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User:Tellos/G13

From Mabinogi World Wiki

This is my page for g13 Notes so I can track the betabuilding of the class system on Korean Test Server.

  • This page is considered part of my userspace and NOT an official wiki page.
    • As such do NOT edit this page without my explicit consent as it violates the rules of the wiki.
  • G13 class system removed due to massive korean player base revolt and global dissatisfaction.

INFORMATION BELOW NO LONGER APPLIES

Magic Information

  • All Tier 2 Magic Damage -20%
  • Int bonus changed to percent Value 1+(INT/2000) damage.
    • 530 int is required to recover lost damage.
  • Elemental masteries added.
    • +15% damage -15% mana at first rank.
  • Bolt Mastery added
    • +20% damage to bolt skill at first rank.
  • Bolt Composer added.
    • Can solo fuse magic with a wand.
    • +20% damage while preforming solo fusion.
  • Blaze damage has been lowered to 60% of original.
    • Recieves now int bonus (?).
  • Hail Storm is added.
    • Skill is not practical.
    • Abysmal load time (6.5s).
    • Imobility
    • Short Range (1200).
    • Heavy Mana Cost
    • Impossible to procure effective use location.
  • G13 Skills require user to become a Wizard.
  • Basic Melee Skills untrainable and weakened while wizard.
    • Combat Mastery Disabled, Windmill, Final Hit, Down Attack, Charge, Evade Unuseable. Associated stat buffs nullified.
    • Defence, counter rank locked.
  • Melee related stats go DOWN up leveling.
  • Gain much more magic related stats upon leveling.
  • Synopsis: Mages have been weakened, forced to forfeit melee in order to regain magic power, more int is required in order to maintain strong magic (~2x). Additional mana is not helpfull as the mana regeneration rate is still extremely low forcing the mage to rely on mana potions on difficult opponents. Blaze and combat wand weapon are largely obsolete for mages.
  • Summary: Mages have been nerfed and have lost a significant amount of power and tactical ability. The only benefit mages have received is a 15% casting cost reduction in exchange for their melee skills.

Melee information

  • Melee is mostly unaltered.
  • Most subclasses weaken melee, however only wizard subclass sees significant decline.
  • Knight class strengthens melee focus greatly.
    • Disables the use of entire magic tab. Associated stat buffs removed.
    • May still use bolt magic, however bolts are rank locked.
    • Gain weapon masteries.
      • Sword mastery is +20 max +10 min +15% balance +19 dex at first rank.
      • Blunt master is +30 max +17 str at first rank.
      • Axe mastery is +20 max (?) +15% critical +(unknown stat) at first rank.
    • Down Attack is only rankeable while knight, however certain jobs may use.
    • Weapon masteries add more STR and power to the melee user's weapons causing a great increase in damage.
    • Increases the users STR HP and WILL upon creation and level up moreso than normal.
      • Conversly MP and INT will decrease, however these stats are readily available to the melee player and there will be no shortage.
    • Gain access to special armor, weapons, enchants to increase skill damage and attacking speed.
  • New INT formula strengthens melee user's bolt magic, allowing for stronger long range attacks.
    • Melee users with high int will be able to preform powerfull lightning bolt (250+ damage).
  • Synopsis: Melee has been improved greatly. Melee see's a decent improvment in power and a large improvement in tactics due to more powerfull bolt and down attack. Giants see significant power increase. Humans see significant power increase. Elves see a very minor power increase. Loss of advanced magic use is trivial due to windmill's high power with weapon mastery and wands being poor melee weapons. Specilization in melee allows melee to overpower most other classes.
  • Summary: Melee has been largely buffed. In exchange for full hybridization, melee can become extremely powerfull and use powerfull bolt magic.

Ranged Information

  • Ranged is currently unalted for the most part.
  • Rangers can use music based skills, however they are mostly novel and only offer a slight dex increase.
  • Can forfeit melee and magic skills from other trees for more dex upon leveling up.
  • Bard subclass is useless, do not use.
  • Synopsis: Range is unaltered, can do minor power/versatiliy tradeoff. Human range is still lacking, elf ranged its still good.
  • Summary: Insignificant change.

Alchemy Information

  • Alchemy is unaltered without specialization.
  • Certain specilizations largely disable alchemic skills, although alchemy is hard to integrate so it is trivial.
  • Specialization vastly improves alchemy, though it'll cost a bit of power from combat based skills.
    • The price payed is trivial.
      • Even though most melee and magic skills locked, Summon Golem alone compensates.
    • Transmutation Mastery and Earthquake cylinder allows enormous golems to be summoned.
      • Golems overpower capped giant melee.
    • TidalWave Cylinder and Water Alchemy mastery allow immense damage to be done with alchemy.
      • This effect applies to other alchemy as well.
    • Specilization causes alchemy do do the highest damage in the game with all the benefits of magic.
    • Due to new mastery, cylinder, and enchant alchemy's overall power is raised by ~50%
    • Alchemy is now fully capable of outperforming magic and causes magic to become obsolete.
  • Synopsis: Alchemy receives the largest buff during specilization, however one must be specilized in order to use it. Alchemy will replace magic almost completely due to the similarities between the two.
  • Summary: Alchemy is buffed immensly, will replace most magic use.

