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Small Info Dump

Discussion in 'Toram Online Game Guides' started by Komibii, Dec 7, 2020.

  1. Komibii

    Komibii [TITLE] Elite Member

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    Hello. A few of you have probably noticed that I have not logged into the game or the forums for a few months, and that was because I had planned on quitting. I initially planned on leaving the game without saying a word, but the game still comes to my mind every once in a while even though I don’t really want to play it anymore. I think the reason why is because I still had some things that I wanted to make YouTube videos about.

    It may seem weird to post this under the game guides section, but some of these video ideas I had were based on information that I was collecting and wanted to share, so I felt like they would fit here. Some of this information has holes in it, and may even be inaccurate because I was still in the process of testing these ideas, but I figured someone may take interest and finish them, and maybe even make their own video about it since I know some of you already have your own channels. Some of these other things are simply video ideas other people can use. I will probably stay online for a few days in case anyone has questions.

    -Video about whether or not LUK affects the drop rates of other players. Despite the fact that many players claim they know the answer to this, no one has ever made a video about this subject, or has even definitively proved which side was right.

    -STR>VIT halberd build. This may sound like an awful idea, but after doing some calculations, I have found that the average halberd build only loses around 10% ATK from putting its points into VIT instead of AGI, but you can easily get 3 times the health (more in proportion if you have no HP buffs or items). You also lose some motion speed, but it is hard to gauge how much that affects you dps. The biggest dps loss I have seen was 20% compared to a regular halberd build, but that is the worst case scenario and is very similar to a STR>VIT 2h build.

    -A short beginner’s guide to increasing your HP. A low HP pool is one of the biggest reasons new players die, and I think this would help the community a lot.
    It’s actually pretty easy to find skill multipliers and constants without looking at the game’s code. What I typically do is get a level 11 character with 100% stability, 90 ATK and test skills on raffies (level 1 raffies only) (this will act like 100 ATK, read the Tome of Offense for more info https://toramonline.com/index.php?threads/thexiiithguys-tome-of-offense.50196/), and compare their damage with another level 11 character with 190 ATK (acts like 200 ATK).

    As an example, if you had a skill with a constant of 400 and a multiplier of 10, the 100 ATK character would do 5000 damage, and the 200 ATK character 6000 damage. Subtract the two and that gives you 1000. The ATK difference between the two is 100, so 1000 / 100 = 10, which is the multiplier. Divide the damage of the 100 ATK character by the multiplier, then subtract their ATK (100), and that gives you the constant (400).

    Below I will post bigger pieces of information, but do keep in mind that, as I stated above, this information is not the absolute truth, plus I haven’t logged on for a few months so I don’t know if any of this has changed. Corrections are welcome.
     
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  2. Komibii

    Komibii [TITLE] Elite Member

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    Wizard skills:

    Damage of these skills is calculated as:
    ((ATK + constant + player/mob level difference - mob DEF) * physical multiplier) + ((MATK + constant + player/mob level difference - mob MDEF) * magic multiplier)
    *Things like stability, resistance, etc. are still considered in this calculation, this fomrula is mostly to give you anidea of how these skills differ from others (here for more information https://toramonline.com/index.php?threads/thexiiithguys-tome-of-offense.50196/)

