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User:Miyuna
Oh one thing before you read this! I'm not Miyani if you're wondering. We may have similar names, but we're not the same person. So if you want to contact her, please go to her page. ^^;
Dual Gun Information
From: http://mabination.com/threads/71434-Info-Dual-Gun-Information
[Info] Dual Gun Information
Source: http://aaaaeeee.blog89.fc2.com/blog-entry-1525.html
Thanks to Kaeporo for showing me this link.
Below is a translation and may not accurately reflect NA's translation of the data, but the basic information should be there.
Translator is Kenero of the Mabination Mabinogi KR Test Team.
Please use CTRL + F to find specific information.
Also, if you are curious on what materials are needed to make certain guns that are craft-able through Hewuyn Engineering, please visit the guide below:
http://mabination.com/threads/70681-...gineering-List
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Table Of Contents
I. Basic Gun Information (aBgI) ... A. Zeder II (aBgIzed) ... B. Meriel PE (aBgImer) ... C. Dealla SE (aBgIDeal) ... D. Taunes MK3 (aBgITaun) ... E. Golden Dealla SE (aBgIGDSE) ... F. Black Star (aBgIBS) II. Specific Gun Information (sGi) ... A. Zeder II (sGiZed) ... B. Meriel PE (sGiMer) ... C. Dealla SE (sGiDeal) ... D. Taunes MK3 (sGiTaun) ... E. Golden Dealla SE (sGiGDSE) ... F. Black Star (sGiBS) III. Upgrades and Artisans (UpGArT) ... A. Artisan Upgrades (UpGArTasn) IV. Credits (crdts)
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I. Basic Gun Information (aBgI)
Below is basic information on the base stats of guns. It will list how to obtain the gun and where it comes from. This does not include special events or gachas that will spit the guns out unless it is a special case, such as Drama Boxes. Also do note that when a gun says "4-Hit Knockback", these knockbacks apply when you attack an enemy in quick succession with lasting stuns (critical hit) and knocks them back. This is noticeable especially under the Frenzy Skill. I.E. Zeder II, which is a 4-hit knockback weapons means that while under Frenzy or any continuous critical hit, you can land in 4 shots (8 bullets) before knocking the enemy back.
Zeder II (aBgIzed) Normal Speed Gun 4-Hit Knockback
6~12 Damage 5~30% Injury Rate 2% Critical Rate 10% Balance 10/10 Durability 700 Range 0/5 Upgrades 48 Clip Size
Jewel Upgrade Enabled
S/R Enabled Enchant Enabled Reforged Enabled Can be Made From Hewuyn Engineering
Meriel PE (aBgImer)
Normal Attack Speed
4-Hit Knockback 6~13 Damage 5~30% Injury Rate 4% Critical Rate 12% Balance 10/10 Durability 700 Range 48 clip size 0/5 Upgrades
Jewel Upgrade Enabled
S/R Enabled Enchant Enabled Reforged Enabled Can be Made From Hewuyn Engineering
Dealla SE (aBgIDeal) Very Fast
6-Hit Knockback 3~8 Damage 25~60% Injury Rate 10% Critical Rate 15% Balance 12/12 Durability 800 Range 64 Clip Size 0/5 Upgrades
Jewel Upgrade Enabled
Special Upgrade Enabled Enchant Enabled Reforged Enabled Can be Made From Hewuyn Engineering
Taunes MK3 (aBgITaun) Slow Firing Speed
3-hit knockback 1~30 Damage 5~80% Injury Rate 2% Critical Rate 3% Balance 12/12 Durability 700 Firing Range 36 Clip Size 0/5 Upgrade
Jewel Upgrade Enabled
Special Upgrade Enabled Enchant Enabled Reforged Enabled Can be Made From Hewuyn Engineering
Golden Dealla SE (aBgIGDSE) Very Fast Firing Speed
6-Hit Knockback 33-88 Damage 25~60% Injury 50% Critical 48% Balance 25/25 Durability 800 Range 64 Clip Size
No Upgrade Jewel Upgrade Disabled
Special Upgrade Disabled
Enchant Disabled Reforged Enabled
- Can only be obtained through events and Drama Boxes.
Black Star (aBgIBS) Slow Firing Speed
3-Hit Knockback 30~156 Damage 5~80% balance 18% Critical 26/26 Durability 700 Firing Range 36 Clip Size
No Upgrade
Jewel Upgrade Disabled Special Upgrade Disabled
Enchant Disabled Reforged Enabled
- Can only be obtained through events and Drama Boxes.
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II. Specific Gun Information (sGi)
Below is specific gun information related to its upgrades and other miscellaneous Information. Remember that while above is general and basic information of the guns, below is a more specific details about them. The quote from Kaeporo is the different stats that will apply depending on the grade with the gun. +0 being base to the maximum being "X" grade.
