[Guide] Magic (Pre-G13)

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Soluna

[Guide] Magic (Pre-G13)

Post by Soluna »

This is a file compiled by some TW/CH Players about all the formulas regarding Magic, is a bit long and extensive, but finish reading it should give people a better insight to the magic skills in the game and being a "mage".

Magic Damage Output Formula:

Basic Magics (Bolt)
(((Skill Rank Damage × Stack Increase A + Enchant × Enchant Factor + Spirit Weapon Damage + Wand Damage) – Defense)× Protection + INT Bonus)× MR Reduction× Elemental.

Fusion Magics
Basic Magic A + Basic Magic B

Advanced Magic
((((Skill Rank Damage × Stack Increase A + Enchant × Enchant Factor) × Stack Increase B – Defense))× Protection + (INT Bonus× Stack Increase B))× MR Reduction× Elemental.

Note:
  • 1. Enchant means damage added from damage increasing enchants such as Fox, Victorious, etc. Different magics have different Enchant Factor, which are listed later.
    2. Damage Enchant on weapons are only counted if it is on wand type weapons, Critical and Balance Enchant seems to be effective on any type of weapons.
    3. Stack Increase A are regarding magic such as Ice Spear and Firebolt that can be charged multiple times. Both these magic have a 1.5 bonus for being fully charged, which means a 6.5 bonus. Enchant damage and INT Bonus is calculated 1, and is not included to the Stack Increase A.
    4. Stack Increase B is mainly for the Thunder skill; 1 to 4 charge 1.5 times, 5 charge, 2 times.
    5. INT Bonus is not effected by Defense nor Protection only MR(Mana Reflector) and Elemental Attributes.
    6. It is not known if wand effects Critical or Magic Balance, but according to JP's Wiki Spirit Wand doesn't affect Magic Balance.
    7. Wand Damage: Ice +10, Lightning +7, Fire +5*(# of Charge), there is no 1.5 bonus at 5th charge for Wand Damage.
    8. Decimal digit are floored to whole numbers in the calculation in the end output.
    9. Paladin's Sword of Order Skill does not add damage to the magics.
INT Bonus Formula:
2× (logINT)^3

Magic Balance Formula
Currently Unknown (Regarding the One Depend on Pure INT stats).
Each rank of Magic Mastery adds 1% to Magic Balance.
Note:
  • 1. Balance increased from enchants will be listed later.
    2. Magic Balance's limit is 100%.
Magic Critical Formula
(WILL-10)/10 + (LUCK-10)/5 + 0.1% + Magic Adjustment + Enchant
Magic Adjustment: Ice Bolt +15%, Firebolt +8.5%, Lightning Bolt +10%, seems to be ignore protection. Wand/Spirit Wand increase not confirmed.

Enchant Factor Data
Ice Bolt: Minimum ES 0.04, Maximum ES 0.08, Critical ES: 1, Balance ES: 0.4
Firebolt: Minimum ES 0.20, Maximum ES 0.40, Critical ES: 1, Balance ES: 0.4
Lightning Bolt: Minimum ES 0.22, Maximum ES 0.44, Critical ES: 1, Balance ES: 0.2
Ice Spear: Minimum ES 0.05, Maximum ES 0.1, Critical ES: 1, Balance ES: 0.5
Fireball: Minimum ES 0.25, Maximum ES 0.5, Critical ES: 1, Balance ES: 0.5
Thunder: Minimum ES 0.25, Maximum ES 0.5, Critical ES: 1, Balance ES: 0.4
Fusion Magic: Minimum ES 0.22, Maximum ES 0.44, Critical ES: 1, Balance ES: 0.2

Magic Skill Data
1. Mana Refractor:
Also know as Magic PD(Passive Defense), general a skill for the monsters, but in transformation players can obtain the similar skill but the effect is slightly different. The skill can be divide into 3 phase:
Phase 1: Rank Novice to Rank A, magic will cause stun, but hard to knock back or down.
Phase 2: Rank 9 to Rank 2, magic attack will not cause stun, starting from Rank 5 it will start to reduce damage at 10%, 30%, 50%, 70% respectively.
Phase 3: Rank 1, magic attack can only output 1 damage. There are certain Boss Monsters don't have the skill but only receive 1 damage due to special effects. I.E Arch Lich (Ice Spear can still Freeze).

2.Chain Casting:

NPC Mores and Monster only Skill, can charge 5 charges of a magic skill at the cast time of 1 charge. Players can obtain the effect through upgraded wands.

3.Ice Bolt:
Feature: Ice Element, 3 hits attack, can charge up to 5 times for 5 hits.
Advantage: Can charge 5 and fire at will, fast cast time, consistent damage, low mana usage, low AP cost.
Disadvantage: Low damage, damage enchant factor very low.

