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Hope for new weapon/combat skill tree(s)

Discussion in 'Toram Online General Discussions' started by FrostHydra97, Jun 30, 2020.

  1. Azin.

    Azin. Brawler Enthusiast Elite Member

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    well technically ur right xD
     
  2. tamaki_trash

    tamaki_trash Well-Known Member

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    if they were to add I'd like to see elemental dancer attack skills that use both atk and matk ex. fiery dance/dance of lightning
     
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  3. RokuMLG

    RokuMLG Well-Known Member

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    Perhaps if they can make a skill to reset all buff so I can spam resonance till the end of time.
     
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  4. Saixe01

    Saixe01 Well-Known Member

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    I would definitely love a dual bowgun with the same playstyle and mechanics of a katana with actual visual pew pew pew spam.
     
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  5. FrostHydra97

    FrostHydra97 Well-Known Member

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  6. VangNir

    VangNir Well-Known Member

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    Bowgun sub ohs please. We need to boost bowgun
     
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  7. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    but how would that make things better?
    1h can use arrows to cast shot skills, and damage aside they have better effects than when bowguns use them.

    just revising the weapon bonus could fix things.

    Snipe should have more breaking power with bowguns; even if the critical rate is lower, the power should be considerably higher, as should the ailment rate.
    as it is now, throwing an arrow with your hand is 7 times more likely to destroy the enemies armor than a crossbow/gun shot. nani the fuck.

    Moeba Shot, Smoke Dust and Arm Break also should be more effective with bowguns.
    a crossbow/gun is much better suited for shooting bullets rather than arrows.
    a stick couldn't possibly hold more sticky liquid/smoke powder than a bombshell.
    regarding Arm Break, it's debatable because accuracy, but nonetheless bowguns have much more force.

    and since bowguns can propel many things, not just arrows/bolts, they could grant a small range bonus to all throwing/shooting skills.
    like +1m to dagger attacks, magic arrows/javelin/lances/burst/holy light.

    rather than the current power gap effects, there could be a lot more diverse and subtle effects to weapon types. this would also make skill trees more open and encourage diversity.
     
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  8. nan@

    nan@ Well-Known Member

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    magic bowgun class :)? as normally bowgun not shoot that fast ,unless you use magic arrow by convert mp into mp arrow or elemental arrow :)> (arrow less bowgun ) :)
     
  9. Djikstra

    Djikstra Well-Known Member

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  10. FrostHydra97

    FrostHydra97 Well-Known Member

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    Well according to asobimo logic, a bowgun still shoots arrow despite being called "gun" and sometimes even has the appearance of an actual modern/futuristic gun. Though it seems that "arrow" is more like some kind of special auto-return/reusable higher-grade replacement, since bow & bowgun can still shoot without equipping arrow, which means bow & bowgun already has their own "regular, ordinary" arrow equipped within by default.

    Also according to asobimo logic, bowguns seem to be focusing on damage rather than effect, therefore bowgun's bonuses are mostly more damage increase and effect decrease (though the fact that bowgun's bonuses are shittier than bow's is undeniable) (oh, and despite the bonuses seems to say that bowgun grants more skill damage, the multiplier when using bowgun is actually lower than when using bow on the main damage dealing skills such as CF and Snipe and even Arrow Rain, and idk if the higher weapon ATK of bowgun would make any difference).

    Also according to asobimo logic, a bow that requires the use to manually pull & hold the string with their own strength can shoot further, faster, and more stable than a crossbow that seems to be fully automated and all that need is to aim and pull the trigger. Well, crossbows may indeed have shorter range than bow but... Less stable? Idk.

    So according to asobimo logic, bowgun is crap, and bow is good. And as a bowgun user, this "fact" saddens me.
     
  11. VangNir

    VangNir Well-Known Member

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    My first weapon in toram is bowgun and ths :D. But i focus on leveling bowgun because synthesis stuff is easier using dex based character. (Me with noob logic trying to do everything with one chara). Spamming non crit snipe because poor knowledge of gear and skills. What a good (s*ck) memories.
    Bowgun actually is better as starting weapon until lv 100 (because high atk growth from dex alone). The higher the lvl cap, the more bow will beat bg in term of dps.
    Now i can only hope for untradeable unique bg to make up for it's deficiencies.
     