    Familia:
    -Weapons required: staff, magic device (main or sub)
    -MP cost: 300
    -Range: Infinite; does not require a target to be selected
    -Skill type: self-buffer
    -Buff duration: 5 minutes or until the familia gets hit too many times/receives too much damage
    -Buff effects:
    -Increases MaxMP by 200
    -Increases MATK by your character’s level / 4 (rounded down)
    -Increases additional magic 100%. This effect still applies even if you don’t have any equipment with additional magic
    -Allows the caster to use the other skills in the skill tree; if the buff is not active, the skills can’t be used
    -Cannot be used in a combo
    Mana Crystal:
    -Weapons required: staff, md (main or sub)
    -MP cost: 0
    -Has a cast time of 4 seconds (casted by familia and player). This cast time will be doubled if used while the familia is busy casting something else. The cast time is also affected by CSPD
    -Range: Infinite; does not require a target to be selected
    -Skill type: support
    -Buff effects:
    -Creates a crystal in between player and familia that restores 300MP when a player collides with it
    -Cannot be set as the first skill in a combo
    Lightning:
    -Weapons required: staff, magic device (main or sub)
    -MP cost: 0
    -Famili's casting animation takes 4s, but the skill will take around an additional 2s to take effect.
    -Range: 12m, single target
    -Skill type: physical and magic (proration is the same as a regular magic skill)
    -Constant: 80
    -Multiplier: 1.75 for physical 5.25 for magic
    -Element: wind
    -Additional effects:
    -Has a 50% chance to inflict paralysis on the target
    -Cannot be set as the first skill in a combo
    Blizzard:
    -Weapons required: staff, magic device (main or sub)
    -MP cost: 100
    -Familia's casting animation takes 1s, but the skill will take around an additional 2s to take effect.
    -Range: 12m, hits 6 times with an AoE radius of ~4m
    -Skill type: magic and physical (proration is the same as a regular magic skill)
    -Constant: 100
    -Multiplier: 0.35 for physical, 1.15 for magic
    -Element: water
    -Additional effects:
    -Has a 10% chance to inflict freeze on the target
    Meteor Strike:
    -Weapons required: staff, magic device (main or sub)
    -MP cost: 300
    -Familia's casting animation takes 2s, but the skill will take around an additional 2s to take effect.
    -Range: 12m, randomly spawns 3 AoE circles with a radius of ~2m within an 18m radious of your target (these AoE circles are inaccurate enough to give the illusion that they can spawn at any area on the map regardless of were your target is, and can also spawn off of the map.)
    -Skill type: magic and physical (proration is the same as a regular magic skill)
    -Constant: 300
    -Multiplier: 3.75 for physical, 11.25 for magic
    -Element: fire and earth
    -Additional effects:
    -Has a 100% chance to inflict ignite on the target
    -Has a 50% chance to inflict dizzy on the target
    Stone Barrier:
    -Weapons required: staff, magic device (main or sub)
    -MP cost: 200
    -Familia takes around 4 seconds to cast it
    -Range: Infinite; does not require a target to be selected
    -Skill type: support
    -Buff duration: 1 minute
    -Buff effects:
    -Gives a shield that negates the next (((200 * skill level) + 500) + VIT * 2) damage taken (VIT from equipment will also be included in addition to VIT from stats)
    -Increases the damage you take from ignite and poison by 100%
    -this skill is unable to be used redundantly
    Imperial Ray:
    -Weapons Required: staff, magic device (main or sub) (might have been any weapon, but I don’t feel like checking)
    -Cost: 400MP
    -Skill Type: Magic
    -Cast Range: 12m
    -Constant: 400
    -Physical Multiplier: 2.5, 5 (first hit, second hit)
    -Magic Multiplier 7.5, 15 (first hit, second hit)
    -There’s obviously other information here, but I think we all know how this skill works at this point.
    Improved Familia:
    -Didn’t do much testing on this one lol.
     
    Last edited: Dec 14, 2020
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  3. Komibii

    Komibii [TITLE] Elite Member

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    Assassin Skills:

    A lot of you will already know some of this info from the Amino, but I personally found some of the formulas to be hard to understand, or outdated, so I decided I would correct them, and that is why I have the whole tree here.

