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About the Smite tag revert

Discussion in 'Toram Online General Discussions' started by Akare, Oct 23, 2020.

  1. Ledeux

    Ledeux Active Member

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    Just think of a bigger picture. I do suppose suzuki team didn't do this because they wanted to bring back old school skills. It's just to keep people busy on making new combos and getting spina for adjusting their crystals and equipments once again, so people don't complain they have nothing to do. Right before these whole adjustments they released tons of SRD gears and crystals and when people got equipped, basically killed SRD as New combo system is really not SRD friendly (against mobile bosses ), dw wise mainly as you've to hit 3m or closer to have desired result. It's just they haven't done it to improve your experience, they did it to earn more and keep people working once again to rebalance everything. If new combo system remains ktn should be reworked as well
     
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  2. HoboOnline

    HoboOnline Well-Known Member

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    [Going to edit it when I'm home, just posted this before I drive]

    Oh that's easy.

    Old system:

    Impact>dps skill (smite)>ender...+50

    New system:

    Use two dps skills:

    Combo (1)

    Great with quickdraw

    100 mp (fast cast skill) reflex is nice > skill (save, ideally fast cast high mp) astute dance is pretty good, or berserk /+20%/ > skill (swift) throwing dagger (proration correction) or whatever /+30%/ > back step (swift) -100mp chance for +100mp /+40%/ warcry +10% atk (swift) -300mp

    Now you can run around and position safely...

    /+60%/ impact swift /+70%/ [ DPS skill - Wham!] /+80%/. -200mp

    So a 400mp skill, but likely to be less with quickdraw proc at +80% damage. You can also add in a consecutive, for even more mana/spirited dance for more mana generation/conservation.

    Then rotate into the next dps skill combo with spirited dance, and claim back MP. And then you don't need to rely in decoy or charging between boss fights.

    It's counter intuitive, but in the noise it actually works out a bit better, as you're circumventing the need to charge or use ampr for mp regen.

    In addition using backstep helps break up combos to prevent damage by delaying the execution of the next combo skills.

    But, without showing a video of before and after. I feel the practicalities are lost in a wall of text.


    Ummm what.
     
    Last edited: Oct 24, 2020
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  3. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    On my staff fu, I used this combo.

    impact>chariot(bloodsucker) for damage and heal

    adlib>warcry(save)>quick aura(swift)>meikyo(invincibility)>impact(cons)>chariot(smite)>smash>random skills to fill up 10 counters for 100% Invincibility on meikyo in case of surprise attack during combo. Smash as a combo ender after chariot because my playstyle is 12m auto and combo attack.

    and my freaking defensive combo for wide aoe.

    reflex>bless(invincibility)>finale/smash>any random skills to fill up 10 counters for 100% Invincibility.

    I am comfortable doing it for the meantime and tried it on Venena 2 on top of that.


    People need to explore and experiment instead of whining and waiting for others to be spoon feed.
     
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  4. Glaive™

    Glaive™ Well-Known Member

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    Im starting to get a better picture, so by breaking the combo into 2 sections via backstep or some other means you can set up a long combo without the drawback of being a sitting duck. I can see how that'd be better seeing how even a 30% total boost from the usual 50% can compensate for the longer combo duration, and you'd be boosting your dps with more power vs speed. Ok that makes sense
     
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  5. Helixx

    Helixx Well-Known Member

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    you can try to use combination short and long combo. put on decoy> short combo> normal attack> long combo> repeat. create a long combo with 1mp, it will take some time to finish casting long combo, during this time decoy will refill your mp back (as long as target not moving) and you can cast impact>smite +20% damage again.

    for long combo, you can temporary stop combo mid way by using combination of short and long range skill. adding skills like holy fist in middle of combo will do this, you just need to stay more than holy fist range when starting combo.
     
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  6. SquidInk

    SquidInk Member

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    You just ignored my example lol
     
  7. Kaisyl

    Kaisyl Elite Member Elite Member

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    I REALLY hate this player base sometimes.



    Look at the 2h the background, how the hell is this balanced combo system?
     
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  8. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    Players crying for adding more seconds to kill bosses. The result of being way too comfortable of fast kill runs.
     