Predicted Class Breakdown

  • Over time people will pick the best class simply because good things become obvious. Simply put, the better a job is the more people will join that job, if jobs are balanced than there would be a largely balanced distribution of jobs. This is the predicted outcome of the job choice breakdown based on cost/benefit and player habits.

Humans

  • Melee(Knight): 29%
  • Life(Merchant): MULES
  • Hybrid(Adventurer): 38%
  • Archer(Bard): 12%
  • Alchemist(Alchemist):13%
  • Magic(Wizard): 8%

Giants

  • Melee(Knight): 70%
  • Life(Merchant): MULES
  • Hybrid(Adventurer): 3%
  • Archer(Bard): NONE
  • Alchemist(Alchemist):27%
  • Magic(Wizard): >1%

Elves

  • Melee(Knight): 13%
  • Life(Merchant): 6%
  • Hybrid(Adventurer): 9%
  • Archer(Bard): 41%
  • Alchemist(Alchemist):16%
  • Magic(Wizard): 15%


Summary

  • Humans will largely chose either MELEE or ALCHEMY as human RANGE is lackluster and MAGIC will be nerfed horribly. Humans may decide to utilise the human jack of all trades trait and stay freelance to use all pre-g13 skills fully. This is aided further by the human being the original race. LIFE skills are largely done by alts and mules and this will most likely not change.
  • Giants have no use for RANGE and their MAGIC will be even worse, making it a poor choice. Giants are already specilized in MELEE and as such would be happy to make their main form of fighting even stronger. Other giants may decide to use ALCHEMY due to giant's higher durability, faster movement speed, and larger stamina pool.
  • Elves will focus mainly on RANGE as they are already focused on it. There will be a small sect of MELEE elves as always who will take advantage of the buff using a defensive playstyle. Since most elves are archers, there may be some who decide to focus on LIFE skills. Elves are somewhat more profficient in MAGIC with their level boosts, and some may seek to augment this with specialization. As elves are already specilized there will be few hybrids.
  • MAGIC will become mostly obsolete with ALCHEMY replacing it. MELEE will become the dominant form of attack and RANGE will remain a popular choice. Summon Golem skill has the potential to sway most MELEE users, giving ALCHEMY a dangerous edge.

END OLD INFORMATIOM

G13b v0.31:

Core Changes

  • All G13 skills still present.
  • Job system implimented:
  • Chose between 5 "jobs"
    • Knight, Alchemist, Archer, Wizard, No Job.
    • Job provides bonus to specific stats.
    • All other stats raise normaly.
    • Any Job can use any skill to its fullest potential.
    • Jobs can train and ran any skill.
    • Certain skills inside job receive x2 trainng for their requirements (effected skills are marked in the skill window).
  • Having no job provides no bonus stats or training.
  • Job can be changed upon user rebirth.
  • Knights bonus: +10 HP and +10 Str +.5 str/level
  • Wizards bonus: +10 Int and +10 Mana +.5 int/level
  • Alchemists bonus: +10 Stamina and +15 Mana +.5 stamina/mana per level
  • Archers Bonus: +10 Dex and +10 Stamina. +.5 dex/level
  • No Job: No bonus
  • INT Bonus is 1+INT/2000.
  • Elemental masteries and new int formula combined provides mages with a significant buff.
    • Assuming player has good int (400+), elemental mastery will cause Teir 2 magic to hit much harder.
    • Assuming the player has good int (400+), new masteries will cause bolt damage 1.5x or more, Trinity Staff allows bolt magic to do nearly 3 times its base (lightning capable of doing 400-450 damage without critical).
    • New masterys lower mana use by 20%, effect can be augmented by wand. Master title removes further 10% mana use.
      • Notable: 1st charge Thunder can be used for approximately 16 mana, however the player must use a -35% damage wand. The full charge is ~38 mana.
      • Notable: Ice spear can be used by elves for approximately 10 mana, spell will do aprrox 330 base damage per charge. Humans still need about 15 mana with maximum reduction. Ice spear is also capable of getting 201% damage (utilize master of magic, 600int, crown wand) under current damage it is 161%. Under same system ice bolt receives 241% damage (193 damage ice bolt). can magic mix with Lightning bolt for (235+161)*1.2 = 475 damage via bolt composer. Lightning Bolt Max damage is 282 (705 critical) under the same system (using 4/5 upgraded lightning wand can cast lightning bolt for 3 mana). Lightning bolt receives damage from gear at a ratio of .89:1 under the same system. Thunder receives at a ratio of .94:1
    • Blaze is weakened, however players with sufficient int to use blaze effectively will see little difference or possibly more damage.
    • Previous generation nerf of -30% damage while using elemental wand still applied.
      • Ice blaze effectively useless.
  • Defence stat split to phsyical and magical defence.
    • Contributing factors unknown.
  • G13 now official @ 8/4/2010