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Talk:Pummel
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Contents
Thread title | Replies | Last modified |
---|---|---|
Training Requirements: Defeat or knock down | 0 | 22:56, 29 September 2021 |
Number of Hits | 32 | 14:56, 26 April 2013 |
err.. math | 11 | 11:36, 14 December 2012 |
Skill causes glitches | 8 | 21:18, 8 July 2012 |
Splash? | 8 | 16:22, 10 June 2012 |
Knockback | 1 | 06:29, 10 June 2012 |
Pummel does damage on the initial hit | 8 | 00:30, 9 June 2012 |
Invulnerability | 4 | 07:37, 8 June 2012 |
defense | 6 | 17:51, 5 June 2012 |
Possible Indefinite Pummel Loop? | 4 | 19:04, 4 June 2012 |
Advanced Heavy Stander | 1 | 01:03, 21 May 2012 |
It was until I reached rank 1 and had to complete all requirements for mastery that I started paying much attention to precisely what the requirements were.
On the Pummel page, from Rank F to Rank 1, the first requirement is listed as "Defeat a Monster". Looking at my character that has Rank 1 Pummel, the first requirement is listed as "Knock down a monster", but on closer investigation I figured out that what is really means is: Defeat a monster using the first part of the 3 part attack, the part that is called "Knock down".
So, I've added a Tips section, with the explanation of what "Knock down a monster" really means. For the Rank 1 training requirements I've changed "Defeat a monster" to "Knock down a monster", to match what I'm seeing in game. What I don't know is whether I should be making the same change for Ranks F to 2. Can someone who has a character with a Pummel rank below 1 tell me how that first requirement is shown in game? --Librarian (talk) 22:56, 29 September 2021 (PDT)
How are we supposed to record that?
I honestly don't think that's possible. I mean no one has the ability to tell how many times you hit them. Unless you hack your computer and have all slow motion, there's no way. No possible way. We can only assume.
Maybe it should just be about how many REAL hits there are though. I wonder if even at r1 there's more "real" hits.
I have no idea. That's been there for ages since before we even got merchant destiny in our version...
In fact, doesn't it seem as if there already IS about 30 individual hits at rank F+? I'm still very curious if r1 hits more than the other ranks at all. I haven't seen anything that shows it does.
I'm not that patient, but that's the only way. Unless someone is crazy about pummel and has it at r1.
'Cause I trust your guild leader is correct, but It's confusing to have to diffrent answers to the same question.
Oh, okay that makes sense, but 30 would be better then 20, but it's the truth. But why didn't it get fixed? I'll fix it if it hasn't already.
30 would look nicer yeah, but the hits are only visual anyways. And it's already been fixed. You should really look at the pages before you reply (this is the 2nd time now you didn't) O_o
it says that the number of hits is 10+10 i assume that meens 10 for each volly and they forgot the final hit?
it also says that, at rank one, each hit does 90% damage.
now, hear's the problem: it says that the total damage is 900%.
i'm going to assume again that the final hit is forgoten again.
math: 10+10=20, 20*90=1800
sooo... something's wrong.
either they ment it's 900% damage per volly(not total), it's actualy 45% damage per hit, or there are actualy only 5 hits per volly.
it only gets worce if we consider the final hit, wich aperently does 240%(still at rank 1)
more math: 900-240=660, 660/20=33
900(the "total damage") minus 240(the final hit's damage) is 660, 660(the amount left for the two sets of volllys to deal) devided by 20(the amount of hits in the vollys combined) is 33, meening that the damage per hit would be 33%
my question to you: did i just read something wrong? or should the page be edited?
(maybe a test is in order?)
Its 10 for the first set of rapid flurries and another 10 for the second set of rapid flurries.
er... exactly.. so does that mean that each set of hits( a flurry) does 900% damage, making the total damage 900% + 900% + 240% (90% per hit as it says on the page and then the final hit)adding up to 2040% damage?
Considering the fact that this was here since the page was first created (With the 10+10 and finishing damage being put in some time afterwards.) it's quite possible we have inaccurate information here.