  9. Spanish Bread

    Spanish Bread Well-Known Member

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    just check out this comment thread on Facebook.
    Peeps are just too inclined in spamming short combos while maintaining mobility. With this, even the point of using disables to cancel boss attacks becomes somewhat useless, unless additional drops are in mind. And tanks are just for aggro shows.
    But with the smite adjustments, they're crying over losing some of that good s*it DPS for that defensive stats. As if it shouldnt be an option, or even the utilization of supports builds shouldn't even be in this game.
    Cannot even invest in the cheapest defensive stat, such as the barriers to mitigate GSW.
    upload_2020-10-25_12-20-21.png
     
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  10. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    this one is more hilarious.
    IMG_20201025_125301.jpg
     
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  11. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    In inflating the prices like we want it to?
     
  12. Spanish Bread

    Spanish Bread Well-Known Member

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    Brain cells go brrrrrrrrrrrr.

    Perhaps it's the bots that are complaining regarding this.
     
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  13. Efra

    Efra Well-Known Member

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    Okay hear me out. In order to make long combos more viable and safer, we need to split the combo at least into 2 parts. One method mentioned up there is to use backstep, or just any skill that can get you out of range so the combo gets stopped temporarily (unless, well, you use another skill to cancel the combo).

    Now I thought about using "Mind's Eye" on flinch/tumble/stun skill to split it. Let's say:
    1st part of combo > Shield Bash(Mind's Eye) > 2nd part of combo with Smite

    Here's what going to happen. If the boss is still vulnerable to stun, Shield Bash will stun the boss, and while it's stunned, the stronger part of the combo will be executed safely.

    Now if the boss is still resistant to stun, the 2nd part of combo will not trigger at all. So, while the boss is resistant, this combo becomes short combo, and when the boss is vulnerable, it becomes long combo.
     
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  14. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    majority of the community don't think like this or use their brains. Can't blame them when all they do is just copy some combo and builds and not doing research or experiment and stuff.
     
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  15. FrostHydra97

    FrostHydra97 Well-Known Member

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    I won't mind having to use long combo as long as i am able to avoid boss attacks while performing, and also because i mainly use shot & magic skills. Unfortunately, asobimo also released too many enemies with not-so-easy-to-predict attacks and/or way-too-wide aoe attacks and sometimes fast attacks that is not so easy to dodge and stuff, which i think are discouraging the use of long combos. Maybe if they can give us more ways to deal with attacks while performing combos (other than mirage evasion, skills that can let u temporarily pause combos, invincible and/or tough tag, or mind eye tag with resisted ailments) then maybe some people would go back to using long combos, like how i saw in videos of the past.

    Unrelated but making another tag that can double the mp cost of skills without the need of being the last skill in a combo would be nice for invincible tag, making finale a good combo breaker for an invincible combo, but i guess that's too much to ask for since it'd make the tag too imbalance and make people abuse it.
     
  16. Akare

    Akare Well-Known Member

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    That "in what way?" was mine lol, and he ended up not showing anything to prove his point
     
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  17. Akare

    Akare Well-Known Member

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    It's not a problem, considering we have tanks for literally everything
    The "unpredictable" mostly came from brainless pt member who triggers the boss's special counter
     
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  18. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    he told the reason behind it whichnis ridiculous btw.
     
    Last edited: Oct 25, 2020
  19. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    last time people complained about changes and not enough resets, the devs said that they should test the new changes first before using resets to remove all the changed skills from their characters.

    now they give in after less than a day?
    it took me a whole day just to investigate and another day to try out new combos. and i haven't really tested them in all possible situations. there is clearly not enough data to be sure that the new system is so much worse than the old one.

    if any, i would rather boost the spirit effect. it's already weaker than smite as it is now. if they revert to the old smite with no further adjustments, then why would anyone use spirit?



    @Glaive™ not sure about physical one-handed weapons, but for MD main the new smite hits quite hard. a 5-skill magic combo just takes too long and has too many area effects. either the combo ends because the main target dies or you get interrupted (most likely killed) because you attracted too many mobs.
    this can be fixed by including supportive skills, but the damage won't be the same.
    although, pushing casters from the attacker to the supporter role might be intentional.
     
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  20. Spanish Bread

    Spanish Bread Well-Known Member

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    Don't think there wouldn't be even any or much difference in the economy. Rather fix it instead. But it wouldn't be as long as the bots n mods are around.
    I barely even notice the time difference between the 1MP maxing combo smite between 4MP impact~>smite. Well, at 50% MS at least.
     

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