1. Welcome to the Toram Online Forums. Please make sure to read our rules and be friendly to all our members.
    Click here to read the rules before posting.
    Dismiss Notice

New Lv4 Priest Skills

Discussion in 'Toram Online General Discussions' started by yareyaredaze, Dec 27, 2021.

Thread Status:
Not open for further replies.
  1. yareyaredaze

    yareyaredaze Active Member

    Joined:
    Nov 13, 2016
    Messages:
    42
    Likes Received:
    13
    I tried Nemesis along with some other new priest skills, and they're not that bad, imho. Based on my experiments, we have:

    The first hit is based on ATK (and STR if you equip a shield), and it seems that it is affected by range bonus and deals physical proration once (goes through physical calculation). The follow-up hits are based on MATK, and it seems to be unaffected by range bonus (placed skill, and goes through magical calculation, thus affected by magic critical rate). The damage of all of Nemesis' hits is affected by Long Range passive skill.

    Nemesis' subsequent hits can proc Holy Light due to Holy Bible, but there's a cooldown of 10 seconds normally between each activation of Holy Light. The damage over time is also unaffected by motion speed.

    For gaining stacks, you must either hit the linked target with basic attacks or skills, or get hit by the linked target. Most if not all multi-hit skills are considered 1 hit, so using them will only get you 1 stack of Nemesis. Additional Melee/Magic makes you gain 1 extra stack if it procs.

    The link range is ~15 meters. If you are further away from the target than that, the link will be broken and you won't gain stacks anymore. However, the remaining stacks persist, and you can still activate Nemesis within a range of 8 m.

    In addition, Nemesis' magical hits will be cancelled if you reuse Nemesis before it finishes.

    Do correct me if there's anything wrong with all of the info.

    With shield:
    • STR affects the first hit of Nemesis
    • Activation rate for Holy Light is doubled
    • Doubled duration for Nemesis' first cast
    • More survivability due to having access to most Knight Skills
    With MD:
    • Wider Nemesis range
    • The interval between each Holy Light proc is halved (10 sec -> 5 sec)
    • Works well with Resonance and certain Magic Blade skills
    Note: I tested the activation rate of Holy Light for both shield and MD on Alto. With Shield, it always proc'd Holy Light only once in 14-18 hits before Alto died. MD always proc'd it twice before Alto died. Both of these tests were done 10 times for each. My guess is that the activation rate is already high enough for Holy Light/Holy Bible, or it might be one of those rare moments when RNGesus smiled upon me.

    The moment we've all been waiting for...

    With shield:
    upload_2021-12-29_5-0-26.png

    With MD:
    upload_2021-12-29_4-58-17.png

    (Yeah, the first hit isn't that much since my ATK is low. My equipment isn't too great either. Also, Alto died before Nemesis fully procs all of its attacks.)

    As you can see, there's a noticeable difference in damage of the first hit with and without a shield. I think that the first hit damage would be even greater if I went STR>INT instead of INT>STR. Though, the subsequent hits' damage would also be lower if I went for that.

    Each Nemesis' stack deals 1 instance of magic damage. So, let's say I reuse Nemesis on 20/20, I deal 150k damage * 20 = ~3m damage, not counting the first hit, critical hits, and Holy Light procs!

    A full-powered, high ATK with DTE of Nemesis' first hit can go up to 900k~1m damage even with 250 STR, though the subsequent hits' damage will be minuscule with low MATK. Here's a showcase.

    Please note that I'm not a mage main in any sense of the word, nor am I filthy rich. I'm a physical dps user at heart, and a poor one at that. These are the skills, stats, and equipment during my Nemesis testing (read: bullying Alto):

    Mandatory skills:
    • Holy Light lv10
    • Holy Bible lv10
    • Nemesis lv10
    • Exorcism lv5~10

    Recommended skills:
    • Secret Chase Attack lv10 (if you have Additional Melee/Magic gear equipped)
    • Resonance lv10 (for MD only)
    • Magic: Finale lv10
    • Brave Aura lv10
    • Familia lv10
    • Prayer lv10
    • Spell Burst lv10
    • Crit Up lv10
    • Godspeed Wield lv10
    • Mirage Evasion lv10
    • Perfect Defense lv1
    • Reflex lv1 (stargem) / Ad-lib lv1

    Combos:
    • Magic: Impact > Nemesis (smite) > Finale (smite)
    • Exorcism > Finale (smite) > Holy Fist (swift)
    • Reflex > Prayer (save) > Finale (smite)

