption reduction I should see if JP wiki has its numbers right. I've done mana usage calculations based on numbers that don't take these mysterious bonus effects into account and have never run into any error too large to be accounted for by decimal rounding in the client display and latency -- certainly never a 20% discrepancy.
I'll look into it. Aubog from that thread is an old guildmate and we still keep up with each other; he says a buddy of his did some intense number-crunching and verified that the bonuses do exist, but I want hard data.
I undid the edit on the following grounds:
1) The textual format of the information was invalid. Logically stated that int decreased the mana cost and loading time of books.
2) The information provided violates the currently understood mechanics, and no evidence was provided to the claim.
For what it's worth, I've noticed a small decrease in MP cost as noted in this talk thread. I have over 1000 int as well. I haven't potion poisoned my int to 0 to test if my mp cost went to 20 yet though. Are people curious enough for me to try? I can also hit 1500 int with an int roll and Claudius's persona.
I suppose the best way to test it would be to charge fireball to full with a stock firewand since it has the most extreme values.
Assuming you have r1 fire Mastery and no other bonuses, the following should be true to within approximately 5% of values (Factoring in latency influence):
Charge time 20 Seconds
Total Mana Use:
84 (Day, 3/Minute regen on 20 seconds is -1 MP use) 81 (Night, 9/minute regen on 20 seconds is -3 MP use).
If the 2% per 100 int is true and is additive @1000 int:
Charge time 16 seconds
Total Mana Use:
68 Day 66 Night
You have some inconsistent data there I think. 84 + 1 = 85 while 81 + 3 = 84. Also, where did the 85 or 84 come from? One charge of fireball should cost 25 MP with no mp reduction. With rank 1 fire mastery, it should be 20 mp per charge. Therefore, it should be 100 mp in 20 seconds. There is also the question of whether the supposed int bonus would be based off the base mp cost or the mp cost after bonuses. In other words, is it base mp * (1 - fire mastery reduction - int bonus reduction) or is it base mp * (1 - fire mastery reduction) * (1 - int bonus reduction)?
Fireball's base use is 100 total *(20 per charge) so the mana use after fire mastery is 80 (100 * .80). When calculating net mana cost, you must factor in mana regeneration, which is base +0.05 per second (Night time bonus is 300%, placing it at +0.15 per second). 20s*0.05mp/s gives +1 mp, resulting in the net mana cost per time being reduced by 1 mana, etc.
Fireball only costs 25 MP per charge if you are a Giant according to the wiki's current Fireball page.
To date, every percentage based system in Mabinogi to date has utilized a compounding formula system, so it is not unreasonable to conjecture that the int bonus would function the same way. Regardless of which way it functions, one would notice a significant drop in MP usage, which could easily be determined to be either additive or compounding in nature, should INT have such an effect; so the exact numbers for the purposes of testing the theory of "Does INT decrease mana use?" is irrelevant.
EDIT: I used 15% for the mana usage reduction from fire mastery instead of 20%. My bad. I've corrected it in the above post.
Strange, I just noticed this edit. I only remembered 25 mp as the cost because I worked with fireball before this edit was made. When I get back from work, I'm definitely going to test this with 0 int, ~1000 int, and 1500 int and see if I can verify or debunk both that edit and this mana reduction from intelligence rumor.
Casting times[edit]
I recorded myself casting some fireballs (same ones from below), got exact time values from the videos, and just averaged the casting times at different int.
- 1500 int took 15.33 seconds to cast fireballs on average.
- 1023 int took 16.98 seconds to cast fireballs on average.
- 0 int took 21.07 seconds to cast fireballs on average.
MP Costs[edit]
No mp reduction gear, no meditation, r1 fire mastery, r1 fireball, standard fire wand with no upgrades. Any time I noticed a lag spike, I restarted the casting to get more accurate data.
