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Talk:Gold Strike
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Contents
Thread title | Replies | Last modified |
---|---|---|
Cost and Damage Multiplier Per Charge | 2 | 04:18, 9 July 2013 |
Worth it? | 8 | 01:12, 23 June 2012 |
Damage per Charge? | 0 | 15:46, 22 June 2012 |
Gold use in VIP tab | 5 | 11:03, 29 May 2012 |
Ranking Cost | 9 | 04:22, 24 April 2012 |
Damage | 4 | 07:56, 20 April 2012 |
Defense Stat | 1 | 09:00, 7 April 2012 |
Activate Mana Deflector?! | 2 | 17:56, 5 April 2012 |
CP | 1 | 03:47, 5 April 2012 |
Ranged Training? | 1 | 21:06, 4 April 2012 |
Can someone give a decent translation? | 2 | 18:06, 2 November 2011 |
info | 3 | 09:41, 29 October 2011 |
Zzzzz | 21 | 19:11, 19 October 2011 |
It seems right before 6 charges, the multiplier corresponds with the amount of gold tossed... Someone might want to double check on the multipliers for 6 and 7?
I very much encourage more testing. However, with the damage I've done testing that multiplier, It doesn't seem too implausible for those to be the real numbers. I'll have to build up more gold before I test higher and more thoroughly, forgive me. In case you were wondering and/or anyone wants to emulate my testing, I tested those numbers with 20 strikes each charge on monsters with a consistent amount of defense and protection (brown foxes) while only recording strikes that did not crit, as exploding has no bearing on the damage done. After that, it's a matter of taking the average of that test and dividing it by the average of the single charge test.
I am testing in Keith's RP and i can say im testing with 7 charges. I shot a red spider for 686 damage, and never hit above 2100 (yet) so we can safely say that a multiplier of 30 seems unlikely. I think the multiplier as 25 here seems more likely as Kevin suggested. However, 686 damage on a red spider seems low, even for that.
So aside from being another counter to Blinkers and the 5% additional Crit, is it worth it?
Well, that's a very opinionated question. Also take into account that this skill adds luck, and outside of titles, this is the only way non-merchants gain luck. I'd personally say no for actually being used in battle. (Also, 5 luck=1% crit so 30 luck would be 6% crit, not 5%.)
Group A: Yes because who cares about gold? it's all about them ducats weapons. course I save gold for repairs on other things like clothes and the latter...
Group B: Yes it is. There's nothing wrong with throwing gold around. After all, gotta spend money to make money.
Group C: Ehh...waste of AP, but I want that luck qq
Group D: Gotta squeeze all the gold I can find...no point in throwing away money...
Group E: What the hell is gold gonna do when I can't kill anythign with it qq
...yeah it's very opinionated. In my perpective, what's 6% crit when I can get way more using enchants that increase crit and even those have more benefits (though there are downsides)...
Though Pyrus is right about luck boost outside of titles, leveling at age range 10~14(+.75/+.5/+.5/+.25/+.25 per level receptively from age 10 to 14), and aging from 10 to 15 (+9 Luck total).
More crit's always helpful though...and also the skill actually hurts quite a lot at high ranks. More than you'd think.
Who cares about opinionated Qs? I know it's something to be asked on the forums, but it doesn't really hurt to ask here, does it?
@Dante: I heard it can do 50k...
It's not said in the page, but I'm assuming its multiplied by the number of charges and the last few adds on more, like Firebolt and Water Cannon?
Has anyone tested whether gold placed in the VIP tab will be used or not when using gold strike?
I haven't tested this, since I don't have it. But I would assume so. The VIP tab works just as well as the General tab. For example, if I have a wool pouch in there, shearing wool and picking it up will just go into the pouch. I'm sure if you use gold strike, it will start using it from your VIP tab. All it is, is just another General tab really.
Actually, gold wouldn't be counted if it was in the VIP tab a while back. I don't know if that's still the case, but that's why I asked. If it wouldn't show up in transactions, who knows if it'd work with gold strike.
Oh, so you mean it wasn't showing or working for you as a glitch? Huh. I could have a friend of mine test it. o.o
Pots, gold, and feathers/bandages couldn't be accessed if they were in the VIP tab when it was first added. They fixed everything but the gold issue (last I checked anyway). I'm not sure if this was fixed or not. If it wasn't (so gold in VIP tab won't show up in total amount of gold and can't be used for transactions), then someone needs to test if gold in that tab will be used. o3o
I'll ask my guild later today when people start logging on. It's pretty slow today. Ask your pals about it? o.o
I was thinking a chart under "Training Method" would be convenient.
