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Proration Table: MiniBoss/Bosses[Contribute/Request]

Discussion in 'Toram Online Game Guides' started by ChrisZle, Jul 18, 2018.

  1. ChrisZle

    ChrisZle Well-Known Member

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    ChrisZle
    DISCLAIMER: I'm sharing my own knowledge, what I've learned from my mentors and reading stuff here in the forums.
    Special Mentions would be:
    @TheXIIIthGuy
    @Scye
    @Cypherian
    @mayam
    and the rest of the members of the DS International LINE Chat Group.

    We all know how proration works, and if you're new to this then it's quite simple.. Really. But, it won't hurt knowing how much each has ahead of time.

    Proration:
    It's like saturation. Using Physical Skills continuously will lower Physical Skills damage by a certain percent depending on the proration of the enemy. But at the same time it will increase the damage of your next Normal Attack and/or Magic Skills.

    In summary:
    Using Phys Skills
    - Increased Normal Attack and Magic Skills Damage proportional to the proration of the enemy, Decreases Phys Skills.

    Using Magic Skills - Increased Normal Attack and Phys Skills Damage proportional to the proration of the enemy, Decreases Magic Skills.

    Using Normal Attacks -Increased Magic Skills and Phys Skills Damage proportional to the proration of the enemy, Decreases Normal Attack.

    Example: If an enemy has -3/+3 25% Proration..
    At the start of a battle, using Astute(Physical) > Hard Hit (Physical) > Buster Blade (Physical) results in your Buster Blade dealing only 50% of it's supposed damage. That's a huge penalty.

    But if you use.. Spinning Slash (Magic) > Impact (Magic) > Buster Blade (Physical) results in your Buster Blade dealing 150% of it's supposed damage. Which is again, huge.

    But why do this?

    So I'm bored playing the game and is still waiting on DW's Tier 4 Skills.
    Being a DW, we have at our disposal, one of the best skills to use in checking proration. Spinning Slash.
    It deals Physical Damage and is treated as such, but prorates as Magical.

    What does that mean? It means that if you continually use Spinning Slash, the damage will just keep on increasing until a certain limit is reached.

    Things I learned/know/experienced about proration:
    1. Not all bosses/miniboss have the same amount of proration, some doesn't even have any proration at all.
    EXAMPLE:
    Warmonger has:
    -0.6 to -0.8 Proration Penalty and +1 to 1.2 Proration(with 100 limit for both, can't confirm since it's hard to spam 100 Astute/Spinning to confirm) making Warmonger a nice Boss to mettle it out without worrying too much about Proration.

    2. This heavily affects damage, specially during combos and smite.
    The way damage is calculated, CONSECUTIVE, SMITE and SAVE tags affects damage. So does proration.
    As an example on a hypothetical enemy that has -5/+5 25% Proration.

    If you use a combo like in these 3 scenarios: We set that you deal 1,000 Total on PS.
    Scenario #1
    Spin > Impact save > PS Smite > Astute cons. How much will PS deal?

    Spin and Impact are Magic Prorating skills which will give you +2 proration, that's 50% more damage. Smite gives you 50% more damage too.
    But due to Save, it will reduce the damage of the succeeding skills by 60%, 40%, 20%, 0%. (This is the reason why we usually see 7 Skills Combo Strings, to negate the SAVE Penalty) So PS Smite is supposed to deal 90%, which is 900. But wait.. let's get to it.

    PS damage will be first increased by proration. So You will deal 1,500 Damage already. Then we factor in Combo tags thereby reducing 1,500 by 60% which equates to a measly 600 Damage. Which is now then increased by Smite by 50%. So in the end, you'll deal.. 900. Nice, right?

    Now that's a simple example of how big proration could actually affect combos. Off to Scenario #2.

    Scenario #2
    Similar 1,000 PS damage, different combo.
    Astute > Heavy Smash (Save) > PS Smite > Hard Hit cons.