    Crit Finale + Nemesis Build (no DTE)
    -Stat: 250 STR, the rest goes to INT. (Lv230)
    -Equipment:
    • 6th Anniv Staff VI, 372+S NS [MATK10%INT6%CD10%CD21CR21] {This is my ninja farmer staff, which I refined from +E to +S just to test this build}
    • Seadevil Shield +S or vanilla Prism Ring {yep, you read that right}
    • Adv. Garb 2s (Iron Empress + Dr. Leo) [MATK9%INT10%CD21CR23, ATK-11%PP-6%]
    • Sakura Drawstring Bag 1s (Yashiro Mom II)
    • Machina Ring (Volgagon + Ageladanios) {yes, I'm broke so I use my dps' special gear}

    Some additional info:
    1. My crit rate is 127, with a total of 31 magic critical rate.
    2. Aggro isn't a problem with -aggro food, even with Seadevil Shield (+50% Aggro).
    3. My food buffs during the testing were: AMPR lv8, CR lv9, -aggro lv8, and MP lv9. No damage-increasing food consumed.
    4. I'd prolly get more Magic Pierce% and/or flat crit rate xtals if I could afford to buy them (and those piercers/primes...)
    5. I like to get 20 stacks of Nemesis by using basic attacks before reactivating it. As the Damage Over Time works its magic, I cast Finale.

    The first hit of Nemesis scales with ATK (and STR with shield), while the follow-up hits are based on MATK. Equip a shield for more survivability and first hit damage, or for more crit rate with certain shields. Go with MD for wider range if you think the boss moves a lot, or you want to use Resonance. If you want to spam Nemesis for high damage in first hit, Revenir or similar build works well with it. If you want to maximize the damage of follow-up hits, INT>STR finale is a good choice.

    Maximizing both first hit and subsequent hits of Nemesis is doable, maybe with player-statted armor that has -p.pierce and -m.pierce instead of -ATK and -pp. Though, I don't think I would recommend doing this, because it's hard to resell hybrid equipment like that. But still, take my advice with a grain of salt.

    As for the sub-equipment, I'm mainly sticking with Seadevil Shield, due to the fact that it gives additional melee +50%. Combined with Secret Chase Attack and Godspeed Wield, I can quickly get 20 stacks of Nemesis by simply using basic attacks (around 5 seconds to go from 0 to 20). Having high AMPR is a huge boost, too. But if the boss can't stay in place, I switch to MD for Resonance instead.

    Having said all of that, Nemesis has two glaring weaknesses: the follow-up hits are considered as a placed skill, and the speed it takes to proc all 20 stacks of Nemesis is relatively slow. Thus, range bonus won't matter much and it's very tricky to use Nemesis on fast-moving bosses, unless you exclusively use it just for the first hit.

    I acknowledge that this review and my build may have several faults, so I kindly ask all of you to correct me for my mistakes and send me constructive criticisms.

    This is what I meant by combo-ing with Finale. While Nemesis' 20 stack is proc-ing, you can cast Finale. (This is with suboptimal equipment btw hEHE //slap)

    upload_2021-12-29_5-45-0.png
     
    Last edited: Dec 28, 2021
    • Like Like x 1
  2. +Aria Kanzaki+

    +Aria Kanzaki+ Well-Known Member

    Joined:
    Feb 5, 2018
    Messages:
    748
    Likes Received:
    402
    IGN:
    +Aria+
    So this means that Nemesis is not affected by short range damage% or long range damage%? Unlike finale
     
  3. Vuler

    Vuler Well-Known Member

    Joined:
    Feb 23, 2020
    Messages:
    88
    Likes Received:
    9
    IGN:
    bruh
    I haven't been playing for long, but my guess is probably not. Judging from the state of knuckles that has persisted for years, the devs seem afraid of buffing knuckles. They are weak to the point that I wouldn't be surprised if it was revealed to be intentional
     
  4. yareyaredaze

    yareyaredaze Active Member

    Joined:
    Nov 13, 2016
    Messages:
    42
    Likes Received:
    13
    Only the subsequent hits of Nemesis, I believe. The first hit is affected by both srd% or lrd%. Though, it seems that all of Nemesis' hits are affected by Long Range skill from Bow skill tree, because Nemesis can be activated from 8 meters away from the target.

    Edit: Disregard what I said about srd%, lrd%, or Long Rang passive affecting Nemesis; they are not.
     
    Last edited: Dec 30, 2021
    • Winner Winner x 1
  5. Kaisyl

    Kaisyl Elite Member Elite Member

    Joined:
    Sep 20, 2015
    Messages:
    1,737
    Likes Received:
    459
    I believe their faq said it was intentional.

    Looking at the proposed skills tho, a dodge, a damage buff aura and an additional hit buff, it seems like they got some buffing. If this will be enough?

