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A new skill tree for Knuckles

Discussion in 'Brawler' started by The Brahmnic Boy, Aug 13, 2020.

  1. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    Brahmnic
    Disclaimer: I know that this forum is an UNOFFICAL website of the game Toram Online, and Asobimo has no affiliation with this forum. I am aware the Developers will not check this forum for feedback.
    This post is a fun dabble at what Knuckles would be like from my perspective. I do not intend to correct the current skill trees of Toram, nor it is my wish for these to be sent to Asobimo Inc.


    Hello fellow players! I thought that Knuckles has two skill trees and both are mostly incompetent, and therefore underused in the current meta. I thought what a reworked skill tree for Knuckles might be, that puts them on par with the current powerful mechanics of bosses and the meta.

    The following skill tree fuses the skill trees of Crusher and Martial, cuts off unnecessary skills and makes existing skills better suited to the current atmosphere.

    Look at this image for the design and placement of all skills.
    https://imgur.com/a/koWnCST
    [​IMG]
    [​IMG]
    0) Smash : No change, it is fine as it is, gives a good 100% Flinch rate.
    A1)Bash : Bash and Forefist Punch are now fused into one, keeping the same MP cost and damage scaling as Bash. Bash still has slow Animation time, but it is useful now, since it is now an i-frame. At level 10 always lands a critical hit.
    A2)Earthbind : First major change, as follows:
    MP Cost: 100
    Damage Type: Physical
    Base Skill Multiplier: 0.25 x Skill Level
    Base Skill Constant: 50 + 5 x Skill Level
    Hit Count: 1 hit
    Maximum Cast Range: Same as before
    Hit Range: (1 + 0.1 x Skill Level) m
    Skill Effect: For each target hit with this skill, you recover 5% of the total damage dealt (over all targets); you cannot recover more than 1000 HP that way. Also regenerates 15 MP per target hit.
    Ailment: Same
    Knuckle Main/Sub bonus: Skill Multiplier +(0.25 + total AGI/500)
    Knuckle Main/Sub bonus: Skill Constant + 50
    Knuckle Main/Sub bonus: Hit Range +1.5m
    Knuckle Main/Sub bonus: HP Recovery limit +500 HP
    Knuckle Main/Sub bonus: Stop chance +50%
    A3) Breathworks:
    Heals (1.5 x Skill level)%HP itself and following skill heals
    (30xSkill level) HP.
    Heals (2.5 x Skill level)%HP + 60 x Skill level HP if {Spoiler} is at level 10.
    Halves cost of next skill if {Spoiler} is at level 10.
    A4) GodHand :
    Weapons required: Knuckle (Main)
    MP Cost: 400/600 ??
    Damage Type: Defensive skill
    Maximum Cast Range: Similar to Impact
    Skill Effect: GodHand no longer does any damage, but instead caps all damage (including fractional) taken to 10% of your HP for 10 stacks. Increases damage of next damaging skill by (Skill constant + 2.5x stack).
    Damage received : Damage calculated just after checking for miss/evade
    int stack = 10;
    If (damage received < 10% of MaxHP)
    {
    MaxHP = MaxHP – damage received;
    Stack = Stack -1;
    }
    Else
    {
    MaxHP = MaxHP – (10% of MaxHP);
    Stack = Stack -1;
    }
    [So, the Top row is now dedicated to survivability and defenses. I removed Shell Break and Heavy Smash, they’re useless. Chariot – eh, we aren’t a ranged class.]

    B1) Sonic Wave: Mostly same, Maximum cast range = (2 x Skill Level)m
    B2) Backflip:
    MP Cost: 200
    Damage Type: Physical
    Base Skill Multiplier: 0.5 x Skill Level
    Base Skill Constant: 100 + 10 x Skill Level
    Hit Count: 1 hit
    Hit Range: 1 m
    Skill Effect: Backflip and attack the enemy.
    Ailment: Knockback, Chance = (2.5 x Skill Level)%
    Knuckle Main/Sub bonus: Skill Multiplier + (AGI/125)
    Knuckle Main/Sub bonus: Skill Constant + AGI
    Knuckle Main/Sub bonus: Hit Range +1m
    Knuckle Main/Sub bonus: Knockback chance +25+(AGI/50)%
    B3) Phoenix Kick:
    MP Cost: 300
    Damage Type: Physical
    Skill Effect: If directional keys are not pulled, performs 3 kicks in quick succession. If directional keys are pulled, spins to the side and deals only the last hit, with extra critical damage, now doesn’t always land a critical. When floating in the air, evasion is available to cancel attack and yeet yourself in that direction.
    Base Skill Multiplier: (position of kick(1,2,3))
    Base Skill Constant: 100
    Hit Count: 3 hit /1 hit when spinning/0 hits if evaded
    Hit Range: 8m
    Critical Rate = -50% for spinning kick
    Extra Critical Damage = Crtdmg x 2.5
    Knuckle Main/Sub bonus: Skill Constant +AGI
    Knuckle Main/Sub bonus: Extra Crtical Damage x (AGI/50)
    B4) Goliath Punch: The same, except heals MP = (damage dealt)/5000
    when critical.(Not graze)
    [That sums up the top two rows of skills. Now for the passive skills]

    C0) Martial Discipline : Because discipline should come before mastery.
    Skill Effect: Increases weaponATK of knuckles by 3% per level. Increases Accuracy by 20*Skill level.
    C1) Martial Mastery:
    Skill Effect: Doubles ASPD gain of Knuckles from AGI. Increases overall pierce by 3% per level.

