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Druid Patch notes
Q:
- How was the formula revised for Balance, Deadly, Protection, and Luck Evasion?
- I also keep hearing Protection isn't a percentage value anymore?
- I heard from someone if you reach master in all 3 talents of the Zero's talents, you can rebirth into that Zero talent for free?
- According to here, the spell coefficients were changed. True or false?
- Also according to ^, Mana Shield cuts your Def/Prot/MDef/MProt to 0 as if Beserk was activated. True/False?
- Also according to ^, the magic damage formula was revised into: "Max Damage = (Max Base Damage + (Skill Factor * Magic Attack)) * (1+[Bolt Mastery + Magic Weapon Mastery(If Magic weapon is equipped and you are using a bolt) + Element Mastery + Title bonus]) * Charge Multiplier". True/False?
- We do not know. We BARELY know the magic formula (excluding blaze).
- Protection is still percentage, it's just not 1% protection=-1% damage.
- No, if you reach master in all three talents, you unlock the talent as a hidden talent title, not able to rebirth into it for free. You can however, make a new character into a hero talent for free. But once you rebirth for the first time, have to pay to maintain the talent.
- Considering I'm actually in the credits there and know the author, I'm going to say true.
- Correct, defensive stats are no longer taken into account when using Mana Shield. A nerf but still much better to take a few hits to your mana than health.
- I'm not sure about this since I don't know much about it myself, but his numbers makes sense and I trust him.
- How strong is Mana Shield then, with all those tweaks to it?
- Will Defense Piercing and Piercing Level be modified to affect Magic Def/Prot?
- Will the Defense Skill EVER gain Magic Def/Prot stats?
Defense Pierce doesn't work with Magic and Alchemy, and Piercing Level only applies to melee and archery weapons so far, so neither effect Magic Def/Prot because they don't need to. The Defense skill bit, I don't know. And Mana Shield is significantly weaker for nonmages but it better for endgame mages.
Oh, so magic and alchemy can't pierce magic defense/prot? Well that doesn't seem fair if physical damage can pierce physical defense.
- Does Spinning Uppercut, Frozen Blast, and Devil's Dash reduce enemy's MD/P?
- Does Healing, Party Healing, and Wind Guard increase MD/P?
- For your first question, Uppercut and Devil's Dash do not effect Magic Defense or Magic Pro. Frozen Blast, I am unsure on and I'll look into. (Hydra transmutation reduces Magic Defense and Magic Protection but not regular Defense and Protection.)
- Wind Guard does not give magic defensive stats, unsure on the other two. Will look into.
Also, it might be that Magic and Alchemy DOES benefit from defense pierce, it's just it does nothing because Defense Pierce is not currently enabled to be both Defense and Magic Defense, so we don't really notice a difference in damage.
Which Protection formula was revised? It affects Critical and Wounding too, not just damage.
The damage reduction from protection was altered. Monsters protection was increased to compensate, and they were also given Magic Protection. The Wound and Critical Formula were not altered to compensate for the protection change. (So unless you're using a Lance, Knuckle, or Gun, never expect to get a critical hit. Lance pierce was buffed to compensate for higher enemy protection, but overall it's nerfed, just not to as great an extent as other weapons.)
You keep saying the "n" word... Aside from the Alchemy Update, what isn't "N"'d?
- Defense and Magic Defense are more abundant to players and the amount of damage it reduces was not altered, unless the enemy has a high amount of dex (only applies if the enemy isn't a mage or alchemist).
- Blaze's formula was buffed. (Exact formula currently unknown I believe.)
- The utility of Intelligence was slightly increased.If you had 1005 Int before the update, it rounds down to the nearest multiple of 20 and divided by 20. But now, it rounds down to the nearest multiple of 5 and divides by five, making it possible you get a slightly higher amount of magic attack.
- Some Int enchants were made stronger than Magic Attack because rather than every 20 int being equivalent to 1 Magic Attack, it is now every 5. Consequentially, Magic Attack enchants were nerfed to an extent. (But I believe Island is still superior to Int enchants.)
- Magic Attack Prefix Titles, normal Titles, Reforges, and other sources NOT including Enchants were NOT nerfed. (Not buffed either, just multiplied by four.)