4. Firebolt:
Feature: Fire Element, force knockdown(Except Certain Boss Monsters, I.E Desert Dragon), can charge up to 5 times for stacked up damage, and recieve 6.5 time damage if fully charged.
Advantage: Can knockdown MR monsters, high damage.
Disadvantage: Slow cast time, high mana usage.

5.Lightning Bolt:
Feature: Lightning Element, 3 hits attack, can charge up to 5 times for splashed damage at reduced damage, skill not used in 15 seconds will discharge the Lightning Bolt, due splash damage effect monsters can be locked in aware state and not aggro, will cause chain reaction effect if 2 players both charge the Lightning Bolt (I.E Player A charge 5 and Player B charge 3, Player B attacks monsters near Player A can hit up to 8 monsters, Player B's bolts will be released while Player A's won't and the damage output is solely depend on Player B's stats and rank).
Advantage: High single hit damage, fast cast, high damage enchant factor, can use to lock monsters in aware state.
Disadvantage: Inconsistent damage, high AP usage, will discharge if not used.

6.Ice Spear:
Feature: Ice Element, require ice wand to cast, cannot move after casting, 4 second freeze effect and force knockdown, high level MR monster can't be frozen, successful shielded monster can't be frozen, after monster killed it will cause chain effect to spread the attack at lowered damage(At full charge the attack is 0.8 times the previous hit, 4charges is 0.7, 3 charges is 0.6, 2 charges and below is 0.5), Full charge give 1.5 times bonus, critical rate ignores protection.
Advantage: Fast cast, well used can cause wide area damage and high damage.
Disadvantage: High AP cost, low maximum damage, cause ally unable to attack monsters, short ranged, high mana cost.

7.Fireball:
Feature: Fire Element, require fire wand to cast, cannot move after casting, can only use after full charge, 5 second for impact time, total time usage from cast to hit is 30 seconds, force knockdown, critical rate ignore protection.
Advantage: Extremely high damage, wide area impact, far range.
Disadvantage: Not adaptive in many situation, long cast time, often cause monster to deadly.

8.Thunder:
Feature: Lightning Element, require lightning wand to cast, cannot move after casting, initial lightning target hit very low (INT Bonus not counted), up to 5 hits attack, last hit is 1.5 times and if full charge then last hit is 2 times the damage, critical rate ignores protection.
Advantage: Far range, damage can rival the damage of Fireball, unlike Fireball it can hit up to 5 times making it less likely to cause deadly state.
Disadvantage: Low minimum damage makes it bad for low balance, limited area effect, first initial target hit is very low damage can cause caster be kill with target monster having high MR.

9.Fusion Magic:
Feature:Dual Element, the damage is calculated base on the two player's stats and ranks separately.
Element Effects: Ice-Separate Attack, Fire-Knockdown, Lightning-Splash Attack
Fused Effect: Ice+Fire 5 hit knockdown hits, Ice+Lightning 5 hit splash hits, Fire+Lightning 1 hit splash knockdown hit.

Mage Problem Topics Summary
First of all it is best to understand one's own stats, because only then can one create the most efficient equipments. Basically for mages, nothing really adds a lot damage to the magic skills aside from ranking the skill alone, so raising critical rate and balance is important task. However advanced magic such as Thunder and Fireball ignoring the protection and such can be easily obtained the maximum critical rate without having to result to much of the enchanted equipments, which is to say, don't be stingy to use AP on skill that increase WILL (I.E Windmill). As for magic balance, it shouldn't be a great problem to mages since in the end most will high pretty high INT in the end from ranking the magic skills. With that said, there's general 3 ways to go about the enchant for mages normally, the first being critical increasing gears. If your critical rate is low, this is probably good for you, but if you can get enough critical rates, you probably don't need to go for this set as critical rates is max at 30%. If the monster has high protection where it is near impossible to critical it might be wiser to switch to the advanced spell too, so critical gears is pretty decent for beginning mages. The second way to go about is make your gear increase your mp for reason that you have to use potion less and such, however there's a limit to this as well since being a mage drinking Mana Potion is almost an unavoidable thing. Lastly there's the damage increasing gears, this set is good in that you can also do will with the other skill in melee and range since damage enchants effects all skills. However, this set is only good for lightning typed magic, since the ice series's magic have such low enchant factor, and magic in the fire series have such high damage, that the +10 damage is not notable worthy. Yet, Lightning Bolt is generally used as single bolts so the damage enchant will increase it decently while the real deal here is actually Thunder. Let's say you get about 60 damage increase from enchant, this mean that it will add 30 damage to 1 hit of Thunder, adding in the initial lightning hit and the x2 effect for full charge, that is a total of 7 hits with a damage increase of 210. Now looking at Thunder from Rank 2 and Rank 1, the Difference from 467 and 500 is about 33, and if we increase that by 6 times (initial lightning is not effected by it), that is about 198 damage. Many mage may think of getting INT enchants, but in the end a mage with 200+ INT very little bonus damage from the INT Bonus Formula (But since the INT damage ignores protection and defense this maybe goo for beginner mages too). In conclusion, +damage enchant does help lightning series magics and the notion of damage enchant on mage is useless should be removed and as to what equipment is best for mages, that's really depend on your own stats and needs and what magic you tend to use.