    Assassin Stab:
    -Weapons Required: None
    -Mana Cost: 300
    -Skill Type: Physical
    -Range: 2m
    -Constant: 30 * skill level
    -This skill has 3 multipliers depending on what angle you are positioned to your target when you use it:
    -Front: 1 + (skill level * 0.05) (1.5 at level 10)
    -Side: 1.05 + (skill level * 0.03) (1.35 at level 10)
    -Back: 1.1 + (skill level * 0.09) (2 at level 10)
    -Effects with a dagger equipped:
    -Front multiplier +0.5
    -Side multiplier: +1
    -Back multiplier +3
    Evasion:
    -Weapons Required: None
    -Mana Cost: 200
    -Skill Type: Party buffer (effect is applied to caster and all party members)
    -Gives a buff that lasts (20 + (skill level)) seconds and increases dodge rate by +(skill level) and +(skill level)%.
    -If you have been inflicted by the slow ailment, this skill will remove that ailment when used.
    -Effects with a dagger equipped:
    -Dodge +10
    -Duration *2
    Backstep:
    -Weapons Required: None
    -Mana Cost: 100
    -Skill Type: Self-buffer
    -When used, your character will quickly move 5m away from your target based on your current position.
    -If used while in a red/blue area attack, you will recover (skill level * 5)MP.
    -After using this skill, you will get a buff that increases the damage of the next assassin stab you use by (skill level * 5)%.
    -Effects with a dagger equipped:
    -MP recovery *2
    Serum:
    -Weapons Required: None
    -Mana Cost: 300
    -Skill Type: Party buffer (effect is applied to caster and all party members)
    -Gives a buff that lasts (10 + (skill level)) seconds, and decreases the damage you receive from ignite by (10 + 2 * skill level)% (30% at level 10), and poison by (25 + 2.5 * skill level)% (50% at level 10).
    -Effects with a dagger equipped:
    -Duration *3
    Arcane Strike:
    -Weapons Required: Dagger
    -Mana Cost: Whatever your current MP is (requires at least 100MP to activate, only consumes mana in groups of 100, meaning if you have 1476 mana, you will only use 1400.) (This also means that the amount of aggro you generate with this skill scales with how much MP it consumes upon being used.)
    -Skill Type: Physical
    -Range: 2m
    -Constant: 500 + (skill level * 50)
    -Multiplier: 0.1*skill level + (0.6 + 0.04 * skill level) * (MP/100) | (At level 10, multiplier = 1 + mana consumed / 100 (This means its highest multiplier is 21)).
    -After using this skill, you will get an buff that boosts your AMPR. AMPR boost = 10 for levels 1-5, and 20 for levels 6-10. This AMPR buff will go away when you use another skill.
    -Reduces the aggro generated of the next skill you use. It is hard to tell what this amount is, but my closest guess (based on testing) is (100 * MP consumed by this skill), but this still seems to be inaccurate. Even if this skill could reduce a lot of aggro, it still wouldn’t be a good idea to use it since you would either only be reducing the aggro generated by impact, or you would have an expensive combo that doesn’t do a lot of damage, plus the skill’s animation would slow down your dps and ruin the proration.
    Foresight:
    -Weapons Required: None
    -Skill type: Passive
    -Lowers your target’s minimum accuracy by (25 + skill level)%
    -Increases your maximum dodge chance by (skill level)%
    -The previous two pieces of information are only only known because they are old and were datamined a long time ago. There is a chance they may be incorrect now.
    -Increases the damage of assassin stab by (skill level * 5)%.
    -Increases backstep’s damage buff to assassin stab by 100%.
    -If you have the backstep buff with backstep and foresight at level 10, assassin stab will do 200% more damage (*3).
    Sicarius:
    -Weapons Required: None
    -Skill Type: Passive
    -Increases assassin stab’s damage by (skill level * 3 + 20)%.
    -Increases assassin stab’s damage by ((1 + 0.15 * skill level) * level of foresight)% (25% in total if both are at level 10).
    -Increases backstep’s damage buff to assassin stab by 75%.
    -If you have the backstep buff with backstep, foresight, and sicarius all at level 10, assassin stab will do 350% more damage (*4.5).
    -When you use assassin stab and it is a back stab, you will get a buff that lasts 30 seconds or until you get hit. The buff gives you +(5 * skill level)ATK, +10% physical pierce (IDK what is is per level), and the next attack that hits you will do (?)% less damage (if you still have the buff at the moment you are hit).
    -Effects with a dagger equipped:
    -ATK buff *2
    -Physical pierce +15% (again, IDK what it is per level
    Shadow Walk:
    -I haven’t gotten to testing this.
     
