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Talk:Final Shot

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It doesnt seem like meles will give me it, but i havent tried becoming friends with her-ANyone else gotten it yet? if so, how ._. Occy 18:18, 14 October 2009 (UTC)

(haven't used a wiki for editing in a while, forgive me if I'm doing it wrong) The quest was 'estimated' to come out during G8, not guaranteed. It looks like we'll have to wait for the next patch before receiving the skill. --Insanity to all >>--> 19:44, 16 October 2009 (UTC)
It's not out yet, IIRC it came out at "G8SE" and the official notes within the files point out us having only gotten up to G8S2. Going over release notes of overseas seasonal releases also indicates this (ie, we haven't gotten Tir revamp, fossil collection books, sulfur golems, protect the eggs mission, hotspring monkeys, skill cap lift and so forth).--Mystickskye 06:29, 17 October 2009 (UTC)
We also haven't gotten battle swords or giant shields; those were supposed to come out G8S2 as well. :/ I think it's safe to say we'll just have to wait for Nexon to give it to us...whenever they feel like it. I'm happy with Hardmodes, though. :D Qaccy 06:50, 17 October 2009 (UTC)
The release notes I read for KR Server show that Giant Shields were released in G8SE. See here.--Mystickskye 07:42, 17 October 2009 (UTC)
That same notice mentions the addition of the Tailteann seal stones too though, things we've had in Uladh for some time now. So I think it's just another example showing Nexon's not really following any other server with releases, though it's a good indication of the latest we SHOULD get those things. But apparently Nexon's been pushing stuff back too, I distinctly remember Battle Swords (among other things) as being part of G8S2 but game files are saying S3 now. Oh well! Qaccy 08:02, 17 October 2009 (UTC)
Other than the oddities of "early releases" and some things that Nexon have chosen not to release at all, the other release notes have been fairly good reference for when we get things. Albeit, even in the huge mass release of "G4~G6" Nexon did leave some stuff out as filler until G7. At the very least, I think we can all agree that Nexon didn't release anywhere near all of G8.--Mystickskye 01:28, 18 October 2009 (UTC)

Final shot is finally comming along with the dragon egg mini game and taunt skill —Preceding unsigned comment added by Trainee35 (talkcontribs) . Please always sign your comments with the Signature.png button or by typing ~~~~!

Teleports per rank in Final Shot?

Odd that it says 0.95 seconds and that we get 20 seconds on rank novice... I try to teleport at the furthest distance so my test could be a bit off... I tested it and only teleported 4 times before I ran out. --Dra6o0n 06:26, 11 December 2009 (UTC)

This is true, at Rank F I can teleport 4 times before the skill cancels effectivly using 4 seconds worth of time. Assuming cooldown for teleport is 2 seconds (Have 't tested this) It's 3 seconds per teleport or 12 in total. ... This doesn't make sense. Tylian 15:25, 14 December 2009 (UTC)
This seems to be based off lag. I can teleport 5 times at rank F. On the korean servers, I can only teleport 3 times.--Rydie 08:43, 17 December 2009 (UTC)
Actually the number of teleports one is able to do when in final shot mode depends on how far you go when you use teleport, I don't know the exact modifier but the shorter distance you go the less time you use and the farther the more time you use. —Preceding unsigned comment added by Lithuania (talkcontribs) . Please always sign your comments with the Signature.png button or by typing ~~~~!

Aim Speed

According to the current information, Final Shot should add 150% to my aim speed. As an elf with r1 range I currently get a 200% boost, so 150% is very close to doubling my speed. But honestly when I'm using the skill there is a hardly noticable difference. Is it possible that instead of adding 150% it instead multiplies your range speed by 150%? Basically adding only 50%? ~ Aeril 16:01, 13 December 2009 (UTC)