Example:
rN --> rF
at least 10,000 gold
rF --> rE
at least 8,500 gold
rE --> rD
at least 14,000 gold
My math skills would probably start to fail after a few more ranks, but if someone could start it off, I'm sure someone else would fill it in as it goes.
This would be the minimal required counts/gold to fulfill the 100 training point requirement assuming
- you only require 1 charge per kill
- you criticial 100% of the time(much lower percent needed for most ranks)
- a monster never goes into deadly
- you are NOT receiving any skill training bonuses(pots, destiny, double rainbow)
rN 10,000 (100 attacks)
rF 5,500 (55 attacks)
rE 8,000 (80 attacks)
rD 10,000 (100 attacks)
rC 11,700 (117 attacks)
rB 17,600 (176 attacks)
rA 20,000 (200 attacks)
r9 21,300 (213 attacks)
r8 16,300 (163 Attacks)
r7 21,000 (210 Attacks)
r6 36,000 (360 Attacks)
r5 45,000 (450 Attacks)
r4 60,000 (600 Attacks)
r3 70,000 (700 Attacks)
r2 70,000 (700 Attacks)
Grand Total: 422,400 gold
Someone might wanna double check my math it's easy to get confused when working with so many numbers…
It will take an additional 225k to get master title assuming you don't knock monsters into deadly, only need to use 1 charge, aren't using skill trainings, and 300/2,250 of your attacks are critical.
I think it is very useful. Hmm...upon looking at this and knowing my crummy luck over criticals...look like you can blow off a minimum of 750K and a maximum of say...2m? Not quite sure how this would work out since the count is theoretical and considers that every hit is critical. Though the person could be loaded with additional crit enchants...at any rate I find this useful, yet amusing.
Of course, taken if destinies come into play, it'd take about 375K minimum, which is nice for those tight on budget (like me .o.). my question is, are the number of attacks accurate...@@? I mean I find it hard to believe it takes only 163 attacks for r8 while r7 is 210 attacks.
Check out the training requirements, they are accurate. You also need to consider that one rank may give .5 for strong enemies then in the next rank give .25 for them but give .7 for awful enemies.
lol glad someone checked my math I figure I'd bound to make a mistake with all that adding and dividing of numbers...
Anyway as for critical yeah naturally your not gonna critical 100% of the time, I think i caps at 30% anyway however most ranks don't require all that high of critical see chart
R9: 30 critical hits out of 213 attack requires roughly 14% critical
R8: 40 critical hits out of 163 attack requires roughly 24% critical
R7: 50 critical hits out of 210 attack requires roughly 23% critical
R6: 60 critical hits out of 360 attack requires roughly 16% critical
R5: 70 critical hits out of 450 attack requires roughly 15% critical
R4: 100 critical hits out of 600 attack requires roughly 16% critical
R3: 150 critical hits out of 700 attack requires roughly 21% critical
R2: 300 critical hits out of 700 attack requires roughly 42% critical
The numbers are natural only theoretical and ranking the skill could easily cost you fortune if you needed 5+ charges per kill...
hmm time to throw a lot of gold at young raccoons while clad in cp- gear...
simple answer if you slap enough -cp gear on you will have a character with 0 cp which would make raccoons boss classification.
use a few tendering potions maybe use some of the -100cp gear to get your characters cp just below the raccoons cp and you should be able to make raccoons normal,strong,very strong and boss classification.
hmm as an alternative to save gold for players that don't have -cp gear they could always just set finishing rule to anyone and use gold strike as the finishing blow against mobs that they fairly easily defeat using other skills.
Oh right...training requirements...musta slipped my mind late night @@...
A new character I think makes them weak, if not similar, to raccoons...I could be wrong, but new characters don't have a lot of CP for having just Combat Mastery and Sharp Mind...
opps seems i miscalculated a few rank...
Rank 5 working
powerfull kills needed = (100-32-15-28)/0.08 = 312.5
total kills = 312.5 + 80 + 30 = 422.5
round up to 423
rank 4 working
powerfull kills need = (100 – 37.5-20-30)/0.05 = 250
total kills = 250+150+50 =450
rank 3 working
powerfull kills = (100-30-21-30)/0.05 = 380
total kills = 380 + 150 + 70 = 600
Sorry should have double checked it myself was just too tired at the time...
oh and i updated the table myself.