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  4. Komibii

    Komibii [TITLE] Elite Member

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    Calculations for the new guard system

    -All guard items have a base GA (Guard Ability) and GR (Guard Recharge). If you equip multiple items that increase your base GA and GR, they will be added together.
    -2h: 5000GA, 50GR
    -Halberd: 2500GA, 25GR
    -Shield: 7500GA, 75GR
    -Heavy armor: 5000GA, 25GR, +10% of your weapon's base GR (not shield)
    -Maximum base GA is 10000
    -Total GA = base GA * (1 + (guard power / 100))
    -Total GR = base GR * (1 + (guard recharge / 100)) + heavy armor bonus
    -Your GR is only displayed as as a decimal in game. This number doesn’t determine your GR, it only tells you the proportion of your GA that your GR regenerates every second. This number also doesn’t display the hundredths place; this isn’t because it is being rounded up or down, it’s because Asobimo forgot how to design a game properly.
    -When you guard an attack:
    -Your current GA will be reduced by however much damage you would have taken.
    -The amount of damage you take will be reduced by (current GA / 100)% (this is the number displayed by your guard gauge).
    -This number cannot go over 100%, so you can’t block 115% damage if you have 11500GA.
    -Even if you only block an attack by 50% damage, your GA will still be reduced by the full amount of damage that attack does to you.
    -If you are inflicted with the flinch, tumble, stun, knockback, or armor break, you will not be able to guard for the duration that you are inflicted by those ailments
    -I haven’t done much testing with ailment resistance
    -I don’t know how guard works with fractionals
    -Sometimes your GA regenerates above your maximum GA, I don’t know why this happens or if it still does.

    Examples:
    -You have 12000 GA and you block an attack that does 5000 damage. You take 1 damage and your current GA is reduced to 7000.
    -You have 5000 GA and you block an attack that does 3000 damage. You take 1500 damage and your current GA is reduced to 2000.
    -You have 2500 GA and you block an attack that does 2500 damage. You take 1875 damage and your GA is reduced to 0.
    -You have 10000 GA and you block an attack that does 20000 damage. You take 1 damage and your current GA is reduced to 0.
     
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  5. Komibii

    Komibii [TITLE] Elite Member

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    Calculations for the new evasion system

    Evasion Ability - EA (Maximum number of evasions you can have saved up)
    Evasion Recharge - ER (Amount of time it takes for you to gain another evasion)

    Knuckles:
    -EA: 2
    -ER: 2.5s

    Dual Swords:
    -EA: 2 (+2 with flash blast active)
    -ER: 10s

    Magic Device:
    -EA: 8
    -ER: 8.5s

    Dagger:
    -EA: 4
    -ER: 3.3s

    Light Armor:
    -EA: 6
    -ER: 5s

    -Total EA = Main EA + Sub EA + Armor EA
    -Total ER = 1 / (((1 / Main ER) + (1 / Sub ER) + (1 / Armor ER)) * (1 + (total ER stats from skills, equipment, and buffs / 100))). There is some rounding that goes on after this calculation, and I don’t know if your actual ER is what gets rounded, or if its just the number that gets displayed.
    -As an example, a character with knuckles, light armor, and a total of +15% ER from equips, skills, etc. would calculate as follows: 1 / (((1 / 2.5) + (1 / 5)) * (1 + (15 / 100))) = 1.44927536232. This gets rounded to 1.4, but again, IDK if the rounded number is the effective ER, or if it’s just a UI thing. It is also possible that the rounding takes place somewhere else in the equation.
    -The only weapon type where this equation doesn’t seem to work correctly is the magic device
    -Your ER will become worse the more you evade, but If you take damage or use MP it will quicken back up based on the amount of damage you take/amount of MP you use. I don’t know what the formulas for this are though.
     
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  6. BLCY

    BLCY Well-Known Member

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    I tested too wizard skills and get:
    Base Damage = [(PlayerLv-EnemieLv)*(MagicResistance) + Constant + 0.25*ATK + 0.75*MATK -MDEF)

    For Wizard Skills Damage
     
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  7. SAM.

    SAM. Well-Known Member

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    Wait, so damage by Wizard skills are equally influenced by ATK in addition to MATK? If so, that's extremely useful info to for Blizzard farming.