The 150% means that it adds 50% more to the 150%, it doesn't means that it adds up 150%, you should notice that actually, since it doesn't says "+150%" but it says "150%". I know it's kinda tricky but that's how it works in Mabinogi ;) Dmazura 19:47, 17 December 2009 (UTC)
The aim speed multiplier is Ranged Bonus * FS bonus, so at r1 ranged+rF FS you'd be aiming at 300% speed. It seems like my elf's aim meter starts at 50% once the skill reaches the 10 second limit, speeding it up to near instant aim. If someone else could figure out if its just at the 10 second limit that you get a fixed aim bonus that'd be nice. Tellos 23:58, 29 December 2009 (UTC)
I'd like to question this because every time I reach the 10 second limit I still aim regularly and it's not fix so I'm going to remove that statement unless you can prove it to me(Since I may be wrong by having just Rank F Final Shot...) Dmazura 23:34, 3 March 2010 (UTC)
Upon further testing it seems that if I continuously fire at the same target the aim meter starts at 50% under certain conditions. I'll have to record it and look over it when I have the time. That being said, it never seems to do that for magnum. Tellos 17:00, 8 March 2010 (UTC)
Maybe it´s just because you aim fast enough to not being able to notice that it starts at 0%; because I´ve seen that happening with me when I use Final Shot at close-range and it aims fast enough to look as if it starts at different aiming. But anyway I guess we should test this further. Dmazura 19:03, 19 March 2010 (UTC)
If you'll recall, elves can aim while they're moving, so if you've started aiming at an enemy and then teleport, you'll probably get to 50% by the time you're able to see the meter again. Just a thought. Xmasreturns 01:29, 31 May 2010 (UTC)
After training rank C Final Shot on my elf, I found out that it does starts the aiming at 50% even without moving. I was in open field, shooting at the max range with a crossbow, yet the aiming always started at 50% after I saw the 10 "second warning". but strangely enough it didn't happen when I had rank F Final Shot and I don't recall seeing something similar with previous rank but I could've forgotten. I would like someone else to test this on another character if I can't do it. Dmazura 23:29, 1 June 2010 (UTC)
I'm pretty sure I've figured out the 50% aim "bug". I've noticed that aiming is normal until you run while aiming, then your aim meter begins starting at 50% regardless if your running or stationary. Anyone feel like confirming? -- Tylian (TALK · CONTRIB) 20:20, 13 September 2010 (UTC)
I've noticed this as well Tellos 22:24, 13 September 2010 (UTC)

Extra Aim %

So after the update aim % stands at 84% when the mob is running and 92% when the mob is walking. With final shot activated I achieve 90% aim while the mob is running. Anybody know if you get any extra % while the mob is walking? Ket 18:04, 11 June 2010 (UTC)

I can confirm that the running aim cap is 90% while using Final Shot, not sure about the aim cap for walking enemies though. This should be added to the page once we figure it out. -- Tylian (TALK · CONTRIB) 20:20, 13 September 2010 (UTC)

Load Time

  • It is said that Final Shot decreases the load time of several ranged skills. This feature is obvious when spamming low-ranked magnum shot.
  • This perk applies to Elven Ranged Attack and Magnum Shot but not Mirage Missile.
    • Does it also apply to Support Shot and Crash Shot?
  • Is the deduction based off of a percentage of the original skill's load time?
    • ...or is the deduction static and thus applies to all ranged skills?---Kaeporo 03:27, 13 September 2010 (UTC)
Its a percent reduction, and as far as I know it applies only to Ranged and Magnum Tellos 04:48, 13 September 2010 (UTC)

Got any info on the load time deduction? Something like that should be included on the skill page.---Kaeporo 04:53, 13 September 2010 (UTC)