Uncertain Magic Data
When dual wielding stiff enchant weapons whether the critical is counted 10% or 20%.
Firebolt always fire first when against Lightning Bolt and Ice Bolt despite attack range is all equal.
Wand effect on minimum damage.

*I have uploaded the original file to the file cabinet of the guild site, the above is exactly my stand on what I think about what mages should do or what not but the original creator's views, I merely somewhat translated it, there are some charts in it I didn't mention, but may make one if someone is interested.
Mega Man

Re: [Guide][Guide About Magic]

Post by Mega Man »

The formula for Magic Balance is indeed known. Cosmic and I did a little searching on the JP wiki and found the updated balance formula for G7, which is now on the NA wiki's Status page.

(Int-10) / 4 + 30 + (magic_mastery_correction) + (enchant_bonuses)(spell_constant)

"Magic Mastery Correction" is the +1% per rank, starting at Rank F. Rank Novice gives 0.

"Enchant Bonuses" is balance from enchants.

"Spell Constants" for magic balance are as already listed in your article. JP wiki has apparently updated from their previous balance constants, and I am editing the NA wiki to agree with the new version (yours and JP's) as we speak.

All of the above information was taken directly from the NA wiki, from the article I personally edited using information directly from the JP wiki. Double-checking is welcome using this link:

http://mabinogi.wikiwiki.jp/index.php?% ... C#n34bb9c8

Run this link through Google Translate if you don't know Japanese.


Additionally, I personally would recommend that mages enchant for mana as opposed to damage, simply because a higher maximum MP means Nao's Support revives, Full Recovery Potions, and Mana Elixirs are worth more. In my own experience using 500-600 max mana on a regular basis, it's very possible to level to 30 while needing few to no potions whatsoever. With double EXP potions active this extends to around level 40. Simply put, the higher your max mana, the longer you won't need potions thanks to level-ups refilling everything.
Soluna

Re: [Guide][Guide About Magic]

Post by Soluna »

Mega Man wrote: "Magic Mastery Correction" is the +1% per rank, starting at Rank F. Rank Novice gives 0.
Novice technically is not a rank, because there is no "Rank" word before the Novice word. (Is true U_U)
Mega Man wrote: Additionally, I personally would recommend that mages enchant for mana as opposed to damage, simply because a higher maximum MP means Nao's Support revives, Full Recovery Potions, and Mana Elixirs are worth more. In my own experience using 500-600 max mana on a regular basis, it's very possible to level to 30 while needing few to no potions whatsoever. With double EXP potions active this extends to around level 40. Simply put, the higher your max mana, the longer you won't need potions thanks to level-ups refilling everything
Not many +MP enchants are actually Prefix now are there aside from a couple like Curing or Smart (excluding those level restriction ones; below level 20 +10 MP woot!). And not much Damaging enchants are actually in the Suffix either, so there is really no point as to say using the damage enchant can't up your own mana. As to my own point view I think most the time you should have to rely on much of mana anyway, because the game is really heavily combat oriented other as than to say... spam magic in dungeons. Of course that is not to say magic alone doesn't work well or lacks the power of the punch, but rather magic should be used in a more conserved manner and that being a "pure" skill set doesn't work very well at all. All in all I think a adaptitive set of gear will general be of interest to most people, it is one of the main reasons I stay as a Paladin (Aside from my lacklaster defense, 7 woot!). True, Dark Knight can get the 180% bonus and that if you master all 3 art of the melee, range, and magic means you can always output the maximum effectiveness, but it kinda limits you to use that rather as to say a Paladin can actually choose all 3 different style at maximum effectiveness (Not that there's any perk for magic side T_T). By the way I feed my Herb Pet Mana Elixir < <;;

O and Hai Trigger *Waves*~ No doubt is Yoorah who directed you here I think...?
And Just to make SURE! I am not a girl despite numerous threads in here indicating otherwise...
Dusky

Re: [Guide][Guide About Magic]

Post by Dusky »

all the juicy stuff is in guildchat and multimedia :s
Soluna

Re: [Guide][Guide About Magic]

Post by Soluna »

Don't encourage people look now < <;;
Mega Man

Re: [Guide][Guide About Magic]

Post by Mega Man »

Soluna wrote: O and Hai Trigger *Waves*~ No doubt is Yoorah who directed you here I think...?
And Just to make SURE! I am not a girl despite numerous threads in here indicating otherwise...
You assume correctly. XP

And I knew you weren't a girl already, so rest assured, Solar-chan... XD I kid.

Hai to everyone else, too.
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