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Stat Formulas (150cap) - read FAQ first

Discussion in 'Toram Online Game Guides' started by Vocal~, Jun 22, 2017.

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  1. Lolahsie

    Lolahsie Well-Known Member

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    tyvm ^^
     
  2. mayam

    mayam Elite Member Elite Member Epic Member

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    Cd7% is better than atk7% for bow/bowgun, because they already have low cdmg, the stat itself increases damage much better than if it was pure str. Not only that but because of how snipes damage is calculated it tends to have less effect by atk%. Also mana mat is easier to farm than any other mat currently with summer shell.
     
  3. IceWater

    IceWater Well-Known Member

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    Sir/maam my arm was only pot 37 can i make cd7%, cd+13,cr+13,cr+13% 100% success?
     
  4. Ayxzs

    Ayxzs Well-Known Member

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    Bowgun is low enough crit rate that atk% shouldn't be much worse than cdmg% even with a formula that has a large base damage that doesn't include ATK. With 92 CRT and +13 on both gears and +13% on armor and CRIT UP, 25 base + 26/27 CRT + 9 from % + 26 armor/weapon + 15 gothic + 6 warmonger + 5 Bexiz = 112/113% crit rate, *0.75 because Snipe = 84% crit rate. With CDmg+7% on armor and 3% on weapon, Warmonger, CRIT UP, and CDmg+13 on armor and weapon, crit damage is 1.98x, so the damage increase from changing from 3% to 7% is 3%... but factoring in crit rate, the total damage increase is 2.5%.

    For bowgun, Snipe is (ATK + 400) * 11 supposedly. For bow, Snipe is (ATK + 400) * 10 supposedly. Why can my level 90 with 1k ATK hit 100-130k then instead of 73k (91k with element)? Proration, crit multiplier, element multiplier, long range multiplier... am I missing something?

    Adding atk+7% instead of 3% with all else the same up to this point increases base damage by 4% additively since there is no atk% on armor or other gear with this high crit setup. Assuming about 1500 ATK before percents (I tried calculating, but I don't know passive skills well enough), base damage on bowgun snipe is 21890 at atk+3% (and Shot Mastery lv 10) and 22550 at atk+7%, which is an overall damage increase of slightly over 3%. That is more than the 2.5% from increasing cdmg% from 3 to 7 -- with everything possible to favor cdmg over atk (other than atk% potion, avatars, and crystals since those vary by person, but Imitator crystal would leave that at a 2.9% increase). Unless I'm missing something huge, atk+% is better than cdmg+% on a bowgun. On a bow, since ATK is lower from stats and weapon and crit rate can be 100%, cdmg+% is probably better than atk+%, though.

    Thanks for the reminder about ATK-independent base damage! I think you're wrong about bowguns but right about bows. And as for other weapons, I don't know the damage formulas, so... not sure.
     
  5. mayam

    mayam Elite Member Elite Member Epic Member

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    Yeah I did assume all snipes to be critical, should have mentioned it sorry bout that.
    Lets assume all critical snipes for now,
    Biggest problem with atk% stats is that it only multiplies the base ATK, weapon atk and atk gained by refine.
    It wont increase ATK gained by atk UP, Intimidating power, mastery skills or war cry if you use that.
    From the perspective of a person that uses war cry on all physical chars, its much easier to gain high amount of ATK but cdmg theres not many options aside from the crit UP skill.
    Your calculation was with base ATK only so you got almost same answer or one stat was slightly better than other.
    If I consider that you have lvl10 Atk UP, lvl10 Intimidating power, lvl10 shot mastery and lvl10 War cry the result will become in favour of cdmg again.

    Actually theres no point in discussing who is best between these two stat as the differences are really negligible to matter much can go with either stat.

    We all know c13 ele13% cd13 atk3% is better than both of them any time of the day.

    Also during your snipe damage calculation you forgot smite multiplier (1.5) which will increase 73k to 100k+
     
  6. Ayxzs

    Ayxzs Well-Known Member

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    Yes, elemental weapons... except that nobody makes them unless by request. (And Element, Ele+13%, CR+13 for non-original light bow / Element, Ele+13%, CR+13, CD+13 for empress bowgun / option 1 or 2 or Element, Ele+13%, CD/Atk+7% or CD+13 depending on which other weapon...) Shame that staters don't make fire, water, and light weapons since those are so often useful.

    Yes, Smite. Thank you.

    Er, good information about secondary sources of ATK, but isn't Long Range long range damage, not atk%, and therefore a separate multiplier and not in favor of crit or atk?
     
    Last edited: Aug 2, 2017
  7. RikuoWSC

    RikuoWSC Well-Known Member

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    Weapon : Non original elem, Pot: 35
    Elem
    Stability 3% hghest???
    Atck flat 10-13
     
  8. Shayuurina

    Shayuurina Well-Known Member

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    How many pot i need for MD
    Fire element damage 13% to earth matk 7% or less
     
  9. mayam

    mayam Elite Member Elite Member Epic Member

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    Even if you get ele from arrows as bow/bowgun users its still good if you can get ele13% stat on your weapon they give +10% damage boost unlike the near 3% from atk or cd

    Yes Long range skill is a different multiplier, was talking shot mastery the skill before it that increases ATK while equipping bow or bowgun.
     
