[G13S2] Combo Cards System: ORE NO TURN!

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Soluna

[G13S2] Combo Cards System: ORE NO TURN!

Post by Soluna »

Combo Card System is a new system introduced in G13 to help enhance player's combat ability.

A general idea of what the system does is you will be able equip combo cards that have designated moves on the card, and by following the moves with in the time limit given, your attacks will do more damage.

That sounds awesome right?! No, not really, this system have many flaws and will reduce the usage of this system to nothing more just a surplus extravagance.

The Combo Cards can have from 4 to 6 moves, the more moves, the more damage the moves will be enhanced by.

The Combo Cards are divided into 2 types, Normal and Gold. Normal Combo cards have randomized moves, whereas Gold Combo Cards have fixed moves (4 Gold Cards in game only currently).

The moves can appear on the card is limited. That is, not all the moves in game may appear on the combo card. The moves that can appear are the following:

Combat---
Smash, Windmill, Leap Attack(Assault Slash), Charge, Support Shot, Magnum Shot, Arrow Revolver, Bushin (this move does not exist on NA, so it will not appear on the combo cards).
Magic---
Ice Bolt, Firebolt, Lightningbolt, Blaze, Hailstorm, Thunder, Fireball, Ice Spear.
Alchemy---
Water Cannon, Flamerburst, Life Drain, Heat Buster, Spark(Shock)

Like said earlier, the Gold Combo Card have fixed moves and it is also designed to fit in well with the 4 primary attack style of the game, the cards are as the following:
Melee---
Charge -> Smash -> Leap Attack -> Windmill -> Smash -> Leap Attack
Ranged---
Magnum -> Support -> Magnum -> Support -> Crash
Magic---
Ice Bolt -> Ice Bolt -> Lightningbolt -> Firebolt -> Blaze
Alchemy---
Water Cannon -> Water Cannon -> Flameburst -> Flameburst -> Heat Buster

Each of the different move have a different chain limit. A chain limit is amount of time you are give before you need to execute the next move (this means u can use other move before the next move as long as you use the next designated move before the chain limit). The chain limit is different for varying skills.

Chain Limit 10 seconds:
Smash, Windmill, Leap Attack, Charge, Magnum, Support Shot

Chain Limit 12 seconds:
Blaze

Chain Limit 13 seconds:
Bushin, Crash Shot, Arrow Revolver, Life Drain Ice Bolt, Lightningbolt, Spark

Chain Limit 15 seconds:
Firebolt, Hailstorm, Water Cannon, Flameburst, Heat Buster, Ice Spear

Chain Limit 20 seconds:
Thunder

Chain Limit 45 seconds:
Fireball

Cards can be found in dungeons and mission's reward chest. It will have an actual physical form only when you open the chest, once it is picked up it will go directly to the combo menu under character window.

The Combo Cards comes with time limit: Normal Cards-30 days, Gold Card-10 days.

*Notes:
For multiple hit attacks the dmg% bonus only apply to first hit (i.e. Flameburst).
For Ice Spear, it only counts when Ice Spear attack explodes.
For Advanced Magic, Mana Crystallization can be used to match the combo.

So to sum up about Combo System, it will help increase player's combat ability when using certain skill. However, the flaws of randomized skill (Imagine a Giant getting the Gold Combo Card with Ranged Attack or any combo card with a ranged skill), the randomized move set (Imagine a Fireball->Blaze->Thunder->Blaze combo), the limited time usage of a card, I don't think anyone would be "Actively" hunting for it but rather would be a surplus bonus. With that being said, there are people who gotten cards like Windmill -> Windmill -> Windmill -> Lightning bolt. Do you trust in the HEART OF THE CARDS?
Kenero

Re: [G13S2] Combo Cards System: ORE NO TURN!

Post by Kenero »

I heard once that someone got a combo of:

Water Cannon - > Water Cannon - > Water Cannon - > Water Cannon - > Heat Buster

as well as

Flame Burst - > Flame Burst - > Flame Burst - > Life Drain - > Heat Buster

One can only hope.
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