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Are 100k+ snipes possible on ECB?

Discussion in 'Toram Online General Discussions' started by Golden Phoenix, Oct 23, 2016.

  1. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    173k with bow, would that be around 130k to ecb? Screenshot_20161020-183333.png
     
  2. xex

    xex Well-Known Member

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    Rather than viewing it as accumulated damage. it's more correct to view it as % of boss hp

    Approx 25% to 100%
    Triggers for Def / Guard Up
    - Flinch / Stun
    - deal more den 3% of his max hp (15900 for normal)
    The effect will last for 10s

    Approx below 25% hp (rage mode)
    Def up automatically
    Triggers for Evasion / Dodge / Guard Up
    - Flinch / Stun / Tumble (new)
    - deal more den 3% of his max hp (15900 for normal)
    The effect will last for 10s

    Note, on this matter, Yelb and Scrader is also 3%...
    U can manage this by tweaking combos or manipulating proration
    I'm sharing this cos it's painful to always join parties which spams blindly, note also that snipers should be avoided for this boss, while he can still deal high dmg, it reduces the damage from the other 3 members.... not very clever...
     
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  3. mayam

    mayam Elite Member Elite Member Epic Member

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    How about the high burst dmg during the beginning of the battle after which all the dmg we do becomes 1/3 can we get that high burst dmg again in the same battle?
     
  4. mayam

    mayam Elite Member Elite Member Epic Member

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    @GenosX seriously what was so sad in my post... Not that it matters much but i got too many in a few days :/
     
  5. GenosX

    GenosX Active Member

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    Lol sorry that was a misclick xD
     
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  6. xex

    xex Well-Known Member

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    Well, i have 2 takes on burst dmg:
    1) At the start of the battle, nobody has triggered his defensive mechanisms yet, so you're able to deal high damage. After that everybody starts spamming interrupts and damage becomes low.
    - his mechanisms lasts for 10s, after which u can deal normal dmg again @Golden Phoenix most likely because he's in the middle of the trap and most people can't reach him, you have a chance to reach 10s. (the only ranged interrupts are sonic wave and shield cannon, well light javelins causes stun, but it's hardly used)
    - It's quite consistent if u solo ECB, you wont see all these damage fluctuations, as you control proration and interrupts

    2) Might be a unique thing to do with stability of damage in snipe skill. quoting an example from experience, i had previously ran some of my own tests on ganglef (was trying to determine if 1mp is better or simply 4mp snipe); was trying to 1 shot ganglef
    - my damage for snipe ranged from between 15k to 140k...
    (if u do the math, a 100k+ damage from 1.4k atk using BG doesn't make alot of sense...neither does the 15k dmg)
    - The range seems too wide to be answered by stability
    - i have never observed higher burst damage from other skills at beginning of battle.

    Another interesting thought... how does physical pierce work... a 10% physical pierce means a 10% reduction in boss def? or is it a 10% chance to ignore def?... does snipe have a chance to physical pierce?

    Note that this applies for yelb as well, once you understand how the boss works, you'd realise the damage fluctuations are not magical. I've been able to deal damage consistently by keeping it below 3% of his hp in solo runs
     
  7. kariin

    kariin Patience is a Virtue Staff Member MODERATOR Super Likable Elite Member Wiki Contributor Epic Member

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    my arch falls under the first take of the burst dmg. both times i hit 110k i was the first into the battle, first to attack and before anyone else could start spamming skills i did my snipe which resulted in high dmg. after that i had fairly low to avg snipe after.
     
  8. mayam

    mayam Elite Member Elite Member Epic Member

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    For,
    No.1) i would like to say that interrupting only causes its guard rate(100%) when blue and evasion rate(100%) when red to trigger coz the thing gives entire dmg nerf life 1/3 (both guarded and non-guarded), but you could still be right if i were to consider that the game can now calculate DPS (damage per second) of the entire party accumulated and if it reaches higher than a set value it would nerf our dmg to 1/3 of its value

    When you solo it your dmg wont be high enough DPS to make it trigger this.
    This is a proof that the devs actually want us to make a party according to the ranks (1attacker,1tank,1supporter,1breaker) and not just 4 attackers... But eh, people are still making 4attacker parties and will continue to make :/

    No.2) No, i dont think its related to stability unless your stability is a very low number like 20-30% coz the difference is obviously too high

    About physical pierce i think 10% physical pierce gives 10% boost to dmg when using a physical skill because these "pierce" skills are actually the very opposite of "resistance" skills whose function is to reduce set % of the dmg when physical/magical atk are used on us
     
  9. Terufumi

    Terufumi Well-Known Member

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    Yah best timing for snipers are at first time before it tringger guard. And another timing after it cast some skill, maybe after the knockback skill.
     
  10. xex

    xex Well-Known Member

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    I forgot to mention... when triggered, the mechanisms also involved resetting the proration back to 100%, den dmg gets reduced some more by guard. u can test this:
    - start of battle, flinch him, den atk
    ~prorate him after 10s is over, den
    - middle of battle, flinch him, den atk (the dmg should be abt the same, try not to use BG, the stability on bg is just weird)

    Edit; I should think dat would be abt 1/3 or more dmg "reduction" depending on what you are comparing to, also remember BG's 50% stab makes it hard to derive anything conclusive
     
  11. Lunatic

    Lunatic Well-Known Member

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    I can say that happens on every bosses. I deal double Storm damage at B.B. Gobbs at the start of the fight then deal mormal damage as fight progresses. Even @Irusaru mentioned that on his Mage build.
    Yeah, I wanna know too. Yelb's "God Mode" defense activates when hit by 13k+ Damage. About Kyubey (ECB), if that HP recovery triggers by dealing certain damage, I can safely say it's not triggered at 20k below.
     