- Magic Damage upgrades were changed to Magic Attack Upgrades. For actual damage, this is a nerf. But, this is a buff in terms of Mana Shield, Healing, and other skills that use Magic Attack but not Magic Damage. Magic Damage cannot be obtained in any way anymore other than possibly skill ranks.
- Healing was nerfed, but Party Heal was buffed. (They are both now a range of x to y health restored, which how much inbetween the two numbers being random.)
- Light Armor was buffed.
- Heavy Armor are arguably buffed or nerfed, depending on your view.
- Shields are buffed, some buffed more than others. (Kite Shield is better than Composite Shield. . . Wow, seriously?. . .)
- *scratches head at unity of intelligence and magic damage*
- Healing, nerfed, how?! This is madness!
- What do you mean some shields were buffed more than others? Shield Mastery's chart is still blank.
- As a side note, will Guard Cylinders make Shields obsolete?
- Shield Mastery Categorizes Shields under three categories. Small, medium, heavy. Light, Heavy, Large. W/E the english terms will be, some shields have more protection than others.
- Some examples that come to mind:
- Small: Round Shield, Composite Shield, Heater Shield
- Medium: Kite Shield, Hetero Kite Shield, Light Hetero Kite, Avon Shield, Demonic Shield, Valkyrie Shield, both Guard Cylinders, etc.
- Large: Vales Shield <-- Only Large shield is Giant-only and can be bought from NPCs. . .
- Some examples that come to mind:
- Healing is now a range of health restored, rather than a fixed amount, so it's similar to First Aid. From what I'm told, the range is actually less than it is now.
- Guard Cylinders add base Magic Def and Magic Prot and no Def or Pro, and its upgrades doesn't add to any of the four stats, so defensive wise, they're not that great compared to other shields. But they benefit from both Shield Mastery, Guard Cylinder Mastery, and allows the use of alchemy. So people will probably be dropping their Avon Shields for a Levi Guard Cylinder (or Rebis Guard Cylinder[?]).
There's only one protection (prior to magic protection). It's not "Damage Protection", "Critical Protection", and "Wound Protection".
I didn't say that, I just said Protection also affected Critical and Wounding and its thus affected by three formulas.
When calculating crit rate for bolts, is protection or magic protection used?
I am looking into this, but it'll be difficult to test because as far as we know, no monster has unequal amounts of protection and magic protection, so we'll have to test it during pvp.
How does one acquire Magic Protection anyway? There aren't any equipment that affects the user's magic defense/prot stats are there?
Int no longer gives Magic Defense.
- 10 Will=1 Magic Defense
- 20 Int=1 Magic Protection
- Shield, Light Armor, and Heavy Armor Mastery gives Magic Protection.
- White and Black Dragon Armor from Magic Craft and Engineering has alternate upgrades than other armors.
No stat contributes to Physical Protection...? Well that's going to raise a lot of hell.
Edited that post, thank you for reminding me. All complex crystals can still be used after the update. Thing is though, Snow Golems is the highest tier of golem you can get with r1 summon golem. (Not including the armored golem you get from elemental wave.) You can, however, still get Magic Golems with a Magic Golem crystal, so nothing changed for them.
- Do Summon Golems have any Magic Def/Prot values?
- Does anything happen to Wings of Eclipse?
- From Mabidata: "When equipped with Shield, Defense/Wind Guard Effect increase (All Race)" Wasn't that there forever? Also, don't you NEED a shield to use Wind Guard?
Were Transformations Defense/Prot variables touched, and were they given Magic Def/Prot??
As a falcon, transforming increases my int and will. My Magic Defense and Magic Protection are increased by the Int/Will but not separately by themselves.
... Disregarding bonuses from stats, please...
According to Mabidata, it says "Melee Passive Defense will reduce 50% dmg." This is just Transformation Heavy Stander and not Monster Heavy Stander, correct? Mana Deflector and Natural Shield didn't get touched at all?
Did monsters really inherit player alchemy skills, considering that DevCAT had to nerf their ranks in order to balance out their high HP/MP/SP? They don't have our loading times/cooldowns/damage too? of our combat and magic skills.