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A Few Questions on TANK

Discussion in 'Warrior' started by ★Preetam★, Mar 4, 2020.

  1. ★Preetam★

    ★Preetam★ Well-Known Member

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    1 > since rampage reduce def and mdef to zero as we all know and also 250 def and mdef gives -20% damage reduction . So should i use rampage or not ?
    2 > some equipment gives element resist for e.g. scorching talisman gives +25% fire resist , Does this mean that all the attacks (like fractional, fatal , phy. mag etc) will be reduce by 25% or is it limited to some attacks only ?
    3 > now i wanna ask abt berserk since it reduces my stability , does it affect my tanking ?
    4 > abt that damage reduction i talked abt in first question , is it true or not?
    Thanks for ur help in advance
     
  2. Zexxen

    Zexxen Well-Known Member

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    1> I personally don't recommend rampage for tank, its not only you lose the dmg reduction from DEF/MDEF but also the rampage animation (normal atk / final blow) might mess your timing (PDEF, Interrupting, Dodging)
    2> Every attacks have their own element & damage type, so it could be Earth & Magical or Fire & Physical, and so on. I'm not quite sure about fractional. So, lets say if that atk is Earth & Magical, the dmg will be reduced by your Earth Resist & Magic Resist. And also some people still think if Boss ele = Their Atks ele which is not 100% true, if you've fought Volgagon you may know if Volg ele is Neutral, but most of its atks are Wind. An easier example is carbuncle, it spits 3 different elemental ball, but carbuncle itself is fire elemental.
    3> If your tank is a pure tank (doesn't do any dmg), it won't affect anything but the damage reduction because of berserk reducing your DEF/MDEF by 50% (25% for OHS)
    4> Yes it is. For 0-250 DEF/MDEF, each DEF/MDEF = 0.8% Reduction. For 251-1250, 100 DEF = 1% Reduction. For 1250+, 1k DEF = 3% Reduction.
     
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  3. ★Preetam★

    ★Preetam★ Well-Known Member

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    Hmm then i guess I'll stop using rampage and ty for that ele info , i had no idea abt that
    But abt that berserk since i am pure tank and even after using berserk my def and mdef is still greater than 250 . so i guess i can use it
     
  4. Yunan

    Yunan Not Enough Salt Elite Member

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    Berserk is just an all around good skill for a tank, easy to make a combo of, great amount of aggro generated, has a relatively fast animation and the aspd isn't too shabby to have. The 25 crit bonus for ohs also allows you to have a non toy hammer/thunder axe setup and use other good swords, swords especially, have more tank-oriented stats compared to other weapons.
     
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  5. ★Preetam★

    ★Preetam★ Well-Known Member

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    Yea that berserk would definitely help thunder axe
     
  6. Yunan

    Yunan Not Enough Salt Elite Member

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    Thunder axe doesn't necessarily need berserk's extra crit, your base crit is 25, thunder axe got 75 so you already have 100 crit.

    Berserk crit helps greatly on non crit swords. I currently use npc anniversary sword that has 16%maxhp, 10 ampr, and 30% magic resist, then I use sakura fan hairclip(20% ailment resist, 10 crit) with sele zauga xtal(15 crit, 5% magic and physical resist) and yashiro azuki's mom(10 crit, 5% magic & critical resist). I could also use elemental swords with magic:javelin to inflict certain ailments if needed.

    Other notable swords(mostly event limited though) are sakura lantern sword(500mp, 5% ailment resist, 20% magic resistance), festival sword(500mp, 10% ailment resist), dark general sword(30% aggro and vit%) and zahhak sword(10crit, 10%maxhp).
     
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  7. ★Preetam★

    ★Preetam★ Well-Known Member

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    One more thing
    Using different arm and special gears with stats like wind resist or water resist or other resist
    Are they good or should i use one arm?
     
  8. Yunan

    Yunan Not Enough Salt Elite Member

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    Magic resist/physical resist works universally so its generally better than having multiple elemental resist gear. Armors like jeremiah mail(10%mag and physical resist) and lil empress garb(25% magic/physical resist, - 75%water resist though so not suitable for water bosses) are good options. There is also holy robe and twilight dress but they have certain elemental limitations.

    I currently use lil empress garb(drop version) as it has the highest magic & physical resist at 25% with an extra 500mp and 10 ampr, though it also has the negative stat for tanks which is the -75% water resist and - 15% aggro, but the 500mp and 10ampr is just too good for me to pass up. Jeremiah mail has +1000 maxhp, +100mp and 5% ailment resist with 10%magic/physical resist, an all around good armor for a tank.

    Then there is also Dragoon mail, which has +3000maxhp and 20% maxhp with 15% ailments resist, it has no magic/physical resistance though. If you can fill the rest of 10% ailment resistance from avatars you can use circle of order that has 20% of magic and physical resistance. There is also a ring that gives 10% ailment resist but I forgot the name.

    Edit: it was big tree talisman with 10% ailments resists, 10%maxhp and 15% earth resistance
     
    Last edited: Mar 4, 2020
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  9. ★Preetam★

    ★Preetam★ Well-Known Member

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    So I should focus on phy and mag resist rather than ele and weird status
     
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  10. ★Preetam★

    ★Preetam★ Well-Known Member

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    Btw when we ref arm and add gear every +1 refine value means +1% phy and mag resist right?
    So like at C ref +12% resist and at S ref +15% RESIST
     
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  11. Aceash

    Aceash Well-Known Member

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    I recommend not to use rampage. For berserk, stability is not needed for tank, you just need crt for 100% hit to restore mp (stability is good for dps)
     
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  12. Yunan

    Yunan Not Enough Salt Elite Member

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    Resistance from refine is different from magic/physical resist. I forgot the exact order on how the damage check works but for damage reduction, you first apply defense/mdef reduction, then after that reduction, the rest then further reduced by the total% from gears refinements. Either that or switch the order.

    The magic/physical/elemental resistance are applied next for the rest of the damage, with the cutoff at 50%. Lets say we have 200% magic resist, we divide them by 50% to get 4 part. The first 50% is divided by 2^0 which is 1 so you get the whole 50%.the next 50% is divided by 2^1 which is 2, so you get another 25% of damage reduction, the next 50% is divided by 2^2 which is 4, thats 12.5%. And the final portion is divided by 2^3 which is 8, and that's 6.25%. So with 200% magic resist you would have a damage reduction of=50+25+12.5+6.25 which is 93.75% of magic damage after m. Def and gear refinement applied. Its basically a sum of a geometric series with a slight modification.


    After that is sanctuary check, in this case if the damage after the the refinement and resistance stats are applied satisfies the condition(<10% of your maxhp), 90% damage reduction of sanctuary is applied. The last step would be the reduction from the guard power. Guard power is halved for magic damage and doesn't work on fractionals. There's also a check for p. Def/zantei but I'll leave it up to the guard power. Chakra's 50% reduction should be also be on the last part of the checks.
     
    Last edited: Mar 4, 2020
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  13. ★Preetam★

    ★Preetam★ Well-Known Member

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    P
    Pretty complicated stuff it is
    Will take sometime to digest it
    But still ty for the info really helpful
     

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