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Facts about Chronos Drive

Discussion in 'Halberd' started by Phoenix。, Apr 6, 2020.

  1. Phoenix。

    Phoenix。 Well-Known Member

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    Since there seems to be a lot of misinformation about Chronos Drive and many people don‘t seem to use it at all I wanted to share some facts here.
    I won‘t be talking about the damage of chronos drive but the additional hits. The number of additional hits depends on your motion speed. A swift tag doesn’t effect the hit number though, as the tag only applies to the first 3 hits and NOT the additional hits. Here you can see the treshholds that need to be reached for the additional hit number according to the formula from Amino (ASPD first, then motion speed):
    7 hits: 1857, 4.76%
    8 hits: 4001, 16.67%
    9 hits: 5668, 25.93%
    10 hits: 7000, 33.33%
    11 hits: 8091, 39.39%
    12 hits: 9001, 44.45%
    13 hits: 9770, 48.72%

    A hit count lower than 6 can be obtained by having less than 1000 ASPD.

    The next matter is the MP recovery of the additional hits. At first: AMPR. AMPR doesn‘t seem to effect the hits as I have tested it with 36 and 103 AMPR and recovered the same MP amount both times. According to my tests the MP recovery per hit is pretty much exactly 30 MP. That means the MP recovery of Chronos differs from 180 MP with 6 hits to 390 MP with 13 hits.
     
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  2. Insane23

    Insane23 Well-Known Member

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    The info about its ampr was missing on amino, good work
     
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  3. Komibii

    Komibii [TITLE] Elite Member

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    The number of additional hits is equal to the buff's duration / the attack delay (the attack delay is your auto attack delay + 1.5 * ((100 - your motion speed) / 100)
    (https://aminoapps.com/c/toram_online/page/blog/halberd-skills/Rrnm_MgvTwu67WMqMqdVK4rM1Rj24a4VYZe)

    Definitely an underappreciated skill since it works well on bosses that move around too much for decoy shot to be useful. The damage of the additional attacks isn't that bad either ((ATK + 500) * (0.5 + INT / 500)). A player that can do 1m damage with DT can do around 25k/hit with chronos, which with enough motion speed, would be 325000 damage. I personally find that it goes really well in a combo like this: impact> DT(smite)> CD(save)> finale(smite).
     
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  4. Zezusa

    Zezusa Well-Known Member

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    The delay isn't affected by Motion Speed modifiers on Chronos Drive
    This statement in amino can be confused this guide serves as a means to clarify aspects of this skill for those interested. The motion speed modifiers strictly refers to the swift tag in the combo options, while it makes the skill animation faster it does nothing for the additional hits, so that’s what the highlighted portion means basically, before it led some to believe that motion speed as a whole didn’t affect it which wasn’t true. So no fault to the composer but the wording can be confusing . However amino is very accurate, we can change the intervals between the hits I can confirm this but stating that I used a character with exactly -1020 attack speed and I got only one hit during the 10second period .
     
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  5. Yunan

    Yunan Not Enough Salt Elite Member

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    You still need to wait for the mp return, so you need a separate chronos combo from the impact >DT spam combo. Most solo players adds them on their decoy combo, or an alternative DT combo, like their 1mp DT combo for example.
     
  6. Komibii

    Komibii [TITLE] Elite Member

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    I don't really need to worry about using chronos drive prematurely and not getting all of the mp out of it because it will get refreshed when I use my combo again and I essentially get to use it for free. With that combo, the buff can be active constantly, so there is no need to put it in an extra combo because I would just be wasting an extra 100mp every 10 seconds.
     
  7. 15miles

    15miles Well-Known Member

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    is this counted as 9 mp combo? what happens if CD is paired with save tag?
     
  8. Phoenix。

    Phoenix。 Well-Known Member

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    No, it counts as 500 MP combo.
     
  9. Yunan

    Yunan Not Enough Salt Elite Member

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    But that means you can't spam DT when you want to with the added physical proration and longer combo duration. A 1mp dt combo with chronos at the end also gives you mp flexibility when you want to cast a 90% DT 1mp combo instead of waiting for 500mp to accumulate everytime. 10 secs is a long duration and chronos doesn't work like trigslash or rampage that aids you in spamming, as chronos gives you mp return overtime as opposed to increasing your ampr. All you do is increasing your physical skill count while only having slight decrease in mp cost of the DT combo since the additional mp return isn't fully utilized. You'd only get like 3-4 ticks(120mp) for every DT combo when you spam it. It's wasting the full potential of chronos drive. This is also my problem with chronos when I first tried it out, unlike meteor break>trig slash combo, you can't use it the same way as a common ampr boosting skill with decoy shot. You only get a really small mp advantage at the cost of an extra proration.
     
  10. Komibii

    Komibii [TITLE] Elite Member

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    No, it's just 500. What happens is the save tag reduces its cost, then finale tries the consume the 4mp from the save, but ultimately doesn't use any mp because it fails to cast because it costs too much. You can do this with a lot of other skills.
    The idea is that I use this combo when I fight bosses where I can't/don't want to use decoy, so the proration doesn't matter. This is also why making it cost 0mp is beneficial. I can't be too sure about how this would work with decoy shot, but in situations without decoy I have have found that I can kill things faster by having chronos in the same combo.
     
    Last edited: Apr 7, 2020
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