Was ranking up Gold Strike and didn't realize till rank 1 that the wiki didn't have the base damage per rank, it'd be appreciated if someone could add that, Rank 1 Gold Pouch Damage: 37-112 for reference. Also from what I observed, I believe the damage is calculated to be
Damage dealt = Gold Spent / 100 * Gold Pouch damage
I've done a bit of testing on Gray foxes and have found it to be within the range when charging twice, Lowest damage dealt to gray fox was 75, highest was in the 200's non crit. (Also fits what was said about Gold Strike doing 27k dmg with crit). I'm pretty sure that's how the damage is calculated but if someone more knowledgeable can prove so otherwise, please do so.
Yeah the formula makes sense, might need to test it next time i actually play the game
one things that does make me wonder though is if this damage is some way effected by balance or is just pure random number within the damage range.
oh and here is the damage per rank, I am horrible at working with wiki tables so someone else can add it to the main page if thy want
r1 = 37~112
r2 = 36~108
r3 = 34~103
r4 = 33~99
r5 = 31~94
r6 = 30~90
r7 = 28~85
r8 = 27~81
r9 = 25~78
rA = 24~72
rB = 22~67
rC = 21~63
rD = 19~58
rE = 18~54
rF = 16~50
rN = 15~45
doh, my minds playing tricks on me in this sleep deprived state could have sworn I checked that table twice and still missed that...........
oops yeah, I missed it too, (could've sworn it wasn't there lol) but anyways can someone confirm that when the gold pouch "explodes" it actually does more damage? Since from what I've noticed, it just causes splash and has never exceeded the gold pouch damage range.
Does Defense have some sort of influence on Gold Strike, or will it be ignored?
Was in Par and decided to see what my r9 gold strike would do against the snow zombies. It pinged. They flashed blue. So the skill is actually considered a magic effect by the game, or is there another explanation?
Well, isn't it supposed to have CP?
Since Gold Strike is technically a long-ranged skill, would it also count to Ranged Attack Training like Rock Throwing?
Successful traders can make money more than you think. Life is more valuable than money, so use money to escape danger. The skill throws money at the enemy to avoid danger, the more money you throw the more damage.
1 charge takes 100 gold, up 10 charges (10,000 gold) may be used in one attack.
Good luck. Rarely coins will burst around the enemy, causing splash damage to surrounding enemies.
(The road may not be safe, be careful??) 하지만 어느 새 금고가 텅텅빌지도 모르니 주의 하도록 하자.
- F - AP2, Luck1 up to 5 charges
- E - AP3, Luck1
- D - AP4, Luck1
- C - AP5, Luck1
- B - AP6, Luck1
- A - AP7, Luck1
- 9 - AP10, Luck2
- 8 - AP13, Luck2
- 7 - AP16, Luck2
- 6 - AP20, Luck2
- 5 - AP30, Luck3
- 4 - AP40, Luck3
- 3 - AP50, Luck3
- 2 - AP60, Luck3
- 1 - AP70, Luck4
ye im not good with skill table so someone use this info plz xD
I am reminded of Meso Throw from MapleStory...
But in Mabi, is it worth 'throwing away your money'?
C4 is DevCAT's way of saying "Who cares about limitations?" I'm pretty sure this will be over powered. And not necessarily a bad thing. After all, they already unrestricted parts of Magic and Archery, they're slowly bumping everything up.
Well, let's see. Normally people carry a max of around maybe 50~200k in their inventories? Maybe a couple hundred in pets. They're not going to able to attack thaaat many times. And chances are, with such an OP'd skill,.. WAIT THERES ONLY a 3 SECOND COOLDOWN? L> Skill delete.
You're going to have to spend an assload of gold to rank this skill up though.. but it should still be made waaay more expensive than just 10k at r1. Maybe 100k at rank 5 or so. Just to make it a bit less "use anytime" skill... cause that would be just TOOO OP. Or just simply do not implement this dumb skill. Or lower the damage. Or remove merchant destiny 8D or remove the ability to craft highlander long bows 8D (slowly drifts off-topic...)
Looks like Kevin is going insane... Just like Paris when he 'lost' Juliet. Hahaha...
I'd say lower the damage.