There are 2 vars in the skill_leveldetails.xml that I don't see on the current table, var2 and var3. Since I don't know much about Final Shot, i'll let you guys determine what's what.
Rank F E D C B A 9 8 7 6 5 4 3 2 1
Var2 1.2 1.23 1.26 1.29 1.32 1.35 1.4 1.43 1.46 1.49 1.6 1.63 1.66 1.69 1.75
Var3 1 0.8 0.6
My best guess is that Var3 is the loading time reduction, but don't listen to me, my elf's Final Shot rank is too low for me to determine. --κєνıи тαıĸ«) 08:19, 13 September 2010 (UTC)
I think it may be var 2, in a Load Time * (1 / Var2) type of formula. -- Tylian (TALK · CONTRIB) 20:20, 13 September 2010 (UTC)
var3 appears to be the load time reducer (Load time * Var3) I'm not sure though, one of them is the teleportion reducer and one is the load time reducer (I think). I don't use my elf much so I don't have the ranks to confirm it. Tellos 22:26, 13 September 2010 (UTC)
I have Rank C on my elf, and I get a very small but noticeable load-speed reduction, so I'm pretty positive it's not Var3.-- Tylian (TALK · CONTRIB) 16:00, 14 September 2010 (UTC)
I agree with Tylian. Mine is only rank 9 and i can feel a bit of a reduction on my range and mag. --κєνıи тαıĸ«) 06:01, 27 September 2010 (UTC)
I have a ~450ms reduction with rF FS. Worked that out from my ping (~550ms at that time) and an almost lagless elf without FS (I was slightly slower than him) so I'm pretty sure the formula is the one Tylian stated ~kotarou3 TALKCONTRIBS 08:19, 27 September 2010 (UTC)
I was leaning more towards var2 being a loading speed multiplier. --κєνıи тαıĸ«) 08:26, 27 September 2010 (UTC)
I know you was, I was just adding on some more accurate details ~kotarou3 TALKCONTRIBS 08:36, 27 September 2010 (UTC)

Now we have worked out that var2 is the load time reduction, lets get onto var3. Here is what I think:

Rank F E D C B A 9 8 7 6 5 4 3 2 1
Time reduction every 1 distance teleported [ms] 1 0.8 0.6

A more easier to understand table would be:

Rank F E D C B A 9 8 7 6 5 4 3 2 1
Time reduction every 1000 distance teleported [s] 1 0.8 0.6

~kotarou3 TALKCONTRIBS 08:45, 27 September 2010 (UTC)

Shouldnt the values per ms be value/1000? --κєνıи тαıĸ«) 08:49, 27 September 2010 (UTC)
As far as I can remember, the last time I spammed teleport on the same spot, I could only do it up to 9 times before running out of time. Blurry memory. --κєνıи тαıĸ«) 08:53, 27 September 2010 (UTC)
Hmm, then the var might be the delay before you can teleport again... Or that you spent trying to teleport on the same spot for 15 seconds ~kotarou3 TALKCONTRIBS 09:44, 27 September 2010 (UTC)
I don't understand you... Please explain ~kotarou3 TALKCONTRIBS 09:44, 27 September 2010 (UTC)

Contents

Thread titleRepliesLast modified
Does nothing as all Archery Skills have 0 load time.118:19, 7 October 2015
Add Cooldown Reduction by Rank215:37, 6 October 2015
Renovation021:27, 2 July 2015
Description022:18, 17 June 2015
Questions1322:30, 12 April 2014

Does nothing as all Archery Skills have 0 load time.

EMM?

Does that even count as an archery skill? It's probably categorized as a Trans skill and not affected. I guess someone should test.

Blargel (talk)18:19, 7 October 2015
 

Add Cooldown Reduction by Rank

I would like to add a discussion since I've been using final shot recently that we need to add the cooldown reduction by it's respective ranks.

My final shot rank by the time was when the Archery update came out was rank 8 to rank 5. So I would not know when the cooldown reduction was from rank novice to rank 9. If anyone would know, adding it to the page would be nice.

Gawayno (talk)16:43, 5 October 2015

Thread:Talk:Final Shot/Renovation

People just don't take the initiative.

Infodude575 (talk)19:51, 5 October 2015

Forgive my multiple post about this thread, I did not see the respective thread before I posted this one.