    Well, their MP problem is solved by spaming evasion chakra tho they'd be slow as heck.

    Magic looks completely awesome tho.
     
  6. +Aria Kanzaki+

    +Aria Kanzaki+ Well-Known Member

    Joined:
    Feb 5, 2018
    Messages:
    748
    Likes Received:
    402
    IGN:
    +Aria+
  7. Vuler

    Vuler Well-Known Member

    Joined:
    Feb 23, 2020
    Messages:
    88
    Likes Received:
    9
    IGN:
    bruh
    Note that the other main weapon trees are being buffed. The gap between them will not be shortened, unless a buff as great as 'jumping to the moon' is administered, while the other main weapon trees would have "touched the sky". Seriously, each time I think to myself that my new build has fixed a weakness, I will be made aware of the dozen other weaknesses inherent to Knuckles
     
  8. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

    Joined:
    May 31, 2018
    Messages:
    1,430
    Likes Received:
    607
    IGN:
    <-Kenji-
    Please explain about the characteristics of each weapon.
    The following are the brief introductions of each type of weapon.

    [Sword]
    A simple and common weapon type.
    You can equip a shield with a one-handed sword.
    If you want to deal more damage, equip a two-handed sword!
    Recommended to mainly raise STR (strength).

    [Bow]
    You can attack enemies from a distance.
    You may be able to defeat enemies without taking damage by keeping the distance.
    The damage dealt will be a bit lower than that with other weapons.
    Recommended to mainly raise DEX (dexterity).

    [Staff]
    You can hit enemies with a staff but you should cast magic during combat.
    If you are attacked while you are casting magic, the magic will be cancelled.
    Also, most of the magic skills don't have many effects to stop enemies, so they are not good for breaking parts of bosses.
    Recommended to mainly raise INT(intelligence).

    [Knuckle]
    You can punch enemies with knuckles.
    AGI (agility) increases attack power and dodge rate, so it's easy for beginners.
    However, the damage dealt will get lower compared to that with other weapons as you level up.
    You can inflict various status ailments on enemies, so it's useful in various ways.
    Recommended to mainly raise AGI(agility).

    [Bare Hand]
    We... don't really recommend this.
    You need to raise various stats.
    Perhaps, there's no skill that is really compatible with bare hand.

    This came from the faq section of the official website.

    Knuckles will be forever underwhelming with super slow animations even tho it mains AGI.
     
  9. Kaisyl

    Kaisyl Elite Member Elite Member

    Joined:
    Sep 20, 2015
    Messages:
    1,737
    Likes Received:
    459
    The messed up thing with knux is that the bosses of this game are hard coded to counter their very skillset making them worthless.

    Even if not, not a lot of people would use knux when sword does it a lot better.
     
    • Sad Sad x 1
  10. +Aria Kanzaki+

    +Aria Kanzaki+ Well-Known Member

    Joined:
    Feb 5, 2018
    Messages:
    748
    Likes Received:
    402
    IGN:
    +Aria+
    I believe that the toram devs giving knucks Ferocious beast claws and DX bomber blockers was their way of apologizing for nerfing knuckles too hard and so they gave them OP new weapons lol, look at the base atks and stats on those things, way too good.
     
  11. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

    Joined:
    Jul 11, 2020
    Messages:
    469
    Likes Received:
    209
    IGN:
    Brahmnic
    How do we Knuckle connoisseurs always manage to turn any thread into one about Knuckles?
    Ooooh, can you? I seem to think you can't even get close to one to punch them.
    does it now? The weapons give more wATK than AGI.
    Bwahahahahahaha!!!
    No shit.
    It is useful? Lol.
    And also STR, because no shit happens in this game without CDMG.
     
    • Like Like x 1
  12. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

    Joined:
    Jul 11, 2020
    Messages:
    469
    Likes Received:
    209
    IGN:
    Brahmnic
    On a side note, completely different topic, is the flinch rate of Staff thrust on level 10 100%?
    • What about with a shield?
    • I use a Staff+Shield STR+VIT character, and I have almost all three basic ailments now
      • Impact for tumble
      • Shield Cannon for Stun
      • Staff Thrust for Flinch
    • What is the physical pierece?
     
