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24 March 2021 Update

Discussion in 'Toram Online General Discussions' started by The Brahmnic Boy, Mar 23, 2022.

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  1. Momoeater

    Momoeater Well-Known Member

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    Asura aura gives 100% critical dmg increase?
    Try combining that with 1hs or bowgun skills.
    Like asura aura + twin storm.
     
  2. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    Critical rate
     
  3. Momoeater

    Momoeater Well-Known Member

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    Idk about 10 × skill lvl = 100% critical rate.
    Those additional punches were failing to hit critical sometimes.
    Maybe it's % and not flat +100.

    Asura aura sure gives dmg boost.
    Try it with 1hs or bowgun.
    Or staff for critical rate.
     
  4. Momoeater

    Momoeater Well-Known Member

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    Need more tests.
     
    Last edited: Mar 25, 2022
  5. Momoeater

    Momoeater Well-Known Member

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    :eek:
     
    Last edited: Mar 25, 2022
  6. Momoeater

    Momoeater Well-Known Member

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    I tried sword lvl 1 skill, hard hit lvl 10 gets like 55% dmg boost only with asura aura lvl 10.
    That means higher lvl sword skills like 4 or 5 probably gets like 10 or 5% dmg increase.
    I haven't tested those.
     
  7. screamingfox

    screamingfox Well-Known Member

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    This patch is godlike. I have literally no complaits, just praise.

    *back to playing*

    Edit: Scratch that mages got kinda shafted.
     
    Last edited: Mar 25, 2022
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  8. Momoeater

    Momoeater Well-Known Member

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    :eek:
     
    Last edited: Mar 25, 2022
  9. Kaisyl

    Kaisyl Elite Member Elite Member

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    With abstract arms, knux/MD does not need maximizer which forces you to take power wave and can mess up asura automatic attacks.

    You can cast MP charge, evade and cast again and get +700 MP. A completely different mechanic from mage MP charge and maximizer.
     
  10. Marvit

    Marvit Member

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    I think getting maximizer is still better, there's a registlet called "Power wave modifier" that changes the attack back to normal range
     
  11. Kaisyl

    Kaisyl Elite Member Elite Member

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    Well at this point it's just play style but the points put there could be replaced to somewhere else for more damage imo.
     
  12. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    I still use lvl 1 power wave. I'll just use evasion to get into 2m range, doing so it gives me stack evasion for flash blink.
     
  13. Marvit

    Marvit Member

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    I really want to know if knux+md with light armor can get all 16 stacks of flash blink and what it does at that point
     
  14. Kaisyl

    Kaisyl Elite Member Elite Member

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    Hits a lot but the damage is low per hit. Will test at alto again in a bit to confirm.

    Edit: Damage lowers with each 'hit'
     
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  15. RokuMLG

    RokuMLG Well-Known Member

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    Tested with Magic class.
    Apparently, Finale is absolutely trashed when compare to t5 cause two major t5 DPS are all super wide range AoE. Feels so much more consistent to use with Burst. Chronos is however limited to Main MD so it's much harder for a proper test.
    Magic: Crash gives massive AOE armor break and dizzy debuff. Like it sometimes it pops crazy ailments like 10 times on screen.
    Magic: Canon is also a lot safer to charge with small cast time skills cause when you go above 100%. You will need Recovery sometimes to remove Mana Explosion then you can continue to overcharge to 200%.
    Ideally starts Canon smite charge first, then use Crash combo for armor break and use E.Slash end of this combo for crit mage. Direct after that combo use Burst and Canon charge should be about 66%. Another Crash combo with E.slash then release 7 MP Canon at 100%. For overcharge just repeat Crash->Burst->Crash->Burst->Crash->Crash->Canon.
    Combo I used:
    Crash: Nemesis -> backstep[cons] -> Impact [cons] -> Crash [bloodsucker/smite] -> Elemental Slash [cons]
    Burst: Impact -> Burst [Smite] -> Finale [Smite]
    Canon charge: adlib -> Canon [Smite] -> Impact [cons]
    Optional release Canon: backstep -> Elemental Slash[save] -> Impact[swift]
    Always release Canon on its own for better control of Mana Explosion if it does occurs.

