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Complete Stats Guide (discontinued)

Discussion in 'Toram Online Game Guides' started by Red_Fox, Oct 9, 2016.

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  1. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    since the info about stats, special effects and ailments is pretty much scattered around everywhere, i made this short guide about all stats and their effects =(^.^)=

    Character Stats:
    These are the visible stats on your stat screen.

    MaxHP - Your HP, the number is exactly what it says
    MaxMP - Your MP, 100 MP are displayed as 1 MP Bar. Fractions are not visible, but they exist.
    (If you have 150 MP, you would see 1 Bar, and if you use a 100 MP skill it consumes 1 Bar, but you have half a Bar left.)
    ATK - Physical damage dealt increases as ATK gets higher.
    MATK - Magic damage dealt increases as MATK gets higher.
    DEF - Physical damage taken decreases as DEF gets higher.
    MDEF - Magic damage taken decreases as MDEF gets higher.
    (The damage reduction effect is lower for DEF/MDEF above 250.)
    HIT - Accuracy rate increases as HIT gets higher.
    FLEE - Dodge rate increases as FLEE gets higher.
    (The actual Hit Rate and Dodge Rate is calculated from your own and the monster's HIT and FLEE stats.)
    ASPD - Attack intervals are reduced as ASPD gets higher. Attack speed is accelerated when ASPD exceeds certain points.
    (At 1000 points the intervall becomes 0. Afterwards motion speed increases by 1% for 180 points.)
    CSPD - Charge time and Cast time are reduced as CSPD gets higher. Doesn't affect some skills.
    (MP Charge, Finale, Warcry of Struggle, Power Shot and Snipe are unaffected by this. Every 20 CSPD reduce Cast Time by 1%, to a maximum of 50% at 1000 CSPD. After that, 100 CSPD are required to reduce it further by 1%.)

    Stat Points:
    These are the stats that you can spend your stat points on. The effect depends on your weapon type.
    Every Stat starts with 1 point. The amount of HP gained from VIT scales with your level and other stats will also grow slightly when you level up.

    STR - Increases critical damage and ASPD slightly, and for most weapons also ATK and Stability.
    INT - Increases MATK, MDEF and MaxMP. For magic weapons it also affects ATK.
    VIT - Increases DEF and MaxHP. The effect is the same for all weapons.
    DEX - Increases CSPD, HIT and MATK. Many weapons also gain ATK, also increases Stability of some weapons.
    AGI - Increases ASPD, FLEE and CSPD. Some weapons also gain ATK.

    Personal Stats:
    You can choose 1 of them at Lv40, like the other stats it starts with 1 Point.
    CRT - Increases base Critical rate from 25 up to 100%.
    MNT - Increases Ailment Resistance from 0 up to 75%.
    LUK - Increases the Drop Rate multiplier from 100 up to 125%. (Only for you, not your party members.)
    TEC - Increases the Success Rate of crafting and synthesis and Difficulty Level. MaxMP is also increased by 1 each point.

    Equipment Stats:
    These stats are found on eqipment and potions. They add or multiply to your base stats.
    %based stats are calculated before +based stats. All stats are cumulative.
    +X damage stats are applied to the base damage before the damage calculation (which includes defence, element and other modifiers),
    +Y% damage stats are applied after the damage calculation.


    STR +X - Increases your STR by X, but is not included in your base STR.
    STR +Y% - Increases your base STR by Y%.
    The same applies to INT, VIT, DEX and AGI.

    ATK +X - Increases your total ATK by X.
    ATK +Y% - Increases your base ATK by Y%
    The same applies to DEF, MDEF, ASPD, CSPD, MaxHP and MaxMP. HIT and FLEE are named Accuracy and Dodge.
    ATK UP (INT X%) - Increases total ATK by X% of your base INT.
    Also available for many other stats, and also as "DOWN" with opposite effect.
    Natural HP Regen +Y% - Increases the amount of HP regenerated outside of battle by Y%. (It also affects battle regeneration if you have the skill.)
    The same applies to Natural MP Regen.

    Critical Rate +X - Increases your critical hit rate (a %number) by X, but is not included in your base CRT (critical hit rate).
    Critical Rate +Y% - Increases your base CRT (critical hit rate) by Y%.
    The base value is 25, It can be increased with the CRT stat. 255 CRT add 75 Critical Rate for a total of 100.
    Critical Damage +X - Increases the critical damage multiplier by X.
    Critical Damage +Y% - Increases the critical damage multiplier by Y%.
    The base multiplier is 150. 5 STR increase it by 1. Critical Damage +Y% includes the increments from STR, but not from Critical Damage +X.
    Unsheathe Attack +X - Increases the base attack of Unsheathe Attacks by X.
    Unsheathe Attack +Y% - Increases damage dealt by unsheathe attacks by Y%.
    Unsheathe Attacks are 1st attack, and the next attack immediately after Guard or Evasion is activated, Shukuchi's attack as well as all normal attacks with Katana weapon.
    If a Dagger is equipped, Evasion will trigger an Evasion Attack instead. (It still counts as Unsheathe Attack.)
    Some skills like Charging Slash, Enchant Sword and most Mononofu skills are also considered Unsheathe Attacks.