Gawayno (talk)15:37, 6 October 2015
 
 

Renovation

  • "However, teleporting reduces the skill duration time, so it should be used accordingly." - Does the in-game description still say this or not?
  • Attacks that knock down the user, such as Firebolt, will cancel Final Shot. - Doesn't cancel on knockdown anymore.
    • Normal Attacks will not cancel Final Shot.
  • Potions may not be used while the skill is activated. - Potions are now allowed.
Rank N F E D C B A 9 8 7 6 5 4 3 2 1
Cooldown Time [sec] 300 280 260
Cooldown Time [min] 5 4.67 4.33

Why in the world is its cooldown still longer than Final Hit's?

Infodude575 (talk)21:27, 2 July 2015

Description

"However, teleporting reduces the skill duration time, so it should be used accordingly."

Does it still say this, despite such being removed recently?

Infodude575 (talk)22:18, 17 June 2015
  • Can teleport through Barrier Spikes in the same way as a monster?
  • How in the world does Load Time reduction work now if all Archery Skills except this one have 0 load time since Genesis?
  • The green bar below, does it represent the entire duration of the skill or?
Infodude575 (talk)12:32, 12 April 2014
  • I'll go into Lingering Darkness in a bit. It's a no go. Still limited to player boundaries and will not teleport through walls/obstacles such as spikes, rocks, and the like.
  • Reduction doesn't do anything now. If it does something now, I have no clue. Before you ask, I have checked the JP wiki and there are very little details.
    • Fun Fact: This is the only skill (that I know of) that still retained its loading time (Consider it like magic's casting time I guess :c...). You will be a sitting duck for 2 seconds before the skill takes into effect.
    • I left mine at F because my AP allocation on me elf is set to Crash Shot and I'll have no AP to even further test past F.
  • The green bar is a special bar that represents duration. This goes down faster if one chooses to teleport at all. It is a visual representation of time, unless the user chooses to teleport, in which case it is nothing more but an action gauge that essentially tells you how far you can teleport and if you even can.
    • Think of it as a special bar with little to no purpose except how long you can retain Final Shot.
    • It disappears momentarily when a skill (or Ranged Attack itself) is used.
 

The bar is more or less the same as Way of the Gun's one, except you can make it go down if you wish, yes?

Infodude575 (talk)13:34, 12 April 2014
 

FS became an AP dump once load times were removed. The only things that come to mind that it could've been changed to is cooldown reduction or attack speed increase like with vivace, but I've yet to test it out. I also find it stupid how it still had it's load time, and yet FH got an instant activation.

With both FS and way of the gun, the bar serves the exact same purpose of telling you how much time you have left.

Yinato (talk)13:46, 12 April 2014
 

I can see how useless it is ever since it was neglected.

Anyway, I'm confused on the maximum teleport duration deduction part. Is that referring to per teleport or overall? Also does anyone (*cough* JP *cough*) even know the formula of teleport to duration deduction?

Infodude575 (talk)14:07, 12 April 2014

Overall. No formula due to a lack of surefire way to test distance.

 

How the hell was the Lance Charge damage formula came up if there wasn't a way to test distance then?!?

Infodude575 (talk)14:20, 12 April 2014
 

Variables probably found through either extensive testing with a known distance between point A to point B or remnants from data found with files.

 

This discussion is about FS, not other skills.

Yinato (talk)14:28, 12 April 2014
 

I'm well aware of that.

By estimation, how much duration would a single teleport consume?

Infodude575 (talk)14:35, 12 April 2014

Why your question can't be answered: 1. lack of an accurate timer 2. issue of displacement lag 3. duration varies with rank 4. reduction varies by distance

Yinato (talk)14:40, 12 April 2014

Actually, it wouldn't be that difficult to figure out.

Ikkisuki (talk)22:30, 12 April 2014
 
 
 

One last question: aside from the image and video, is there anything else that's outdated about FS?

Infodude575 (talk)14:45, 12 April 2014

Details such as and not limited to:

  • Compatible with other skill effects such as mana shield and such.
  • updated wording.
  • Updated skill details (if any)
  • Update enchants (if any)
  • Reformat where necessary.