    Astute and Heavy Smash are Physical prorating skills which will give you -2 proration, that's 50% less damage. Smite gives you 50% more damage though.
    But due to Save, it will reduce the damage of the succeeding skills by 60%, 40%, 20%, 0%. (This is the reason why we usually see 7 Skills Combo Strings, to negate the SAVE Penalty) So PS Smite is supposed to deal 90%, which is 900. But wait.. let's get to it.

    PS damage will be first DECREASED by proration. So you will deal 500 Damage already. Then we factor in Combo tags thereby reducing 500 by 60% which equates to a measly 200 Damage. Which is now then increased by Smite by 50%. So in the end, you'll deal.. 300. That's 1/3 of our expected damage. Proration ruined your damage.

    Now for Scenario 3. We'll remove the SAVE penalty(because we'll use long combos, everyone loves long combos. Right?).

    Scenario #3
    Combo: Astute > Sneak Attack (Save) > Reflex (Cons) >Javelin (Cons) > Spinning Slash (cons) > PS Smite > ender
    No Save Penalty for PS Smite. +1 Proration, 150% PS Smite. 1,000 base PS damage. -1,0,0,+1,+1.
    This means that Astute would reduce PS' damage by 25%. But since you have Javelin and Spinning Slash right before PS Smite, you negate the negative proration and you gain 1 positive netting you a +25%.

    So what happens is.. 1,000 with proration bonus is increased to 1,250. Which is then increased by Smite to 1,875 and not to 1,500.

    So there you have it, how proration could make or break your damage, depending on your party and if the enemy actually has proration.

    Also, if you'll see players flexing their damage via combo, you will notice that majority uses Normal Attacks first before dishing out the combo, because Normal Attacks increases proration for both Magic and Phys Skills. or uses.. Buff Starter(Reflex) > Save > Buff > Buff > Impact > Smited Skill > filler. so they get +25% from Impact, +25% X Number of Normal Attacks done, and +50% from smite. (This is if the enemy has 25% Proration)


    3. Enemies have different proration ceilings. Meaning, they have varying maximums for negative and positive proration.
    Example would be Warmonger, again, which has, rumored 100 max/min ceiling in which I didn't even bother getting since it's relatively useless as it has low proration ratios.(Credits to @Scye)

    Notably, some has -3/+6 @ 25% like Tyrant Machina IIRC. I'll recheck.

    So far, that's it. I'll be posting my own findings in this thread. People can contribute(and will be credited accordingly) or request for proration checks on enemies they want but its limited to Mini and Bosses only.

    My Procedure:
    1. Get 100% Stability.
    2. Get 126% Crit
    3. Get at least 10MP bars.
    4. Spam ONLY Spinning Slash, and nothing else and note the damage changes for POSITIVE proration. ESCAPE then use ASTUTE for NEGATIVE proration
    5. Put findings on an excel file then double check if needed.
    6. Put findings here.

    PS: I don't know squat about making guides or whatever. so bare with me. I'll edit this to make it look more beautiful.
     
    Last edited: Jul 18, 2018
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  2. ChrisZle

    ChrisZle Well-Known Member

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    Format:
    Monster name:

    -(# of attack to reach maximum penalty) [how much penalty per stack of proration%]/+(# of attack to reach maximum bonus) [how much bonus per stack of proration%]

    Warmonger:

    -50 (-0.6 to -0.8%) / +250 (1 to 1.2%)
    PS: I can't test this fully as I don't want to use 50 Astutes, or 250 Spinning Slash :) But for simplicity's sake, it's -/+1% per proration.

    Don Yeti:
    -1 (-50%) / +3 (50%) Refer to an explanation on post #8
     
    Last edited: Jul 18, 2018
  3. ChrisZle

    ChrisZle Well-Known Member

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    Hi. Saved. :3 just in case.
     
  4. mayam

    mayam Elite Member Elite Member Epic Member

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    All bosses have min cap of -50% and max cap of +250%
    Also I dont quite get what do you mean by +3/-3 25% and +5/-5 25%. What are you implying? Whats the difference?
     