    Short Range Damage +Y% - Increases damage dealt by short range attacks by Y%.
    The same applies to Long Range. Short Range is 7m and below, Long Range is 8m and above. The distance is measured at the time the skill is initiated.
    Range is only applied to direct attacks - Magic: Arrows, Magic: Lances, Magic: Wall, Magic: Storm, Arrow Rain, the 6 last hits of Sword Tempest and the last hit of Dive Impact are indirect attacks and ignore Range multipliers.

    Physical Pierce +Y% - Ignores Y% of the monsters DEF.
    The same applies to Magic Pierce.
    Damage to <Element> +Y% - Increases damage dealt to monsters of said element by Y%.
    A plain <Element> means it does 25% more damage against it's weaker Element.
    Fire>Earth>Wind>Water>Fire and Light<>Dark.
    Neutral element also exists, but is only affected by <Damage to Neutral>.


    Evasion Rate +Y% - Increases your Evasion Rate (a %number) by Y.
    Avoid taking damage by sidestepping, may also trigger Unsheathe Attack.
    Evasion only works against your target, but not against other enemies. Magic attacks and certain AoE cannot be evaded.
    The base value is 0. It is increased by Light Armor, stats and skills.
    Light Armor increases Evasion Rate by +10, Heavy Armor has the opposite effect.

    Guard Rate +Y% - Increases your Guard Rate (a %number) by Y.
    Reduce damage taken according to Guard Power, may also trigger Unsheathe Attack.
    Fractional and Fatal Damage cannot be guarded.
    The base value is 0. It is increased by Heavy Armor, stats and skills.
    Heavy Armor increases Guard Rate by +10, Light Armor has the opposite effect.

    Guard Power +Y% - Increases Guard Power (a %number) by Y.
    The base value is 0. Heavy Armor adds 25. It can be increased by stats and skills.
    When a Shield is equipped, Heavy Armor bonus is ignored and only the Shield's Guard Power is applied.

    Ailment Resistance +Y% - Y% chance of immunity o status ailments. This includes Flinch, Tumble and Stun, but not spell cancelling.
    <Element> Resistance +Y% - Decreases damage taken by attacks of said element by Y%.
    This also includes the Neutral element. Applies to physical and magic damage alike.
    Physical Resistance +Y% - Decreases damage taken by physical attacks by Y%.
    The same applies to Magic Resistance. Applies to all Elements.
    Melee Barrier +X - Once every 30 seconds, reduce physical damage taken by X.
    The same applies to Magic Barrier +X.
    Damage cannot be reduced below 1.

    Fractional Barrier +Y% - Once every 30 seconds, reduce fractional damage taken by Y% of your MaxHP.
    Damage cannot be reduced below 1.
    Barrier Cooldown + Y% - Changes the Cooldown Time of Barrier effects by Y%. Positive values shorten the Cooldown Time, while negative values prolong it.
    Only available in multitudes of 10, which equals 3 seconds.
    Damage Reduction (Player Epicenter) +Y% - Reduces damage taken from "Player Epicenter" red zone attacks by Y%.

    There are 8 variations of this stat for all types of special attacks.
    Red Zone: Player Epicenter (surrounding target player), Foe Epicenter (surrounding self), Line (linear), Charge (linear and monster moves during attack)
    Blue Zone: Spike (floor spikes), Missile (flying ball), Meteor (from above), Bowling (wave)


    Drop Rate +Y% - Increases the drop rate of items (obtained by you) by Y%.
    Motion Speed +Y% - Increases the animation speed of your attacks by Y%. Does not affect the countdown of cast/charge times.
    (Does not stack with the Swift combo effect or Trigger Slash, since it cannot exceed 150%.)
    Additional Melee +Y% - 25% chance to deal additional damage based on Y% of your ATK when using normal attacks.
    The same applies for Additional Magic +Y%. The damage is calculated as physical/magic skill damage, but does not change proration.
    Reflect +Y% - Reflects Y% of damage taken on the attacker.

    Recoil +Y% - Take Y% of damage dealt.
    Refelct and Recoil deal fixed damage, ignoring all damage modifiers.
    Guard Break +Y% - When you attack and the monster activates Guard, you have a Y% chance to negate that effect.

    Not to be confused with the Status Ailment "Armor Break" which reduces DEF/MDEF :p
    Anticipate +Y% - When you attack and the monster activates Evasion, you have Y% chance to negate that effect.


