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Let's dream

Discussion in 'Toram Online General Discussions' started by Obrskn, Aug 18, 2018.

  1. screamingfox

    screamingfox Well-Known Member

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    Please apply a buff to Heavy Smash along with these. I miss using this skill. .-.
     
  2. Zephyr666

    Zephyr666 Well-Known Member

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    Honestly my goal with making these new skills were to make dps brawlers actually up to par with most dps classes and not taken advantage of by fu classes. I feel as if heavy smash was a lotta wasted potential they could've continued from after adding that buff but idk what do u think
     
  3. ViPR

    ViPR Elite Observer Elite Member

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    To make brawlers fair just give them a good stat growth Imo Agi +2 Str +1 Dex +1 they'd be a little weaker in dps but not a complete joke as they are now (in DPS)
     
  4. ViPR

    ViPR Elite Observer Elite Member

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    I wish aso would replace Gatling with a different skill. Gatling still has too many weaknesses and doesn't mesh well with the rest of dagger skills. I propose...

    Bullet Knife
    Throw a single dagger like a bullet
    Mp cost 300
    Range: 8m
    Skill multiplier: 5+(skill lvl/2)
    Skill Constant: 10+ dagger atk +(base dex/100)
     
    Last edited: Dec 16, 2018
  5. PauPauPau

    PauPauPau Well-Known Member

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    martial language

    knuckle passive. increases knuckle critical damage for every point in agi (10 agi = 1critical damage). increases critical damage by 30 and critical rate by 20 (stackable with max stack of 4) for every buff made before a knuckle attack. effect will not work when knuckle is used as a sub.

    ware wa muteki nari,
    wa ga kagewaza ni kanau mono nashi,
    wa ga ichigeki wa muteki nari
     
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  6. SayszarTempest

    SayszarTempest Member

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    • Shadowstep costs 0mp to activate. But the Ampr buff that follows also adds 300/200/100mp to the next skill used at Lv. 1-4/5-7/8-10 respectively. Using successively stacks the additional mp. Heheh...
    • Phantom Slash attacks multiple targets (+1/Lv.)
    • Cross Parry further reduces incoming damage, chance to prevent fatal damage when successful(by reducing supposed fatal dmg by 1) (10% chance/Lv.), and has a chance to reflect damage equal to the value reduced. (5% Chance/Lv.)
     
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  7. screamingfox

    screamingfox Well-Known Member

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    I feel that the multiplier of the Heavy Smash altogether should be a bit stronger than chariot once an enemy is armor broken. That and it should also apply a bonus status ailment of either Dizzy, Silence, or Paralysis on a Armor Broken enemy. I feel that would make the conditional nature of the skill much more worthwhile for the time invested in casting the skill.

    As for everything else you've mentioned. I like them all. They aren't to extreme and still let FU classes use the skills effectively, but very obviously make them best for Knuckles. I'd keep the motion speed on Rush though.

    This seems short sighted. You realize that Brawlers would need all of these stats including crit rate right? You realize 2h and halberd only need 2 stats to function and have crit rate as an choice right? ._. There's a TON of things wrong with this idea that don't fix anything and may actually make the class the absolute worst DPS that is also the squishiest DPS in the game with no survival mechanics...it's terrible all around. Sorry.

    Why not just make DEX a 1 or 1.5 stat gain. Add 2 or 3 slots of enchantment slots to Knuckles and provide them with substantially more base potential so that they have their enchantment advantage back? So that knuckles can have elements/aspd%/AGI% without it feeling like your sacrificing your entire being to do so? Also, release Element tier 2. :v. Oh, and also add Mayam's idea of AGI giving hit rate.
     
  8. ViPR

    ViPR Elite Observer Elite Member

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    I don't see how it's short sighted brawlers already have a high multiplier skill that is boosted by 2 buff passives the only thing holding them back is low stat growth and critrate. If we standardized there stat growth and gave them a skill that boost crit they're probably be equal to 1h dps which is where they belong imo
     