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  5. ChrisZle

    ChrisZle Well-Known Member

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    From my test, which was influenced by my fellow DW:
    Warmonger has:
    -0.6 to -0.8 Proration Penalty and +1 to 1.2 Proration(with 100 limit for both, can't confirm since it's hard to spam 100 Astute/Spinning to confirm) making Warmonger a nice Boss to mettle it out without worrying too much about Proration.

    While some has +25% per proration. Also, not all has -50% as the maximum. I'll provide screenshots to prove my point. And.. i forgot to put you in the special mentions. will edit :)

    To answer the +3/-3 25%. Some bosses have maximum of -3 proration and +3 proration at 25% per proration, so either it's +75% or -75% on their proration ceilings.

    If we follow that, not all have -50% and max of +250%. Don't worry. I'll post findings/screenshots as proof. I don't want to confuse the community with this post.
     
  6. ChrisZle

    ChrisZle Well-Known Member

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    @mayam [GALLERY=media, 2721]Screenshot_20180717-164844 by ChrisZle posted Jul 18, 2018 at 9:54 PM[/GALLERY]
    Here's a sample of what Im saying. I'll get screenshot of my +/-3 25% Proration.
     
  7. mayam

    mayam Elite Member Elite Member Epic Member

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    I still dont get what you are saying at all. Warmonger has 1% physical proration change and thats it.
     
  8. ChrisZle

    ChrisZle Well-Known Member

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    I think I got your point and I'm just approaching this on a different way.

    Correct me if I'm wrong though. I'll base this from my recent Don Yeti test that coincides with what you mean.
    You're saying that all Bosses have a min cap of -50% meaning the least damage you would deal would be 50% of the base damage(no proration or used at the start of the battle) of your skill.

    I used Astute as basis.
    BASE Damage: 3,659
    So next Astute used dealt 1829. It halved the damage, which is the cap of -50% you're saying.

    Upon building Proration, which is max of +3, it dealt 9,149 which is, also in line with your max cap of +250%

    What this topic would like to point out is how much damage you'd be dealing between those min and max cap which might not really be that big of a deal for people others but.. why not, right?

    Back to point my point: Maxing proration then depleting it lead to..
    -1 : ---BASE : --- +1 : -- +2 : -- +3
    1,829: 3,659 : 5,489 : 7319 : 9149
    Base *.5 : 0 Proration : Base *1.5 : Base *2 : Base *2.5

    That's where my +3/-3 25% example comes from.. Don Yeti however has, as my example, -1/+3 50%.

    Am I making sense? :3

    EDIT: Also, would it mean that.. after 50 Astutes, I'd reach the least possible damage I could deal with Astute on Warmonger and that after 250 Spinning Slashes, that I'll reach max damage possible?
     
    Last edited: Jul 18, 2018
  9. mayam

    mayam Elite Member Elite Member Epic Member

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    Yes I got it now. So you mean to say the % is the change and +/-3 or +/-5 is the amount of attacks to max/min from base. Well thats the thing if the change is 25% it will only need 2 attacks of same category to minimize it -3 or -5 will never be needed.

    The only boss that can kinda have non -50 and +250 limit is iconos but that is only because it has 0% change on all categories as in not getting affected by proration at all which keeps its min max always at 100%
     
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  10. ChrisZle

    ChrisZle Well-Known Member

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    There we go. It's just I want to test things :) This could be useful for those that keeps their combo proration in check so that when that Smited skill hits, it's on the Max Proration benefit of +250%. That's also why I gave examples for combos.

    Another reason would be those that spam 1mp combos with little to no auto-attacks in between because.. they wanna spam all day long. Lastly.. DW seems to be kept on being dissed during PTs for spamming stuff, unbeknownst to them, we can AAC and use Spinning Slash and even Impact to fix our own proration, contribute to the PT's proration, or to simply mess up other people's proration.

    Anyways.. Thanks.

    EDIT: I'll check a boss out.. as it might be an exemption also to the +250%.. might be capped to 200% only on +25% intervals.
     
  11. mayam

    mayam Elite Member Elite Member Epic Member

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    Well I am not sure I agree about long combos as they death more than party proration tbh.