Zeder II(sGiZed)
A model gun that was based off a prototype that was created from information found on ancient blueprints and forged with the Hewuyn Engineering. However, unlike the prototype, this model is significantly improved after much testing. This gun was named after Zeder, who participated in the testing of the gun.
Originally Posted by Kaeporo
Zeder II Base Damage (6-12) Damage: +0 To 18
Critical: +0 To 8 Durability: +0 To 13 Consumes: 0.9 Stamina Per Use NPC Price: 8,000
Repairs
81% - ??? 90% - 125 gold 92% - 379 gold 98% - 2434 gold
Dye Details
Part A - Metal Part B - Regular Dye Part C - Regular Dye
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Meriel PE (sGiMer)
Prototype Dual Gun that was based off the design for Zeder II. However, unlike Zeder II, this gun was made by mixing a special pink dye during the engineering process to dedicate Meriel.
Originally Posted by Kaeporo
Meriel PE Base Damage (7-13) Damage: +0 To 20 Critical: +0 To 10 Durability: +0 To 13 Consumes: 0.9 Stamina Per Use NPC Price: 8,000
Repairs
81% - ??? 90% - 126 gold 92% - 379 gold 98% - 2434 gold
Dye Details
Part A - Regular Dye Part B - Regular Dye Part C - Regular Dye
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Dealla SE (sGiDeal)
A gun that was fitted with the latest energy amplification device. The creater, Dealla, made this gun to have an extremely high rate of fire that can hold a much bigger clip size.
Originally Posted by Kaeporo
Dealla SE
Base Damage (3-8) Damage: +0 To 14 Critical: +0 To 40 Durability: +0 To 16 Consumes: 0.9 Stamina Per Use NPC Price: 40,000
Repairs
81% - ?? 90% - 433 gold 92% - 1154 98% - 8227
Dye Details
Part A - Regular Dye Part B - Regular Dye Part C - Regular Dye
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Taunes MK3 (sGiTaun)
A gun that was fitted with the latest energy amplification device. By sacrificing the rate of fire, this gun boasts massive power. While the gun was created to honor Taunes, it is said that Taunes, who dislikes engineering, refuses to acknowledge the gun's existence completely.
Originally Posted by Kaeporo
Taunes MK3
Base Damage (1-30) Damage: +0 To 30 Critical: +0 To 10 Durability: +0 To 20 Consumes: 0.9 Stamina Per Use NPC Price: 40,000
Repairs
81% - ??? 90% - 433 gold 92% - 1154 gold 98% - 8227 gold
Dye Details
Part A - Metal Part B - Regular Dye Part C - Regular Dye
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Golden Dealla SE (sGiGDSE)
A gun made from pure gold installed with dual energy amplification device that boasts the rate of fire while holding unto a big clip size. It is said that Dealla used this gun during a highly secretive mission, but there have yet to be any confirmed evidence if this is true.
Consumes: 0.9 Stamina Per Use NPC Price: 60,000
Repairs 81% - ??? 90% - ??? 92% - ??? 98% - ???
Dye Details
Part A - Metal Part B - Regular Dye Part C - Metal
- Random Info: Comes from the Episode 7 Drama Box.
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Black Star (sGiBS)
Gun covered in mysterious black light. It is fitted with the latest energy amplification device. While the rate of fire is slow on this gun, the power it fires is extremely high. It is rumored that this gun was made around the same time as the Golden Dealla SE.
Consumes: 0.9 Stamina Per Use NPC Price: 60,000
Repairs 81% - ??? 90% - ??? 92% - ??? 98% - ???
Dye Details
Part A - Metal Part B - Regular Dye Part C - Regular Dye
- Random Info: Comes from the Episode 8 Drama Boxes
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III. Upgrades and Artisans (UpGArT)
Most of the guns that are upgradeable share the same upgrades with the exception of the Artisan Upgrade in which guns differ. Below is a chart taken by my guide and created by someone to demonstrate the common upgrades and jewel upgrades, and then below after that is the Artisan Upgrades.
Click this bar to view the full image.
Artisan Upgrades (UpGArTasn)
Artisan Upgrade for Zeder II and Meriel PE
Maximum Damage +2~6
Minimum Damage +1~2 Critical +2~7
Artisan Upgrade for Taunes MK3
Maximum Damage +18~38
Luck +20~70
Artisan Upgrade for Dealla SE
Maximum Damage +4~12
Balance +5~15 Luck +25~75
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IV. Credits (crdts)
Thanks to...
Kenero for translation Kaeporo for providing the link and some information aa2 blog for the information
P.S. If you have any questions, suggestions, or error corrections, please feel free to either pm me or ask in this thread. Thanks!