  9. PutuKarma

    PutuKarma Well-Known Member

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    in the first place knuckle is always meant to be a weak class, but knux rn is a joke, and i think making the weapon got benefit from STR by 1 and DEX by 1 itself already considered unbalanced, if i could say, it would be more like 1/2 per STR and 1 per DEX since we already know that STR giving extra crit damage.
    Why i say it is unbalanced ? ya know that brawler have flinch, tumble, stun, stop, armor break, lethargy, skill-based damage mitigation, fear skills and most of them capable to afflict the ailment, only armor break that unable to sure hit. The another reason is that the multiplier is already high, comparable to another OP skill, if knuckle user capable to reach the same amount of ATK from staff-fu or sword-fu, then it would be really OP, lets say, chariot with 2000 ATK 230% crit damage (typical second stat STR would get around this much of crit damage) and AGI 255, capable to deal 390k damage, yes it isn't really OP, AoE, no charge time, ranged, 100% fear ailment, pretty much same as the other fu, but, but... nevermind, it's still no match with sword-fu that capable to reach near 100% stability but still able to reach 440k damage -_-
    Ah, maybe they should buff aggravate damage so brawler can have another unique playstyle

    s.n : i hate myself after knowing the fact that brawler only able to catch up sword-fu if it buffed into 1/1 STR and 1/1 DEX but my words are too precious to be deleted
    ------------------------------------
    another thing after i rethink about it, 390k damage of chariot with 255 AGI is indeed faster than 440k damage with only 1.1k aspd, making it more faster more OP
    ----------------------------
    OH SH!T, don't mind to skip these jumbled opinion, i don't even understand what i've wrote @.@

    MY FINAL OPINION: make it 0.8 ATK per STR and DEX for brawler
     
  10. ViPR

    ViPR Elite Observer Elite Member

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    Maybe agi +2 dex +1 int+1 to avoid the bonus CDMG for str
     
  11. Krisu

    Krisu Well-Known Member

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    Bowgun: Increase attack by .25 per point in str
     
  12. ViPR

    ViPR Elite Observer Elite Member

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    ...but y tho...
     
  13. Krisu

    Krisu Well-Known Member

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    I'm not sure how much atk bowgun get from dex, if its 3 then nvm
     
  14. ViPR

    ViPR Elite Observer Elite Member

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    Bowgun gets 4 atk from dex
     
  15. PutuKarma

    PutuKarma Well-Known Member

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    That would do too, but, doesn't martial art need strength too ?
    Does our body strength can affect the power of a bullet that being shooted from the gun ?

    Mostly the stat allocation in this game based on logical things in reality, as an example is halberd, the stat allocation for ATK is STR and AGI, mostly because the damage output is from the brute force and the attackspeed in reality (and in fact that halberd is long and thin making it harder to hit precisely, thus making we should compensate the brute force or attackspeed to be able to hit more precisely)
     
  16. ViPR

    ViPR Elite Observer Elite Member

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    TBH in real life agility is a byproduct of strength and dexterity. So logic doesn't mean too much for this game. I mean look at MD thet get attack from int and are the only weapon to use 0 hands but still cant equip sub weapon while knuckle, katana, and bg are definitely 2h handed weapons but can equip sub weapon.
     
  17. Krisu

    Krisu Well-Known Member

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    I mean... recoil lol. Yes str increases stability but it increases cdmg also... if cdmg increases, why not atk?
    But going with that then TEC should increase damage for bowgun.
     
  18. ViPR

    ViPR Elite Observer Elite Member

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    Ok here is an interesting chakra rework that could be really fun.
    Chakra
    Knuckle main/sub only
    mp cost 200
    Cast time 3 sec (affected by cspd)
    Duration 10+skill lvl
    Effects ampr +5+skill
    Crit rate +skill lvl
    Aggravate multiplier +1
    Aggravate constant +100
    Duration and crit rate is increased by 1 for every activation of aggravate
    Duration and crit rate is reduced by 1 for every attack recieved
    When chakra ends all counters are reset
    Knuckle main Bonus duration +10
    Knuckle main bonus ampr +10
     
  19. PutuKarma

    PutuKarma Well-Known Member

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    Maybe devs think that we need to concentrate on the device to be able to properly use it(?). Aside from katana which is only able to use dagger as a sub, i do agree that knux are supposed to be 2H and bg unable to use knux (it's still acceptable to have dagger, arrow, and shield as a sub, not sure about MD).
    -------------------
    Talking about MD making me wonder, what the heck would happen if we use staff-MD with magic warrior passive ? won't that making it more OP ??
    i think chakra isn't really that bad to be needed a rework, tho i like your idea about this skill, just that maybe crit+5 is enough as we will get another extra crit from aggravate that's been activated
     
  20. Warheart666

    Warheart666 Active Member

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    Elemental imbuement magic... At the cost of set casting times and debuffs as consequences
     

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