I've been doing about 20 minutes of testing with this, so I'll leave this data here:
- Max Damage - 283
- Pummel Rank - 9
- Hits per flurry - 8
- Expected Total Damage of Pummel - 620%
- Expected Total Damage - 283 x 6.2 = 1,754.60
- Highest Damage per hit (first flurry) - 99 (~35%)
- Highest Total Damage (first flurry) - 792 (~280%)
- Highest Damage per hit (bonus flurry) - 99 (~35%)
- Highest Total Damage (bonus flurry) - 792 (~280%)
- Highest Damage (finishing blow) - 682 (~241%)
I can't figure out how to reach the 620% though... Edit: Forgot to add, the tests were done on Young Brown-Tailed Mongooses, which have only 1 defense and probably 0 protection. (and thus neglectable unless every hit brings its defense into the formula, which would give it 8 defense per flurry....meh.)
Kevin, just what does it say in you know where?
Also, is it really 240% on final damage for rank 9?
SO SORRY.
I woke up realising I forgot my damage was also increased by Combo Mastery. Let me review my calculations and update it...
- Max Damage - 283
- Pummel Rank - 9
- Hits per flurry - 8
- Combo Mastery Rank - 1
- Increased Damage - 30% (Human)
- Expected Total Damage of Pummel - 620%
- Expected Total Damage (w/ Combo Mastery) - 620% x 1.30 = 806%
- Expected Total Damage - 283 x 8.06 = 2,280.98
- Highest Damage per hit (first flurry) - 99 (~35%)
- Percentage without Combo Mastery - 35% / 1.30 = 26.92% (~27%)
- Highest Total Damage (first flurry) - 792 (~280%)
- Percentage without Combo Mastery - 280% / 1.30 = 215.40% (~215%)
- Highest Damage per hit (bonus flurry) - 99 (~35%)
- Percentage without Combo Mastery - 35% / 1.30 = 26.92% (~27%)
- Highest Total Damage (bonus flurry) - 792 (~280%)
- Percentage without Combo Mastery - 280% / 1.30 = 215.40% (~215%)
- Highest Damage (finishing blow) - 682 (~241%)
- Percentage without Combo Mastery - 241% / 1.30 = 185.38 (~185%)
- Combined Total Damage - 792 + 792 + 682 = 2,266
- Combined Total % - 215% + 215% + 185% = 615%
- Percentage without Combo Mastery - 241% / 1.30 = 185.38 (~185%)
Aha! Not so far off anymore, now.
well done, seems like the total damage really is the total damage. guess that meens someone has some editing to do. ^_^
Blame nexon for writing it like that >.>
I was doing the final quest for the fighter quest line and apparently when I used the skill on mina while she was between a bush and the grocery store, my camera and character flew out of the map, landed on mina and started pummeling her face while floating on a gray surface...
Then once the combo is done my character did the backflip and flew through the map back to my usual position, but Mina vanished for a while then re-appeared at the same spot she was in.
By the way, if the bug is cosmetic, as in the both the user and the target aren't transported outside, how can it not be attacked?
All the enemies that I've encountered that were accidentally pummeled outside of boundaries couldn't be attacked until they came back. Once Lugh was visually outside the wall but none of us could attack him till he was Windmilled back.
Because when you target him the game instructs you to go towards him with your skill (You go towards the client sided graphic).
When you strike him with windmill (which just checks for nearby hitboxes serverside) it'll hit him sending his graphic back to his true location.
This is a bug that also happens when you hit a "Finish" enemy out of bounds with a skill. A player who did not witness the bug can also enter the room and see the true location of the enemy.
Oh yeah, he didn't attack us either. All he did was just stand there with aggro signs.
Explain that, please.
I also experience that issue of lugh, that may be an internal error of the throne room because it usually happens when lugh is cornered, on my g16 final we almost restarted the mission because he wasn't in range even for wm in diferent locations nearby (like when the shadow comander is using "life drain monster" and you can't attack it), when he sudenly move again and was able to be attacked again and about the pummel phanthom sounds similar to the glitch when using flame burst on an ice-speared enemy, i ve seen this pummel glitch only when im very laggy or someone is very laggy so it might be latency, if thats the case maybe some will experience it more than others till a patch probably fix this.