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Dual Guns Misc. Information
- Shooting Rush - consumes 8 bullets
- Closer - consumes 2 bullets
- Far Away - consumes 4 bullets
- Cross Buster - consumes 4 bullets
- Counterattack - consumes 2 bullets, on off chance that you have no bullets, you will do a counter with barehand calculation
- Bullet Storm - 4 bullets * number of enemies hit
There is no such thing has "odd number" of bullets left. You will always have an even number. There is no such thing as having 33/64 in the chamber, either 32 or 34.
Even if you normal shoot an enemy in defense and it seems only "one bullet" landed, it will still consume 2 bullets.
Shooting Rush Aiming is finicky, but it is the most used dual gun skill. With a moderate cooldown, it is the most spammable of all gun skills aiming at 400% damage at rank 1.
According to the Mabination Korean Team, Blinkers and any flying enemy can be hit in midair using Shooting Rush and Bullet Storm. This is extremely useful when fighting blinkers as the skills themselves can deal very high damage.
Now to answer a question that I asked a Korean player about the different gun versions. I was able to compile this list:
Version 1
Version 1 of gun skills existed during the initial stages of the Korean Test Server. During this version, you can get elemental guns. These were the base of the skills:
- Shooting Rush consumed 10 bullets
- Far Away consumed 2 bullets
- Cross Buster consumed 2 bullets
- Closer consumed 2 bullets
- Bullet Storm consumed 4 bullets * enemy hit
Now during this version 1, the following perks were with guns:
- Shooting Rush's multiplier at rank 1 was 500%
- Bullet Storm was 800% cap but each individual monster contributed very little
- Bullets were not required to use the gun skills but having a bullet help add additional damage.
- Cross Buster was only 500%
- Shooting Rush, Cross Buster, and Bullet Storm were a hybrid of both range and melee.
Also some issues:
- Shooting Rush could be used even when dead. Effectively moving the dead body.
- When level up during Frenzy, will have unlimited Frenzy until death or map switch.
- Reloading during Frenzy allowed one to "refill" the ammo, essentially when Frenzy ended, you had a whole full magazine at the end of the skill's duration.
- Cross Buster animation was broken, thus allowing it to "miss" often.
Version 2
Version 2 came out upon a little bit of time after the Korean Server Live Release. One to note is that for the first week of release, Guns were able to get elemental reforge. However, due to gameplay reasons and balance, DevCat had to rebalance gun skills to suit the other skillsets. Other than removing the elemental reforges from being obtainable. When they did that, they rebalanced some of the skills to compensate.
The following is changes made when version 2 came out:
- Shooting Rush multiplier lowered from 500% to 400% at rank 1.
- Bullet Storm's multiplier went from 800% to 600% max at rank 1, but individual addition was raised (i.e. you did more damage to a single enemy with Bullet Storm than the previous version, but consequently did less with more mobs)
- Cross Buster's damage multiplier raised to 800% rank 1
Then the following issues were addressed:
- Bullets were now required by guns and no longer optional
- Elemental Reforges were no longer obtainable, but those existing on live server will not be destroyed and but be kept as a "legacy" item for players.
- Frenzy's issue on being able to use reload was fixed
- Crossbuster's missing animation was fixed, correcting Cross Buster's tendency to "miss"
- In order to compensate for the lack of elementals, each Gun Maximum Reforge gives out 5 max damage as oppose to 1 or 2 of other weapons. i.e. Level 20 Gun Maximum Reforge gave out +100 maximum damage.
- "Ghost" Shooting Rush was addressed
Version 3
Version 3, the current version was released some time after Version 2. It brought about many changes that were finally fixed.
Changes made in version 3:
Ammos for skill usages were updated to the following:
- Shooting Rush from 10 bullets to 8 bullets (2 bullets less)
- Cross Buster from 2 bullets to 4 bullets (2 bullets more)
- Far Away from 2 bullets to 4 bullets (2 bullets more)
- Other than that, the other skills retain their same regular bullet requirement.
Now for the issues themselves:
- Leveling up while using Frenzy no longer gives unlimited ammo
- Use of Final Hit with Dual Guns was fixed
- Due to balance issues, Shooting Rush and Bullet Storm are now considered range only skills. This was an issue concerned by the community since as long as one enemy was weak to either range or melee, guns would do their highest damage, thus surpassing many enemies with Passive Defenses.
- Fixed an issue with the cooldown on gun skills.
- Further fixes on Cross Buster's tendency to miss. Closer was also rebalanced.
- Defense can now block certain gun skills, namely Closer, Shooting Rush, and Far Away.
- Though in most cases, it mattered little, especially in Shooting Rush and Far Away's case since it doesn't stun the user at all.
- For Shooting Rush's case, the enemy doesn't get knocked back from the skill's use.
This should answer the questions about the different gun versions.