    Some other skills I tested:
    Blade skill
    Aura Blade: Always pop regardless of range but only hit the target if up close (weapon range based prob?). Maybe good opener for extra x1.1-1.2-1.3 and multiply with smite to have x1.65-1.8-1.95. Often this cost 1-2 more MP but push the DPS limit quite a lot for OHS/THS.
    Lunar Slash dmg is weird so I suspect this is MATK dependent instead of ATK.
    Shut out is pretty straightforward itself, except the skill motion is fairly slow after the hit.
    Gladiate tested against 20k physical dmg taken and reduce it to like 10k. Not sure if it is flat out 50% reduction. Useable even in mid-combo, especially with Reflection tag to further save 1MP and another MP recover after 10 sec.

    Shot skill
    Vanquisher is good for BG to use with Twin Storm: cast Twin Storm first and spam auto attack until out of bolt then release Vanquisher. Recommend to reduce its MP with Impact.
    Vanquisher for Bow is better to be a save tag for long combo, example in order:
    Adlib > CF [Smite] > Smash [swift]
    Retrograde cast separately with 1mp opener as well
    Opener Kaikiri > Vanquisher [Save 12 MP] > backstep [cons] > Warcry [swift] > Snipe [swift] > CF [bloodsucker] > Sat Arrow [smite] > Smash [swift]
    Note that this Vanquisher long combo help with additional dmg from Retrograde cause you can spam major DPS skill with only 2 MP required. Best to use for 3-4 stacks of CF. Longer CF charges make less use of Retrograde damage.
    Haven't tested with the Bowtana counterpart.

    Halberd
    Draconic Charge is just Dragon Tooth with extra pow, except that it doesn't step back. It just kamikaze charge all the way in. Edit: Further testing show Draconic has high damage scaling, but lack of Phys Pierce so need to have Armor Break from pet or other classes to fight high def bosses.
    Infinite Dimension is also an upgrade for Chronos itself. Pretty much these two allow Halberd to ignore Decoy.
    GSW upgrade also pretty dang good cause you take less dmg and only lose 1 stack if u get hit.

    Katana
    Kasu will consume 1-2 stacks and extend Tenryu for 15-30 sec. You can pretty much ignore Zantei at this point unless you still need it for Armor Break.
    Due to the way how Dauntless work, katana seem to be a class that favours long battle now. At 90 stacks Dauntless, all Katana skill MP will be reduced by 2 and cap at minimum 1. 1 stack per sec so expect it to be 90 sec. Death also removes all stacks.
    For Nukiuchi, this is like an entirely different build that requires extra magic/phys additional hits.
     
    Last edited: Mar 26, 2022
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  16. Penguin617

    Penguin617 Member

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    Does infinite dimension only enhance chronos drive's dmg?
    If it can extend the time of chronos drive or increase the ampr when using chronos drive, it will be really helpful bcs i maxed chronos drive for purpose of ampr only
     
  17. Penguin617

    Penguin617 Member

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    Are there any difference between almighty weild lvl1 and lvl10?
     
  18. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    It has 100% pierce like DT?
     
  19. RokuMLG

    RokuMLG Well-Known Member

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    Infinite dimension cast a separate skill and has same tickrate dmg as Chronos Drive. It act like you have 2 Chronos Drive and so its MP recover doubled.
    Tested with ico, unfortunately no. The damage will struggle with high def boss.
     
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  20. RokuMLG

    RokuMLG Well-Known Member

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    Upon having almighty weild, now you will have a chance of losing 1 stack instead of all stack. It is unclear how much it reduce the all stack lost chance but even at level 9, the chance of losing all stack is still pretty high. Lvl 10, it is always losing 1 stack instead or at least chance of losing 1 stack now is far greater than lvl 9.
    Increase lvl also reduce the gsw penalty. Accurate data for this is not here yet.
     
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