    Either way I dont think you need both spinning and astute. Both affect physical prorate and physical rate for 1 boss cant be different in the positive and the negative direction it is always a fixed %

    What I am thinking however is to find the magic rate and neutral rate as they can be different a lot of times. Neutral rate is not a problem at all as you can use auto attacks 100% stable too but magic attacks can not have 100% stab.
    What I am thinking is to try any of the 2 attacks, pulse blade or chronos drive as the target the enemy's magic prorate multiplier. However chronos is just... Ew and halberd gets a hard time to reach 100 stab anyway. Let me check if pulse blade still has magic multiplier or did they fix it as I saw it on bug report once.
     
  12. ChrisZle

    ChrisZle Well-Known Member

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    Spinning deals phys but prorates magic.. so it can increase it's own.. thays why im using it. Astute is simply because its easy :)

    Then again you have a point. it might not be +25% for Magic for instance.. but like u said.. its relatively hard to test because they cant reach 100% stability.

    I'll consider it.. but I might just stick to Phys because Magic has all the proration they want when in PT in this Phys skills dominated game :)
     
  13. Golbez

    Golbez Well-Known Member

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    i just want to ask this, sorry if i ask it in a very simple manner
    if i use astute once, and then auto attack once, after that i use astute once again, will the damage of the second astute will be lower than the first astute?
    if yes, how many auto attack i need to do to make the second astute deal the same damage as first astute?
     
  14. ChrisZle

    ChrisZle Well-Known Member

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    proration is changed whenever u use an auto, magic or phys skill.

    in ur case.. with a hypothetical -3/+3 25% monster
    Astute > Auto > Astute > Astute? right?
    what happens..
    #1 Astute used will make next auto to deal 125%, next magic to deal 125% and next phy skill to deal 75%.
    .
    #2 Auto will now change prorations to 150% Magic, 100% Phys, 100% Auto

    #3 Astute changes to 175% Magic, 75% Phys, 125% Auto

    so #4 Astute, will then deal only 75% damage. and would further reduce proration of the next phys skill to be used will be 50%.

    Prorations affects the next skills or auto attack you will be using taking into consideration every proration before the attack. So in a party, proration, IT GETS MESSY.
     
  15. Golbez

    Golbez Well-Known Member

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    ok, think i got it
    i ask that question because for some reason, i used to think that proration given from auto attack is lower than proration given from phys/mag skill , i used to think if phys/mag skill gives 25% proration, then auto only gives 10%, but after reading your thread i guess i was wrong, auto attack gives the same proration as phys/mag skill, so thank you for clearing that up for me :)
     
  16. ChrisZle

    ChrisZle Well-Known Member

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    ur idea about auto/magic/phys that could give different proration rates arent really impossible to happen. If u will look at mayam's post, thats whats he's hypothesizing too. Thats why this is a work in progress.
    .
    I will check that with Don Yeti again. Thats also why I said that Im only using Astute and Spinning Slash and not Auto :)

    I hope the thread proved useful.
     
  17. Astrocyte

    Astrocyte Active Member

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    how about this?
    auto>auto>auto>tenryu>auto>tenryu >auto>tenryu >auto >tenryu?
    :3
     
  18. Manish Kunwar

    Manish Kunwar Well-Known Member

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    Basically physical attack reduces proration and magic or auto atk increases it ?
     
  19. Prisma-C

    Prisma-C Well-Known Member

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    For those who still don't understand how proration works.

    Proration - Enemy Conditioning
    There are three types of Attacks
    Auto Physical Magic
    Auto are attacks your characters initiate when you tap the attack button. They deal auto proration.
    Physical are Skills that deal physical damage, and thus physical proration.
    Magic are Skills that deal magic damage, and thus magic proration.
    When you use Auto multiple times, the enemy is conditioned to become resistant to auto attacks. However, they will also become less resistant to Magic and Physical attacks. Same effect applies to both Physical and Magic.

    The most basic form of proration is 5 autos followed by a magic/phys skill.
     
  20. Manish Kunwar

    Manish Kunwar Well-Known Member

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    Ouuu xd ty
     

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