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Which of these stats are best?

Discussion in 'Toram Online General Discussions' started by Loser, May 7, 2019.

  1. Loser

    Loser Well-Known Member

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    Best for a tank.
    Here are the pics.

    Also, for my ktn, i got two options CD +1% or CD +3, which is best?

    Thank you
     

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  2. _nobody_

    _nobody_ Well-Known Member

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    the one with mdef and fractional barrier for tank for sure.
     
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  3. Loser

    Loser Well-Known Member

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    You sure? I'm pretty sure Mdef is useless, and 10% HP or 7% Aggro isn't little
     
  4. _nobody_

    _nobody_ Well-Known Member

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    you don't need +aggro as a tank at all. 1mp combos are more than enough to generate aggro.

    10%hp is cool but 8% fractional barrier is cooler. As a tank u have too much hp already anyway. Imagine this, if you have 20k hp, and get hit by a fractional dmg attack, you can lose like 10k hp (for 50% fractional) in an instant. It won't kill you, but it will be very costly in term of energy bottle. If you have fractional barrier from equipments and ava and food, you can reduce that amount by thousands. It's more economical that way.

    Some people are obsessed with having a lot of HP, thinking they are invincible. But recent bosses are all relying on fractional damage, making those big hp tank very costly to run. The whole point of having big HP now is to reduce most dmg with Sanctuary, and for most cases, 20k hp is more than enough.
     
    Last edited: May 7, 2019
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  5. BK

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

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    Fractional barrier is better, also imo tanks dnt need to be full vit at all, something like 255str rest vit or whatever increases ur dmg (i dislike mtl and will never use it), i also prefer having alot of ampr on tank
     
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  6. Loser

    Loser Well-Known Member

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    I disagree with your first statement, sometimes I lose aggro to THS users or a mage but i get the idea about fractional barrier. I'll go with it and rip 10% HP

    Thing is, almost all ohs tanks use toy hammer, which has - 175 cd.
    So i don't think I'd do decent damage even with full str
     
  7. BlueLtng

    BlueLtng Well-Known Member

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    Is your tank MTL>VIT or VIT>MTL?
    I think fractional one is best.
    CD+3>CD+1%
     
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  8. Loser

    Loser Well-Known Member

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    My tank is MTL vit.
    Thank you
     
  9. BlueLtng

    BlueLtng Well-Known Member

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    Have 100% Ail Resist? Try to get from Avatar instead so you can use better arm
     
  10. Loser

    Loser Well-Known Member

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    Better arm? Better than what? I never Saud what arm i use
     
  11. BlueLtng

    BlueLtng Well-Known Member

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    Sorry I assumed you used an ail resist arm since I did that previously

    DID YOU JUST ASSUME MY ARM???? [TRIGGERED]
    [​IMG]

    Sorry xD
     
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  12. _nobody_

    _nobody_ Well-Known Member

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    That's weird. If you lose aggro then maybe your combo has something wrong in it.

    Simple math:
    - Mage with md sub can spit out 1600*3 + 200*3 = 5400 aggro in 40 seconds if they are just spamming finale.
    - Tank 1mp combo can do: 100*10 + 600*10 = 7000 aggro in the same amount of time if you just spam protection/aegis + Guardian every 4 seconds. And that's entirely without aggro equipment nor any successful p.def (that will add an additional 600 aggro each time)

    There is just no way 1mp combo from tank can lose against finale spamming in term of aggro generation.
    - I haven't recorded the time to execute an SC combo for DW yet, but considering most luckly DW can only spam it 5 times before going out of mp, it is safe to assume that they can generate 200*5 + 600*5 = 4000 aggro in about that time. Not even close to beating a tank.

    That's why tank people usually ditch +aggro gears to get +resist of fractional barrier gears.
     
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  13. Loser

    Loser Well-Known Member

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    Lmao well, I use lil empress. What ail resist arm did u use?
     
  14. Loser

    Loser Well-Known Member

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    How about I show you my combos and gear then
     

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  15. _nobody_

    _nobody_ Well-Known Member

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    um, the first combo is ok for ultility, but the second and third combo are really bad for tanking purposes. They are not suitable for a tank at all. It's more like you are using them to do damage, not to gain aggro. They use too much mp and gain too little aggro. Also those skills have long cast time, you can't use them repeatedly.