    Status Ailments:

    Slow - Move at half speed.
    Stop - Unable to move.
    Freeze - Motion Speed is reduced by half.
    Paralysis - ASPD is reduced by half.
    Sleep - Unable to move or act, but natural regeneration activates. The effect ends earlier when taking damage.

    Blind - Accuracy is reduced by half.
    Lethargy - Damage dealt is reduced by 25%.
    Fatigue - Stability is reduced by half.
    Weaken - MP cost of all skills increases by 100.
    Fear - 30% chance to cancel any attack or skill, but MP is consumed normally.
    Bleed - Unable to use physical attack skills.
    Silence - Unable to use magic attack skills.

    Armor Break - DEF/MDEF is reduced by half.
    Dizzy - Guard and Evasion Rates are reduced by half.
    Dazzle - Dodge is reduced by half.

    Ignite - Deals damage 4 times, based on base INT and the monster's MaxHP, cannot reduce HP below 1.
    Poison - Deals damage on every action, based on base DEX, INT and the monster's MaxHP, cannot reduce HP below 1
    If monsters inflict these ailments on you, the damage is based on your current HP.

    Knockback - Cancels current action and pushes target backwards.
    Flinch - Cancels and stops all actions for 1s, also makes target flinch.
    Tumble - Cancels and stops all actions for 2s, also makes target fall down.
    Stun - Cancels and stops all actions for 3s, also freezes target in motion.

    Bosses are resistant to Status Ailments, so some of them have weaker effects compared to normal monsters.

    Combo Tags:

    Smite - Increases damage dealt of this skill by 50% and decreases damage dealt of the next skill by 50%. If there is no next skill, the MP Cost of this skill is doubled.

    Swift - Sets Motion Speed of this skill to 150% (max value for Motion Speed).

    Does not work on Astute, since it already has innate 150% Motion Speed.
    Mind's Eye - Prevents skill activation and ends the combo if the target has the same status ailment that would be inflicted by this skill. Negative side effects of other Combo Tags are cancelled as well.
    Only checks for active Status Ailments, not their cooldown time (resistance)!

    Invincible - (not released yet)

    Consecutive - Reduces MP Cost by 100 and damage dealt of the skill by 10%, both multiplied by the combo count.
    MP Cost cannot become negative and damage reduction is applied normally even if the cost is less than the reduction.

    Tenacity - If your current MP is not enough to activate the skill, the remaining cost is paid in HP. 100 MP are substituted by 10% of MaxHP, damage dealt by the skill is lowered according to the amount of HP consumed.
    (the amount of damage reduction is still under investigation)

    Save - Activate this skill without using MP, damage dealt by this skill is reduced by 80% and damage dealt of the following skills is reduced by 60, 40 and 20%. the MP Cost of this skill is subtracted from the MP Cost of the next skill and the skills after it until it's used up. If the saved MP is not used up, the remaining saved MP is added to cost of the last skill instead.
    The amount of saved MP cannot be increased by multiple Save tags, you have to use up the saved MP before you can save again. But the damage reduction effect will still be applied!


    All cost and damage modifying effects will stack with each other, but the damage reduction cannot become lower than 90%.
    Even if the effects Save, Smite and Consecutive add up to 100% damage reduction or more, the skill will deal 10% damage.

     
    Last edited: Sep 17, 2018
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  2. mamattew

    mamattew 桃井 日奈 Elite Member

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    Reserved :D
     
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  3. -bRyAn-

    -bRyAn- Well-Known Member

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    :confused: Uhmm.. can I ask why dont u add evasion rate, guard rate/guard power. :confused:
     
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  4. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    just remembered those haha:p
    also forgot defense pierce, will add it now =(^.^)=

    Edit: also added Unsheathe Attack
     
    Last edited: Oct 9, 2016
  5. SirEgg

    SirEgg cancerous breakfast Elite Member

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    Uhm do you know the exact value of how much cspd you get from 1 point of dex?
     
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  6. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    1 DEX -> 3 CSPD
    1 AGI -> 1 CSPD
     
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  7. Neric

    Neric of House Limitless, First of His Name, The Unburnt Elite Member

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    sorry got lost here..Could you further explain?
     
