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New Mercenaries changes.

Discussion in 'Toram Online General Discussions' started by SAM., Sep 24, 2020.

  1. Insane23

    Insane23 Well-Known Member

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    The damage seems roughly the same of your original char (ofc, without combo tags and extra damage from multipliers such dte), so while a merc has double atk/matk, in damage calculation it's probably halved
     
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  2. RokuMLG

    RokuMLG Well-Known Member

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    Skill that cost 0-1 mp seem to take around 3-4 sec. 2-4 mp cost around 7-9 sec.
    Finale 16 mp take 20-30 sec to cool down.
    Seem like there is a base cool down then add up with mp cost of skill.
    Skill always cool down consistently, regardless whenever the merc is being interrupt, casting another skill or even after changing target.
     
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  3. megan8

    megan8 Well-Known Member

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    A guildmate applied finale to his merc, i dont think ive ever seen it being used. Same with the 2nd one he set, impact. I dont think he's ever used the skills even tho I use him alot. How does it work??
     
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  4. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    what conditions did they set up for the skills?
    if the condition is not met, the skill won't be used, no matter the cooldown status.
     
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  5. 《《MiLo》》

    《《MiLo》》 Well-Known Member

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    Another new feature. Can someone tell me what defensive does?
     

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  6. Insane23

    Insane23 Well-Known Member

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    How did you trigger it?
     
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  7. 《《MiLo》》

    《《MiLo》》 Well-Known Member

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    Just click on the HP bar of an attacker merc. Defender doesn't seem to have that feature
     
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  8. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    defender has it too. 3rd option for defender attacks all monsters that target you.
    maybe the 3rd option for attackers doesn't attack when targeted to avoid piling up more aggro.
     
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  9. CrazyRay

    CrazyRay Well-Known Member

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    How about enchanted bless, does it make a difference compared to just bless?
     
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  10. SAM.

    SAM. Well-Known Member

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    It appears to me that the merc's skills are on cooldown as the battle begins. So 15s fk bosses; you will never see a finale. Likewise, higher mana cost skills like Meteor Breaker will only begin to active around the time the boss is already dead, making the merc somewhat redundant. Can anyone confirm all this?

    Also noticed a bug with Magic Javelin. Normally on bow the arrows element is used. However to a merc. the ailment will be neutral- flinch. I haven't tested this with an elemental bow. I'm assuming hopefully that works when used on main weapon.
     
  11. SAM.

    SAM. Well-Known Member

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    OK, I can confirm merc's can not posses elemental affinity for skills in general. So elemental slash will always be 10% sadly. Likewise, Magic Javelin will only trigger flinch.

    I wonder if skill cooldowns are based on mana cost or tier level, or combination of both. Ether Flare, Buster Lance, and Fatal Shot theoretically appear as decent fk dps options. There's also that dagger skill... that can inflict poison. I don't remember if it's 100 or 200 mana though.
     
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  12. Balugbog056

    Balugbog056 Well-Known Member

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    does merce affect knight will (knight skill Lv.4) if i put provoke/binding strike as a aggro skill?
     
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  13. Azu666

    Azu666 Well-Known Member

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    I would love to know this too, I have a paladin merc designed with Rage Sword & Binding Strike in mind to deal kill weaker bosses & hold aggro, perfect for newbies to use :eek:
     
  14. SAM.

    SAM. Well-Known Member

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    Are mercs. affected by the motion speed% stat?
     
  15. WindSlash

    WindSlash Guardian Angel of Picos Elite Member

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    So... hmm 3-4secs on 0mp skills you say? Knife Throw is 0mp at lv10. HMMMMMM. I need a reset. HMMMMM.

    Also, Crossfire Bow and Bowgun mercs become useless imo. CF is 4MP on first use but 0MP on 2nd use. So the merc will take 7-9 secs to Cast CF, but spend 3 secs to fire it. This means it won't accumulate enough charges to deal meaningful damage with CF.
     
    Last edited: Oct 3, 2020
  16. BLCY

    BLCY Well-Known Member

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    yes, do it
     
  17. +Aria Kanzaki+

    +Aria Kanzaki+ Well-Known Member

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    It seems like all mercenaries now have close to 1000 aspd regardless of equips, my merc has like 56 aspd but it stands still and auto attacks like it has 1k aspd, before mercenaries that has low aspd runs around in between auto attacks. It seems they changed that system so that all mercs now have max aspd, since aspd as a stat doesn't show up in the merc info.
     
    Last edited: Oct 4, 2020
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  18. +Aria Kanzaki+

    +Aria Kanzaki+ Well-Known Member

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    Seems like it isn't, nuretoth mask doesn't have any visible effects.
     
  19. Balugbog056

    Balugbog056 Well-Known Member

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    so the main focus only now is ATK/MATK , HP , and Accuracy
     
  20. +Aria Kanzaki+

    +Aria Kanzaki+ Well-Known Member

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    Now that all mercenary has the same standard aspd regardless of equips, I'm not sure whether accuracy% stat still works, maybe all mercs now have the same standard accuracy regardless of equips just like aspd, since the only info shown on mercenary is atk, hp, and the skills.
     

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