    You need this combo to steal aggro: protection/aegis (depends on boss) > Guardian (save) > finale (smite).
    that is a 1mp combo that would generate 700 aggro in 3 or 4 seconds. Spam it and you will have more than enough aggro without any aggro gear.

    People use p.def for survival and generate aggro too, but it only generates aggro when you successfully block a hit.

    You can also use protection/aegis (the other one left from the above combo) > Sanctuary(save) > finale (smite) to get sanctuary up and running.
     
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  16. Loser

    Loser Well-Known Member

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    All these combos cost 1 mp and are really fast to cast, only shield bash combo takes like 2.5 mp bars which is still ok.
    I do cast p def and protec/aiges but i do it manually. I used to put p def in combos but it was a waste of time in many situations so i adjusted to these combos, tho you say they don't generate enough aggro.
    How do you think i should modify them?
     
  17. _nobody_

    _nobody_ Well-Known Member

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    i think you misunderstood the 1mp concept. None of your combo is ended with Finale (smite), which means it will be very costly considering save action increases mp cost for the last skill. 1mp is by definition, just use 1mp for the entire combo.

    for example, protection/aegis cost 1mp, so you use them as combo starter. Then you use save on every other skills in the combo, then end it with Finale (Smite). The Finale (smite) will need more than 2000 mp to trigger, hence it can't be triggered at all and ends your combo. That entire combo is now just 1mp combo.

    And no, the combo you used are not as fast as two buff skills combo (protection/aegis followed by a guardian).

    Moreover, the second combo is dangerous because Berserk and Rampage reduce your mdef/def/dodge to 0. Even with a lot of HP, some boss can definitely kill you in 2 hits. And Rampage can't be used consecutively. This combo would cost 1000+mp as well if executed when you mp bar is more than 1100. If you have less than that, it will be a 1mp combo with 600 aggro per trigger, but you lose 45% def/mdef and no bonus aggro like guardian.

    The third combo will cost you 1000+mp because you put Guardian as combo ender after putting meteor in to save mode. If you use it at the beginning of the battle, your mp bar will be depleted quickly after 1 combo. It will become 1mp combo after you are almost out of mp for 600 aggro each, but meteor is slower than guardian because it is an attack skill with fancy animation. Last but not least, using attack skills as aggro generators will interfere with proration of physical classes in your party.

    Let say, you have more than 1000mp, and after the first combo you are almost completely drained out and can't cast much of those 1mp combos anymore until your mp comes back up. That's pure disadvantage comparing to those mage who can instantly get 1800 aggro in the first few seconds. that's why i said you combo don't generate enough aggro and use too much mp.

    The combo of protection/aegis > Guardian/sanctuary (save) > finale (smite) increases your overall defense, minimize damage, reduce aggro for your members and increases aggro for yourself (refer to the description of Guardian) on top of pure aggro generated from mp cost. They don't interfere with proration either. If you have 2000 mp, you can immediately spam up to 20 combos for 700 aggro each.

    No one put p.def in a combo either. It's just there to use when you are about to get hit, no combo needed.

    You can try the combos I mentioned in the last comment, record the execution time, then compare with yours. A lv 150 tank with my combo would have no trouble keeping aggro in a full party of capped mage, unless those mages are dicks and use +100% aggro md because they want to troll.
     
  18. mun1409

    mun1409 Well-Known Member

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    I think i got the mp calculation wrong. The second combo will cost 1 bar if rampage is not active, n not activate at all if it's active. Third combo will cost 1 bar too. This is because the saved mp is totally used by the last skill.
     
  19. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    That is because those mdfakas stay away from guardian range or just spammers in general and blame you for not getting the aggro well.
     
  20. _nobody_

    _nobody_ Well-Known Member

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    i specifically mentioned that in my analysis, please read again. In case you have a more than 1000mp, the cost will be in full. It only becomes 1mp if you don't have enough mp.

    At the beginning of the battle, you are likely to have full mp and of course Rampage was not activated, it means the first combo in the battle will consume more than 1000mp, leaving your mp bar depleted. This is why people use Finale (Smite), because it will cost 3200mp + whatever amount of mp saved, therefore you always don't have enough mp.
     
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