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  8. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    ok :)

    the false theory is that 1% STR increases STR by 1%, which means 1 point for every 100 and no effect for less than 100.
    the right theory is that it increases the stats gained by STR by 1%.
    so if you have 50 STR and gain 3atk for each, you would have 150atk. with STR+1% it would increase to 151,5atk.
    that's a very minor effect, but it's just 1% on 50 STR, the effect will be greater with higher numbers.
    so, another example: this time you have 70 STR and STR+3%. instead of 210atk you would get 216,3atk.
    120 STR and STR+3% would increase atk from 360 to 370,8.
    150 STR and STR+4% would increase atk from 450 to 468.

    if we only look at atk, it appears that atk% is better than STR%, but that's not it.
    atk% only increases atk, while STR% would also increase crit damage, ASPD and whatever else STR affects on your char.

    let's take AGI+% for example.
    it would affect ASPD, CSPD and Dodge, and even atk if you wear knuckles or MD.

    of course flat stats are better for lower numbers, but on higher numbers the effect increases exponentially.
    and the formula for STR+ and STR% is not the same as atk+ and atk%.
    also in case of ASPD, Dodge, def and mdef, (AGI, VIT, INT) the %effect is cumulative with the %effect from light/heavy armor ;)
     
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  9. Neric

    Neric of House Limitless, First of His Name, The Unburnt Elite Member

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    Ty for your explanation.. Regarding atk% and str7%, atk7% is better than str 7% despite str giving additional cdmg.
     
  10. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    if i remember correctly, STR increases stability on bows ;)
    it's all a matter of weapon choice :p
     
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  11. -bRyAn-

    -bRyAn- Well-Known Member

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    Question about Motion Speed.

    Is it true that Motion Speed affects the movement speed of the character?

    Coz somebody said that those brawlers can run more faster than other builds. They said its becoz of the motion speed from those too high ASPD.
     
  12. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    that's a tough one...
    the freeze status, which halves animation speed, does not affect movement speed, only the slow status does.
    but when i compared light and heavy armor for the first time, i do remember my knight running slower than my ninja...
    maybe that was because it was the Plate Armor with negative motion speed stats :p

    i think motion speed does affect the running animation too, although the effect is minor.
    it is much more noticeable on attack animations and the reaction time between attacking and moving.
    =(^.^)=
     
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  13. connection

    connection Well-Known Member

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    Fun fact, I made a brawler expecting to be able to cover ground faster when walking.

    Too bad this was just a myth lol.

    Motion speed refers to how fast your character actually attacks. You may notice if you buff a character's attack speed (ASPD), you can reach a point that the doesn't appear at all! At this point, additional ASPD buffs will increase this secret stat called "motion speed", as in, your character's attack itself will be a little faster.

    But now there are equips that increase your motion speed, so that's what it's all about.
     
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  14. mayam

    mayam Elite Member Elite Member Epic Member

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    Erm.. I think motion speed comes into consideration only when you are in battle :eek: (i.e. When you are holding your weapon)
    Even if you have gear with motion speed+ i dont think it will be useful to travel to far maps quickly.
     
  15. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    probably yes, outside of battle my light and heavy armored chars both run at the same speed.
    running faster/slower than others is probably just server lag :p
     
  16. Wolfk

    Wolfk Member

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    Since this is about stats maybe i can get some good advice, I am a solo duel-wield player but im thinking of starting again. the The skills i use are hard hit, astute, reflex, spinnin slash and sonic blades. Here are my stats as well. What do you guys think? keep going or start over. I'm lvl 64 btw.
     

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  17. Wolfk

    Wolfk Member

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    Since this is about stats maybe i can get some good advice, I am a solo duel-wield player but im thinking of starting again. the The skills i use are hard hit, astute, reflex, spinnin slash and sonic blades. Here are my stats as well. What do you guys think? keep going or start over. I'm lvl 64 btw.
     
  18. Alzarith

    Alzarith Elite Member Elite Member

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    I'd start over and go for full DEX, it's (nearly) always a bad idea to spread your stats all over the place
     
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  19. Islandi

    Islandi Well-Known Member

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    The main stats for DW are:
    1. Dex - For main hand. +1 Dex = +2 Atk
    2. Agi - For sub-hand. +1 Agi = +1 Atk
    3. Str - For both main and sub hands. +1/2 for each and increases critical damage.

    I'd suggest you start over with your stats.
    Reasons:
    1. Luck isn't needed. It's for increasing drop rate of items.

    2. You also need to consider whether Vit is required to increase your MaxHp for survivability.
    It's closely related to your playstyle and character's build.

    3. Are you using skills mostly from 1H (Blade skills), DW or a balance of both?
    Higher Dex gives higher Atk overall, which benefits 1H and the first part of DW attack skills.
    That also means lower Agi for ASPD, Dodge (Flee) and sub-hand damage output for skills such as Twin Slash and Spinning Slash.

    Solo DW has many playstyles and builds. You can read up and take reference from guides written by our expert DW player @Cypherian.
    You can also take a look at @Cella's build for ideas, perspectives and concepts
     
    Last edited: Nov 29, 2016
  20. Cypherian

    Cypherian Dual Doggo! Bork bork! Super Likable Elite Member

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    Solo DWs are the most flexible build. Since it has easily high access to Sustain, Evasion, and Dodge.
     
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