    Seems like Wizard Tree was designed for ohs/md, knuckles/md, bowgun/md
     
    Last edited: Dec 7, 2020
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  8. Komibii

    Komibii [TITLE] Elite Member

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    The idea with the way I wrote the formula was to give the reader a more specific idea of how these skills differ from others, without including a bunch of other variables that would make it hard to understand. I do think it would be a good idea though to remind the reader that these other things are still included in case they are a newer player and think this means these skills are exempt from things like resistance and stability, so I will put a reminder in there.
    Yes, they are affected by both, but not equally. Each of the damage-dealing wizard skills has a physical and magic multiplier, but all of the physical multipliers are lower than the magic ones. This is one of the reasons INT>STR mages can hit so hard with imperial ray, other than the fact that they benefit form cdmg as we all know.
     
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  9. Clover

    Clover Well-Known Member

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    Interesting.
    It seems like Wizard Skill Tree is made for "hybrid" classes such as Knuckles+MD for it doesn't have any bonuses for a specific weapon.
    I also didn't noticed that meteor strike has 2 elements, thanks for the effort.
     
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  10. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    since the last skill rebalance, Familia now gives 100% additional magic and Meteor takes 2 seconds to cast.

    sorted by cast time, it's
    Blizzard: 1s
    Meteor: 2s
    Stone Barrier: 3s
    Lightening: 4s

    Mana Crystal takes 3s and can be shortened to 2s at 1k cspd.
    the base time is doubled when the familiar is busy and the remaining time is halved when it's done with whatever it was doing.

    Meteor's hit radius is 2m and the attack radius is 18m. (you may hit targets up to 20m away).
     
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  11. Komibii

    Komibii [TITLE] Elite Member

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    The amount of time the familia takes to cast a skill was meant more to reflect how long the delay is between the player casting the skill and when the skill actually takes effect, rather than how long the familia's casting animation takes. Stone barrier does take less time than it used to (seems more like 4s to me), so I will correct that.

    For mana crystal, I sounds to me like you are describing mp charge. I have tested mana crystal with 0 CSPD (5 in actuality), and its cast time is 4s, and you can definitely get its cast time under 2s. I did forget the part about the cast time doubling, so I will correct that. Apart from that, I am curious as to how effective this skill would be with a max CSPD mage since I've never actually seen anyone try to use it. Edit: the cast time doubling was already in there, I must have skimmed over it.

    With meteor, its cast range is still 12m, that is unless its range increases even after it is at its max level that I don't know of. I tested it with advanced familia too and its still 12. For the skill AoE, the mistake I made was that I was thinking about the diameter, but wrote radius instead. I also made the same mistake with blizzard.

    I'm not too sure about the add magic. I've seen a lot of different numbers, so I think there may be something more complex behind it. I will just say that no one is sure, but it seems like it could be somewhere between 50% and 200%.
     
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  12. ẜἸoωer

    ẜἸoωer Well-Known Member

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    The casting time of Mana Crystal is affected by CSPD. My old support was able to do less than a second cast with around 8-9k cspd. Unfortunately I no longer have the character build as I remade it to a different type of support.
     
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  13. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    cast time is important for combo building, since giving a new order will cancel the previous spell if the cat didn't finish casting.
    the attack delay does not affect this, unless it's the same spell.
    oh, cool.
    my cspd was usuall around 500 to to 1000+, so it appeared to act like MP Charge.
    base time of 5s fits the pattern, 2.5s at 1k cspd matches my observations.
    i mean the radius in which the meteors can fall, not the cast range.
    i also did calculations on the hit rate, but lost my notes.
    the result was not as bad as people made it out to be, but not as good as i expected either.(for single targets, the rate multiplies when considering multiple targets without aiming for a specific one)

    additional melee/magic applies def/mdef and proration in it's damage calculation.
    testing on bosses, like people usually do, gives inaccurate results.
    the value was 50% upon release and doubled after the skill rebalance.
     
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  14. Komibii

    Komibii [TITLE] Elite Member

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    Well I suppose that actually is important. I will list the cast time, then the additional amount of time it takes for the skill to take effect.

    And about meteor, is it 18m around the caster, or the target?

    My memory is actually starting to kick in about the add magic. The buff to 100% sounds familiar, so I think you are actually correct about that one.
     
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  15. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    around the target at the time when the order is given.
     
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  16. Balugbog056

    Balugbog056 Well-Known Member

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    does other skill affected by SHOT PASSIVE AND SRD/LRD ????
    -blizz
    -meteor
    -lightning
     

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