I found another glitch: Pummel just cancels abruptly in mid-animation even if the target isn't dead... O-o
it just happen to me too, i 1st tho it was because i forgot to press f2 but then it happen again o.o
According to Soluna, it says "Splash Dmg 240%" on Pummel.
Wat? Pummel doesn't do splash damage.
Then why not just make one? Just because it's a guild website doesn't mean only guild members are allowed to use it, the guild parts are hidden. And it can get annoying if the same person asks you thirty questions a day... (I get asked to ask him questions often...)
lol splash damage. That person not have not used the skill personally if they recently "re-edited" the info but still think it has splash.
Dude, apparently he has Rank 1 all Fighter Skills except Respite. And he's played KR. So I think he knows what he's doing.
"Splash" Damage = Charged Impact?
I know what splash is. But it's an explosion, and explosions often cause "splash" (Fireball, for example).
But in this case, there is 0 splash damage on the hit. Only 1 target takes damage no matter how close others are.
So, been ranking pummel a lot just to help out, and there is one thing that is bothering Letus: the knockback requirement. It seems that only happens when the animal dies during the attack... from either the first hit, the first flurry, the second flurry, or the final hit. Anyone know if it's like blaze where if you use it right, it counts as the knockback? 'Cause Letus hasn't been succeeding at that...
May just be mistranslated at the end and they really meant kill if not.
either that or it kills stuff with low HP...or damage is calculated with the first flurry?
Nah use the skill some more and you'll notice the first hit doesn't do any damage. It's just that it takes off the monster's HP BEFORE you've landed on them and used your first set of punches. It only makes it seem as if the kick does damage. There's no numbers there though.
I can do some testing. As far as I know it has 3 true hits and the "pummeling" is purely cosmetic, but there is some conflicting data based on minimum damage.
Last I checked, it doesn't do damage. If you happen to kill them with the kick, its because of the first flurry.
Yeah it calculates the damage from the first flurry of punches as soon as the skill starts (at the kick). It'll even say you got a crit using the kick...but it was really from the first set of punches.
From what I hear, you're invulnerable to attack in Pummel, like Windmill, but does it have all of Windmill's immunity properties?
Not true. I've been maimed my bears and smashed by bandits several times during its animation, so best use with caution.
i'm pretty sure there is still an involnerablillity frame it's just small and durring the jumping animation not the punching animation.
What Letus have observed is that during the entire attack (when you are..well...pummeling), you are vulnerable. However, it seems that monsters won't register you at the spot of pummeling, but instead register you at the spot where you started the attack/land, so you started that attack in their aggro range, you can still be aggroed...and then promptly maimed, but if you started the attack outside the aggro and land right next to them, they won't see you and won't aggro.
how many times in defence calculated for this skill? for every individual punch or for the sets of punches?
Each set because there's only a total of 3 hits really (except maybe at r1 which MAY add more hits, I'm not really sure now tbh). The other hits are all 'linked' as the description says. You should read that.
What about dura consumption/prof gain? My knuckles are blessed and losing dura quickly, yet are hardly gaining any proficiency.
Prof gain is equivalent to 1 hit for the entire pummel duration. not sure about the second set of flurries and the final hit
Figured it out. Prof is given on the initial hit, then the first set of flurries. The second set gives another proffing point, then the last part is another prof point...so 4 areas of proffing and dura loss all together.
Is it possible for Pummel to be looped indefinitely? As in Player 1 Pummels this target while Player 2 performs Chain sequences, then Player 2 Pummels while Player 3 performs Chain sequence, and so forth?
Probably...of course the second player would have to be on the second chain and finish the second chain.
If Pummel's cooldown would be over for the first player before the second player finishes, then yes. I've done a Pummel directly after a friend finished doing his, while in Scathach beach. I'm talking about the 3rd time Pummel would be executed, of course. Though I haven't tried constantly looping it.