  12. BoHammer

    BoHammer Well-Known Member

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    I would like to have a shape shifter skill tree. You get to use the mobs skill and sprite.
    Maybe an extension of the pet skill tree wherein you can only copy the mobs that you've tamed.
     
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  13. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    Ah. Well, then, by Asobimo logic, Knuckles is a class that aims to do everything! But anyone who has played any RPG knows that it is worthless. Especially when you have a party method.
    • Knuckles have Breaking skills, then it could be breaker,
    • It has good ASPD, so good proration, and good Flee due to ASPD, also Evasion -> so tank,
    • Now it has Crusher skills aiming to be DPS,
    • It has MATK = lvl + wATK/2 + 4*INT + (something here)
    • It has ATK = lvl + wATK+ 2*AGI+ (something here).
    Like, it is a jack of all trades, but a master of none. And that's useless.
    And I am talking about this because for some ungodly reason I thought I should take Knuckles and stick with it as a first character.
    --------- --------------- -------------- -----------------
    Here is something that I think could better Knuckles and give it some kind of position.
    • Make ATK the focus and increase the scaling from AGI from 2 to 3 or more.
    • OR make MD more compatible with Knuckles as they are both Main weapons that can be used as Sub, so neither should affect the efficiency of other.
    • Knuckles have two skill trees to worry about, and Martial is pretty, underwhelming. Remove some active skills, and add more passives to increase Evasion and Flee, because
    • Knuckles is not a tank, Giving it light armour increases ASPD and Flee, so evasion helps it to get away from the boss quickly since it is a close ranged weapon. (Even logically you don't want to slow down a martial artist with heavy armor)
    • Aha! That brings more ideas for passive skills 'like' backstep so that we can ignore DEF and MDEF a bit and still survive.
    • Since we are going to get away from the close combat fairly often, replace more actives with pasives that increase health, ATK, MP, or some other stat, to prepare to rush in again. Maybe something that increases stuff of Party members?
    And here is something extraordinary - which I don't expect to be added at all, but it sounds cool. This version reduces active skills to a minimum
    • Since what sold Knuckles to me was the super high attack speed, and agility, why not make that a strong feature!?
    • Like, for example, Knuckles' auto attack damage increases with time(x), not linearly, but like the graph of (5^(x+5)) + 200. (Copy paste in Google, we might need to tweak the base to 4^x, it's too OP at 5)
    • And, it all resets if you miss, or Boss evades. It drops to half if you graze or Boss guards.
    • So there's no difference at all for the first 5 seconds of your auto attacks. But if - if you manage to not miss or tumble or stun - your auto attack climbs like hell.
    • To complement the above, more replacement of skills with passives that increase accuracy and makes the chances of you continuing high.
    • It isn't OP, because you will eventually Miss or tumble or something, but if you don't, you hit Hard. Harder than finale.
    • Yes, you have very little Active skills, mostly passives, but your normal attacks hit a lot.
     
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  14. MyLastDreams

    MyLastDreams Well-Known Member

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    Sounds more like your just sad Knuckles arent what you want them to be. Knuckles are good at whatever you build it to be. The problem is you that you need another character to open up skill trees so you can. Id never recommend them as a starting class.
     
  15. Lucifere

    Lucifere Angel of Rebellion Elite Member

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    I really hope for a new magic sword.
    Magic sword:
    Magic sword are the magic version of 1-handed swords. Scales damage with int and dex,high stability≈ 70% and their skills prorate both physical and magic.
    Skill branch
    Tier 1:
    1) Magic swordmanship: Passive. teachings of swords with magic imbued.Increase attack, magic attack and aspd when equipped with a magic blade.
    2) Magic strike: Imbued magic hit with your sword.Increase armp till next attack. Element of your weapon affect the element of this skill.
    Tier 2:
    1) Elementalism: Passive. Control efficiency of elements.Increase elemental damage and resistance.10% with magic blade- 7% to other weapons.
    2)Magic break: Strike the enemy with an torrent of magic. Chance to inflict armor break.

    Tier 3


    Tier 4
    Overflow: Awake your inner magic reserves.Greatly increase Attack, magic attack, motion and crit rate.After effect end you get Mana explosion status.
    (So if you have mana after effect finish you die).

    Quadal: Deals magic and physical attack with one explosion that make massive damage using your all magic energy inside... Greatly Increase basic crit damage with Guard break. (Basically this skill is a finisher for overflow)


    Thats more or less what I expect.
     
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