  12. mayam

    mayam Elite Member Elite Member Epic Member

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    No lol what i mean is actual "dmg" reduction, many people have experienced this during the start of the battle their snipe/sb would go 100k and after that their NON guarded snipe/sb would do 30k, it activates guard only when it recovers hp, i have tested it tumble doesnt make it get 100% guard when its blue, i have done runs when i only use tumble as interrupt and the dmg would still reduce.

    I would test more but i am so sick of the drops... And i dont have a main dps char i need to remake :(
     
  13. xex

    xex Well-Known Member

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    I already stated it in my previous posts that tumble doesn't affect him unless he's below 25% (red)...
    It activates guard when
    - u hit it above 3% of his max hp
    - u use flinch / stun (when above 25%)

    i'm not keen to discuss the "burst damage" anymore like i highlighted in my 2nd take, the way stability works on snipe is just weird, and tbh, the rest of the peeps in the same party don't experience the same "dmg reduction" that you are highlighting. For the ECB, the dmg reduction is it's simply the mechanics kicking in, hence everybody suffer the same dmg reduction (not only sniper). Insisting that there is burst damage is conveniently ignoring the mechanics as well as proration and the possibility that somebody else in the party has done something he shouldn't.
    While i'm not saying that it's impossible, i'm not comfortable that we are not considering the facts first before grasping at straws, but rather grasping at straws and ignoring facts...

    U should note that neither snipe with BG nor SB are good benchmarks
    - Snipe (usually with BG) would have low stab, due to BG having low stab
    - not sure if ur referring to SB or Heavy Smash, but usually people use them in combos (meaning it cannot be considered a reliable result due to extraneous factors like poration etc, and Heavy smash would require SB to proc first)
     
  14. mayam

    mayam Elite Member Elite Member Epic Member

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    @kariin tested it with a bow 80% stability because of arrow read the post before she mentioned also the video that she uploaded ://////
    I also have @SirEgg who tested with storm and wall 24k storm tick at first reduced to 8k 8k wall tick reduced to 3k tick
    I only mentioned sb and snipe because they had considerable large difference in dmg i didnt say heavy burst dmg is triggering it, i did not say that only snipers/fu chars get affected too.........
     
    Last edited: Oct 25, 2016
  15. xex

    xex Well-Known Member

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    I read all the posts in a thread before making any posts...
    A few things u should note...
    on @kariin 's case
    - there was a guard break on her snipe
    - def of the boss is 280, a guard break would increase the damage substantially
    - ECB went into guard mode after that (dmg is more den 3% max hp)
    on @SirEgg 's case
    - We can only see his damage log, we dunno what the other party members are doing, however
    - proration doesn't change during a skill with multiple hits and only the 2nd tick jumped, there could be 2 reasons
    • Somebody did a guard break
    • If SirEgg's normal storm damage on ECB is around 24k, den maybe ECB's 10s "guard up" just ended, got hit by the 24k (which is beyond the 15900 threshold) and got activated again
    You should note that im using a mage with shellbreak in my staple combo, i can confirm that guardbreak increases magical damage, and substantially on high def bosses (for eg. on DG ulti, a guard break doubles my damage). My observations were from using a bloom of peace with 95% magical attack stability
     
  16. mayam

    mayam Elite Member Elite Member Epic Member

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    I was in there with his party there was no one that could cause guard break at that time :)
    Besides @SirEgg said that the 24k storm only happened when in the beggining of the battle why would the battle start with its 10sec guard up
    And as far as i know guard break only causes -50% physical resistance his storm should not be affected though i will test it again though
    Theres certainly you can watch the video again @kariin got guard break both the time so why would the 2nd NON guarded crt be 70k less than 1st one it doesnt make any sense if you just assume that its guardbreak
    Also i dont know how you tested/found the info about ecb having 280def can you share that with us?
     
  17. xex

    xex Well-Known Member

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    I went to take a look at @SirEgg log again
    It's even simpler then dat and yes, it's not due to guard break
    - his avg wall dmg is 8k, however the guarded one seems to be 2k (the 2nd one is guarded)
    - his avg storm dmg may be 24k, a guarded one is abt 6k (the 1st hit is guarded so we know the figures)
    - the 2nd storm tick dealt the expected damage
    - Its above 15900, guard mechanics kick in
    - guarded all the way (wall at 2k, storm at 6k)
    it likely wouldnt have happened often enuff for SirEgg to notice, since his normal damage is already dat high, all he can see most times is that his 1st tick in a battle deals full dmg, den it's low for the rest of the fight

    Kariin
    - 1st snipe the guard mechanics on the boss wasn't up
    • We know because she dealt an unguarded 690 just before snipe
    • snipe at 110k, guard mechanics came up (we can see guard all the way)
    • subsequent snipes were made while the mechanics was in play avg of ard 33k
    • The guarded damage seems to be approximately 1/4 of normal dmg, so it seems about right
     
  18. Spirit•7

    Spirit•7 Well-Known Member

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    I agree and would also like to know how you know this information ^
     
  19. mayam

    mayam Elite Member Elite Member Epic Member

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    Seriously... Watch the video again the 2nd snipe did NOT show "guard" it was a NON guarded crt snipe
     
  20. -bRyAn-

    -bRyAn- Well-Known Member

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    I thought Bloom of Peace had 90% stabilty and if u will add curled horns that can give u 8% stability it will be 98% right?

    Btw Prec said Staff has a Stability cap of 90% and a Magic Device of 80%. Any higher Stability % than that when using those weapons won't make any difference.
     

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