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User:Tellos/Mechanics

From Mabinogi World Wiki

Mechanics are what run a game. This page is for combat mechanics.

Basics

The basic combat "States" are:

  • Free: The user is able to load and execute all skills, this is the default status.
  • Stun: The user is stunned for a set time period and can load skills, but only certain skills can be used. Potions may not be used and weapons may not be switched. This state is triggered from normal attacks as well as hitting a user who is in defence with melee.
  • Bind: The user can take absolutely no action for a set period. This is only caused by Charge and Frozen Blast. Players who have just had defence activate will also be bound for a very short amount of time.
  • Lockup: The user is stunned, but cannot receive outside attacks. This is only caused by the stun portion of Smash. The user will experience the same restrictions as knockdown during this. Windmill may still activate however.
  • Pushback: Target slides back a predetermined distance based on the hit. Potions may still be used, only certain skills may be loaded. A target hit with an attack will be bounced if they are in this state.
  • Knockdown: Target flys backwards a predetermined distance based on hit. Potions may not be used, only certain skills may be loaded. Targets hit by attacks while in this state will be bounced.
  • Bounce: Similar to knockdown, however the used will land in the same place and be subjected to normal knockdown stun. Targets who are hit during bounce will be set to free.
  • Downed: Target is lying on the ground. Being attack in this state will set the target to free. Down Attack becomes available while the target is in this status.
  • Rising: Target is not in Downed status, but is still not in Free status after being downed. Recieving hits while in this status will either stun, push back, or down the target normaly. This status exists for a fraction of a second and is independant of the target's standing animation.
  • Standby: This is the state a character is in directly after attacking with melee, magic, alchemy, or ranged. Equipment may not be switched, potions may not be used. Certain skills may be loaded or used. The length of this period is dependant on the speed of the weapon for melee and ranged. This period is longest during the last hit of a melee combo. Standby length is increased when using magic with any wand.


Rules

  • State Cycle: Enemies who are baraged with attacks will experience a state cycle. The state cycle is as follows: Pushback -> Bounce -> Free OR Knockback -> Bounce -> Free.
  • Critical Rule: Critical hits will down enemies who would be knocked back, however the state cycle is unaltered.
  • Down Attack Rule: Vs Downed = Pushback, Vs Rising = Pushback, Vs Knockdown = Bounce.
  • Phantom Strike Rule: When they player is hit by an attack that has no stun or knockdown value at all they will be immediately set to free. Only Stone Throwing and the first hit of Elf Ranged Attack have this property.

Special

There are a few special states that characters may enter.

  • Invulnerable: Player cannot be hit by any attack, including AoE attacks. Certain forms of damage may violate this. Offered by specific skill activation such as Windmill, Blaze, and Throw Paper airplane.
  • Charging: High speed movement, arrow damage reduced, advanced heavy stander against arrow based attacks. Granted during Charge.
  • Evasive: Lowers the accuracy of specific projectiles by X amount. Granted during evasion.
  • No passive targeting: Players cannot be targeted passively, not immune to AoE activation. Triggered during Fake Death. Only AI uses passive targeting.
  • Power armor: Player experience massive flinch reduction for a set duration. -100% melee, -90% range -70% magic. Triggered when the player is hit during the recovery animation of normal melee. Duration of power armor is dependant on the duration of the recovery animation (~1.2x longer). Knockdown is unnaffected.
  • Flinch Resistant: Player does not flinch from attacks and cannot be knocked back by attacks. Knockback will instead stun the player. Granted by Final Hit and Final Shot.
  • Stun Immune: The player will not be stunned, knocked down or back, or otherwise have their state changed by attacks. Granted by Wind Guard. Player is in this state when as well as Bind when they are under the effects of frozen blast.


Loading Mechanics

  • When a skill is in the loading phase, the player must be hit twice or knocked down to cancel the load.
  • Magic skills will be canceled on the first received hit.
  • Magic skills will cancel a loading skill if it has been loading for at least 50% of its load time.
  • Certain skills are only active while loading such as music playing.
  • Certain skills do not load such as evasion and down attack.
  • Skills with duration are forcefully canceled when the duration ends, and as a result all effects of skill cancelation apply.
  • Some skills may be loaded during the animation of other skills and as a result the effective load time is much shorter than it first appears.
  • Loading and loaded skills are subject to a set of rules.
    • The rules determine what a player may or may not do.
    • The areas effected are movement, use item, and change equip.
      • Movement may be set to Free, Walk, or None. Others are set to available or unavailable.
    • Skills which do not change the player's animation when loading and set the players movement to None will not cancel the player's running animation.
      • Due to this players or monsters can move a single step animation upon loading these skills.

Stun Times and Swing Periods

Stun times are based on weapon speed for melee and ranged and spell type for magic. Stun times are smaller for the second to last hit of a combo by a very small amount due to stun overlap. Ranged weapons have a different stun time than melee counterparts. Swing period is how long it takes to use the swing, when a period ends the user may load skills that cannot be loaded during the swing such as smash, counter, and defence.

Melee

  • Normal (3 hit) - Stun: 1.62 seconds, Period: .21 seconds.
  • Slow (2 hit) - Stun: 1.84 seconds, Period: .32 seconds.
  • Very Slow (2 hit) - Stun: 2.18 seconds, Period: .43 seconds.


Magic

  • Lightning Bolt - Stun: 1.72 seconds
  • Ice Bolt - Stun: 1.64 seconds
  • Thunder - Stun: Rank Dependant

Alchemy

  • Water Cannon - Stun: 1.59 Seconds