1500 int
- 1st fireball, 1164 mp -> 1106 mp, day
- 1164-1106 = 58 mp
- 2nd fireball, 1106 mp -> 1048 mp, day
- 1106-1048 = 58 mp
- 3rd fireball, 1048 mp -> 990 mp, day
- 1048-990 = 58 mp
- 4th fireball, 990 mp -> 932 mp, day
- 990-932 = 58 mp
- 5th fireball, 932 mp -> 874 mp, day
- 932-874 = 58 mp
1023 int
- 1st fireball, 973 mp -> 909 mp, night
- 973-909 = 65 mp
- 2nd fireball, 918 mp -> 855 mp, night
- 918-855 = 63 mp
- 3rd fireball, 867 mp -> 804 mp, night
- 867-804 = 63 mp
- 4th fireball, 814 mp -> 751 mp, night
- 814-751 = 63 mp
- 5th fireball, 767 mp -> 704 mp, night
- 767-704 = 63 mp
0 int
- 1st fireball, 887 mp -> 823 mp, day
- 887-823 = 64 mp
- maybe i recorded the values wrong for this one?
- 2nd fireball, 818 mp -> 737 mp, day
- 818-737 = 81 mp
- 3rd fireball, 722 mp -> 641 mp, day
- 722-641 = 81 mp
- 4th fireball, 570 mp -> 489 mp, day
- 570-489 = 81 mp
- 5th fireball, 490 mp -> 409 mp, day
- 490-409 = 81 mp
Conclusion[edit]
I believe I have successfully verified both that the base cost of fireball is about 20 mp for humans despite needing at least 25 mp to cast one charge and that intelligence contributes to reducing casting times and mp costs. Please let me know if more testing is requested.
I believe I actually know why it costs 20 mp instead of 25 mp now to cast fireball. Back before they decrease casting times, it took 25 mp and 5 seconds for one charge of fireball, which is 5 mp per second. After they adjusted it to 4 seconds for one charge, they neglected to change the mp drain rate while charging, causing it to become 5 mp per second for 4 seconds, or 20 mp now. Of course, this is just a theory.
In that regard, perhaps all intelligence is doing is just decreasing casting times while not affecting the mp drain rate during casting, causing the overall cost of the magic spell to go down.
Data indicates that -2% MP usage (compounding) is indeed correct. Suggests that Casting time reduction is near or at 2% (Assuming the delay between charges is fixed, it would throttle the result downwards).
I guess we just need it duplicated with IS and TH and we're good.
And out of curiosity, could you test to see if the delay time of the 3 spells is effected (only at 1000 or 1500 int). As in Fireball base 5, IS base 3, TH base 6.
Also, make sure it has no effect on something like casting firebolt 5 times just to be sure it has no effect on bolt magic.
Hooray for trans spam in Rabbie arena for mp recovery! I'll save you guys the calculations and just give the end results. This was all done with the same conditions as with the fireball test, with rank 1 of the magic spell and corresponding elemental mastery, and without an upgraded wand. All of it was done during the day so no there was no eweca bonus as well.
Ice Spear[edit]
Cast time average for 5 charges:
- 1500 int, 6.83 seconds
- 1022 int, 7.50 seconds
- 0 int, 9.14 seconds
MP cost average for 5 charges:
- 1500 int, 80.8 mp
- 1022 int, 89.0 mp
- 0 int, 109.8 mp
Thunder[edit]
Cast time average for 5 charges:
- 1500 int, 11.85 seconds
- 1022 int, 13.19 seconds
- 0 int, 16.10 seconds
MP cost average for 5 charges:
- 1500 int, 56.2 mp
- 1022 int, 62.2 mp
- 0 int, 76.8 mp
Yep. Seems like int is just as powerful as other stats. And for the casting "delay" I mean the time between the cast and the damage dealt (Fireball falling speed, ice spear explosion, and thunder strike delay).
I've been using the Thunder to Hail Storm combo for a while now and haven't noticed any difference in delay as my int went up over time. This would be easy to detect because the initial load time for Hail Storm ends almost exactly at the same time that the first Thunder strike comes down.
...Unless Hail Storm gets a casting time reduction too? I guess I'll test that after work again.
I'm a bit late in replying to this, but the delay times aren't affected and neither is Hail Storm's initial load time. Honestly, I was pretty lazy in testing it this time and only tested with two different int values (normal int and int roll + persona) and with only 3 tries per int value. For Hail, it's pretty difficult trying to determine a consistent point in the loading animation to consider it fully loaded since with the previous tests I was able to just look for the specific frame that the auto charge indicator disappeared. As such, I may have been less accurate this time than in my previous tests.