  13. Glen

    Glen Well-Known Member

    Joined:
    Mar 1, 2016
    Messages:
    67
    Likes Received:
    34
    IGN:
    Glen
    An info regarding nemesis
     
  14. Glen

    Glen Well-Known Member

    Joined:
    Mar 1, 2016
    Messages:
    67
    Likes Received:
    34
    IGN:
    Glen
    Info correction before we got casualties :
    *Nemesis 1st and 2nd hit isnt affected by long range passive, srd% or lrd%.
    its pure placed skills

    *Dual element on nemesis can be activated by sub-elemental md and nemesis buff itself is in active (gg 25% extra dmg without elemental main equip)
     
    Last edited: Jan 7, 2022
  15. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

    Joined:
    Jul 11, 2020
    Messages:
    469
    Likes Received:
    209
    IGN:
    Brahmnic
    I want to determine the viability of Priest skill 'Nemesis' on this build
    http://coryn.club/skill_simulator.php?code=1073361cdcca183206
    I currently use A combination of DPS:
    • Impact -> Soul Hunt(Smite) -> Finale(Smite)
    • Staff Thrust -> Dark Stinger (Bloodsucker) -> Finale(Smite)
    • Sonic Wave (Stargem lvl 1) -> Shield Cannon(Smite) -> Finale(Smite)
    Can I fit Nemesis into this build? What about the other skills?
     
  16. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

    Joined:
    Jan 16, 2016
    Messages:
    3,594
    Likes Received:
    3,824
    IGN:
    RyeUshio
    Yep.

    ✟ > nemesis(smite) > finale(smite) ^_^
     
  17. yareyaredaze

    yareyaredaze Active Member

    Joined:
    Nov 13, 2016
    Messages:
    42
    Likes Received:
    13
    Much appreciated for the input!

    Since you're going with STR>VIT, your MATK would be low, so you'd only want to capitalize on/spam your first hit of Nemesis (physical, based on ATK [and STR with shield]), particularly as your main DPS skill, if you want. I'd go for Impact -> Nemesis (smite) instead of your first combo, since both Impact and Soul Hunter deal magic proration. On the other hand, Nemesis' first hit deals physical proration. Exorcism -> Nemesis is also viable, but Exorcism's animation is slower than Impact, which I'd suggest avoiding if it were to be your main DPS. For Soul Hunter to be your main damaging skill, you'd want physical combo opener.

    In addition, both Sonic Wave and Shield Cannon also deal physical proration; your Shield Cannon damage would be lower if there was no prorate fix in-between the skills, though I guess it wouldn't be much of a problem since the stun interval doesn't warrant any proper justification for mediocre damage increase... unless you're facing against something like the White Whale, which can be stunned as many times as you'd like lol. :kappa:

    My ideal combos for your build more or less would look like this:
    • Impact > Nemesis (smite) > Finale (smite)
    • Holy Fist/any 1mp fast physical skill > Soul Hunter (smite) > Finale (smite)
    • Exorcism/Reflex (stargem) > Shield Cannon (smite) > Finale (smite)
     
    Last edited: Dec 30, 2021
  18. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

    Joined:
    Jul 11, 2020
    Messages:
    469
    Likes Received:
    209
    IGN:
    Brahmnic
    I don't hit the boss with Impact, I know about proration. Mostly it is to keep Soul Hunter 'Ready', so that I can use it whenever I get a chance to get near the boss (no spikes). I could replace it with Staff thrust, and it would still work.
    Yes, aware - I just wanted some long-range opener for Shield Cannon rather than a close one (although lvl 1 sonic wave is 4 m). Magic: Arrows or Javelin take way too long. I'll look into Exorcism since it can halve MP cost and make it 300 MP again.
    • Impact > Nemesis (smite) > Finale (smite)
    • Staff Thrust > Soul Hunter (smite) > Finale (smite)
    • Exorcism > Shield Cannon (smite) > Finale (smite)
    I wish I had another long-range opener to also use for the Dark stinger skill: while I have Royal Heal + Bless, sometimes they are not enough to heal back from the drain of Eternal Nightmare.

    Can Holy Bible be used Redundantly?
     
  19. yareyaredaze

    yareyaredaze Active Member

    Joined:
    Nov 13, 2016
    Messages:
    42
    Likes Received:
    13
    How about Reflex? It decreases DEF and MDEF a lot, but those stats are mostly irrelevant. An alternative option would be to get lv1 Ad-lib from Minstrel Book.

    Exorcism's cast range is farther than lv1 Sonic Wave, that's for sure.

    Afaik, you can't recast Holy Bible as long as it's still in effect.
     
  20. Vuler

    Vuler Well-Known Member

    Joined:
    Feb 23, 2020
    Messages:
    88
    Likes Received:
    9
    IGN:
    bruh
    If you use Impact as an ender for another long ranged combo, you can reduce the next opener to 1/2MP. Meikyo, Reflex, Breathworks, Warcry, Adlib, Fairy Dance, GSW, Backstep, Evasion
     
Thread Status:
Not open for further replies.

Share This Page