  10. Vocal~

    Vocal~ alive but rarely visit forum ;u; Elite Member

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    for matk
    Adding non-original element
    Minimum Potential: 47
    Step 1: add hpRec-7%, def-7%, dodge-7 (173pot left)
    Step 2: add element, ele+13%, matk+3% (-22=100%)
     
  11. Vocal~

    Vocal~ alive but rarely visit forum ;u; Elite Member

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    i assume newest md to be pot50 x-x, if the pot is higher success rate will be higher

    Adding non-original element
    Minimum Potential: 50
    Step 1: add hpRec-7%, def-7%, dodge-7 (176pot left)
    Step 2: add element, ele+13%, matk+%
    *matk+7%=-59=52%
    *matk+6%=-49=65%
    *matk+5%=-39=79%
    *matk+4%=-29=92%
     
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  12. Vocal~

    Vocal~ alive but rarely visit forum ;u; Elite Member

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    nope highest is 99%
    Minimum Potential: 37
    Step 1: add cdmg+1% (27pot left)
    Step 2: add cdmg+1, modify 7 times, each time adding +1, to end with cdmg+8 (3pot left)
    Step 3: add crit+1 (2pot left)
    Step 4: add crit+1% (1pot left)
    Step 5: matk-7% (76pot left)
    Step 6: modify crit 12 times, each time adding +1, to end with crit+13 (64pot left)
    Step 7: modify crit% 12 times, each time adding +1, to end with crit+13% (52pot left)
    Step 8: add acc-7, cdmg+7%, cdmg+13 (-7=99%)
     
  13. Vocal~

    Vocal~ alive but rarely visit forum ;u; Elite Member

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    Minimum Potential: 52
    Step 1: add cdmg+2% (32pot left)
    Step 2: add cdmg+1, modify cdmg 9 times, each time adding +1, to end with cdmg+10 (2pot left)
    Step 3: add crit+1 (1pot left)
    Step 4: add Hp rec-7%, Mp rec-7 (139pot left)
    Step 5: modify crit 12 times, each time adding +1, to end with crit+13 (127pot left)
    Step 6: add atk+4%, cdmg+7%, cdmg+13 (-36=64%)
    *atk+3%=-19=95%

    Minimum Potential: 52
    Step 1: add cdmg+2% (32pot left)
    Step 2: add cdmg+1, modify cdmg 9 times, each time adding +1, to end with cdmg+10 (2pot left)
    Step 3: add crit+1 (1pot left)
    Step 4: add Hp rec-7%, Mp rec-7 (139pot left)
    Step 5: modify crit 12 times, each time adding +1, to end with crit+13 (127pot left)
    Step 6: add atk+7%, cdmg+4%, cdmg+13 (-36=64%)
    *cdmg+3%=-19=95%
     
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  14. Vocal~

    Vocal~ alive but rarely visit forum ;u; Elite Member

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    adding non original element
    Minimum Potential: 35
    Step 1: add stability+1% (15pot left)
    Step 2: add atk+1 (12pot left)
    Step 1: add hp rec-7%, mdef-7%, dodge-7 (163pot left)
    Step 2: add stability+3%, atk+13, non original element (-13=100%)

    u can also change atk +13 flat (cost 39pot) for atk+3%. (cost 30pot). if u change to atk+4%, success rate is still 100%
     
  15. RikuoWSC

    RikuoWSC Well-Known Member

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    Ow0 tyvrm vocal *^*
     
  16. ☆YuKi☆

    ☆YuKi☆ Member

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    Success Rate of atk+7%, cdmg+5%, cdmg+13, crit+13 weap pot 51 plz
     
  17. Rooge

    Rooge Member

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    What's the best stat for a mage arm. My stats are max int, 80 bit and 4 crit. I want to increase my matk
     
  18. Vocal~

    Vocal~ alive but rarely visit forum ;u; Elite Member

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    u dont need crit for mage x-x
    if u are going to go full int (255), int7% matk7% arm is the best without any gamble.
    if u are not going to go full int (255) for mage, u can either go for etiher int13matk7% or int13 int7%.
     
  19. Vocal~

    Vocal~ alive but rarely visit forum ;u; Elite Member

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    Minimum Potential: 51
    Step 1: add cdmg+4% (11pot left)
    Step 2: add cdmg+1, modify 2 times, each time adding +1, to end with cdmg+3 (2pot left)
    Step 3: add crit+1 (1pot left)
    Step 4: add hpRec-7%, mpRec-7 (139pot left)
    Step 5: modify crit 12 times, each time adding +1, end with crit+13 (127pot left)
    Step 6: add atk+7%, cdmg+5%, cdmg+13 (-54=32%)
     
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  20. ☆YuKi☆

    ☆YuKi☆ Member

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    Thanks ^~^
     
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