    [Much better ASPD gain now. 1AGI = 9.2ASPD]

    S) Slide : The same, except now increases Accuracy by (50*skill level)% for next skill.
    [Now let’s see the main focus of Knuckles]

    D0) Aggravate: Adds additional attack chance as 5% per skill level. Additional Attack generates normal proration, deals equal damage as Auto attack and also counts for AMPR. Also increase AMPR by 5 per level.
    D1) Combination
    D2) Phoenix Fury:
    Adds additional Aggravate attack chance as 5% per skill level. Increase AMPR by 5 per level. Give armor break chance to every normal attack at 1.5% each skill level.
    D3) RUSH :
    Skill Type: Passive
    Skill Effect: If you hit 20 Auto attacks without missing or grazing or taking damage or not waiting 5 sec between consecutive attacks, then you enter RUSH mode. The words show up on screen, and then for 10 seconds you have to hit the action button as fast as you can to hit quickly.
    {This is the Spoiler skill mentioned above}
    Skill Constant: AGI x 2 x Skill level x 0.1
    Skill Multiplier: AGI/50 x Skill level x 0.1
    Damage calculation done on each attack.
    Each attack here generates AMPR and normal proration.
    Disadvantages: Can’t manually evade or Guard, Inflict Fatigue on user for 10 sec after RUSH mode. This is not an i-frame.
    [And now, the substitute for Annihilator]
    P) Summon Phoenix :
    MP Cost: 1000
    Skill Type: Self Buffing
    Skill Effect: Summon a Phoenix that everyone notices, engulfing you in a fiery rage, giving huge buffs but setting you on fire.
    Buffs: ATK, MATK +10*Skill level%
    Motion speed capped (5% per level)
    Magical and Physical Pierce +5%
    Per level
    When died, revive instantly, but remaining time of effect halves, add +500 Aggro
    Debuffs: Inflicts unremovable Ignite for 3 sec
    All ailemts/interrupts unavailable
    Aggro unmaskable by Sneak attack
    Aggro +25%
    Inflict [Fatigue] after effect ends.
    I hate image embedding.
     
    Last edited: Aug 15, 2020
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  2. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    Goliath Rush that's 4x destruction. ^_^
     
  3. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    You'll have to time it good tho, not wasting more than 5sec to impact -> Goliath.

    (Or should the time be 10 sec?)
     
  4. Leo Striker

    Leo Striker Well-Known Member

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    What make you thought of adding Phoenix instead of the other Mythical Beasts for Brawler Skill Tree?
     
  5. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    Ye, why not a bull for example? ^_^
     
  6. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    Final Fantasy VI, most likely.
    but Sabin doesn't kill himself with fire. wtf?
     
  7. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    I was thinking of Dragon Punch and Dragon theme, but Halberd already stole that.
    And Bull? A bull isn't agile?
    A phoenix for the Fire, mostly, I thought of Ignite debuff before the spirit animal, then renamed Annihilator.
    Also Phoenix also gives Magic Vibes, which is also what Knuckles excels at.
     
  8. Leo Striker

    Leo Striker Well-Known Member

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    okay I just wonder, for Brawlers any and all Mythical Beasts can be use as their different martial arts. I actually thought of Buddha for the defensive Skill(s) for Brawler for example.
     
  9. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    Yep, that's what GodHand is. But Asobimo doesn't want to get religious, so they didn't name it The Hand of the Buddha instead.
     
  10. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    Well, it's so happen that dw are more agile, so a bull is not mainstream agile.

    Just hit em with 4x consecutive goliath punch, that's the goliath rush.

    If you're still not satisfied with the damage and skill, you can do gatling goliath / phantom goliath. ^_^
     
  11. Azin.

    Azin. Brawler Enthusiast Elite Member

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    For me the current skill set up fo knux aint bad but theres 3 things aso needs to address if they are planning to remake or rebuff knux
    #1
    Fix the god damn ampr on knux atleast give em x2 ampr like dw since they have 2 knuckles
    #2
    Give additional aspd boost/buff/passive since knux is a speedy boii
    #3
    Rework the goddamn atk/stat distribution.

    My current knux build is doing fine in the dmg department it. It has no wow op 1 hit dmg but it can do hora hora hora and muda muda muda on the bosses with 50% motion speed and i think aso like that kind of principle on knux TBH

    This is just my opinion
     
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  12. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    I think you're all missing the goddam point. I didn't make this post to lament about how Knuckles are or have invited you to lament about them.
    The only thing we 'discussed' so far is why I chose Phoenix instead of any other spirit animal.
    I haven't seen one comment about my actual skill tree at all. How is it? What do you think about the new skills? Do you think it's balanced or some things need to be changed?
    How about the changes to Aggravate?
     
  13. ẜἸoωer

    ẜἸoωer Well-Known Member

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    Its pretty good, phoenix kick is a dream come true for Knux users who have been wanting an Iframe for so long.

    Question tho, why 10 mins for the ignite debuff and uncancellable too. I can imagine health reaching 1hp in a few seconds, probably for risky gameplay?

    Also how about rework chakra, instead of cspd its affected by aspd? It would align the skill to its natural weapon stat distribution, since Knux are AGI-based.
     
  14. Purge

    Purge Well-Known Member

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    Falcooonn puunnchh...

    No ?

    Ight imma head out
     
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  15. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    The reason I put 10mins for ignite debuff js because the Summon phoenix aslo lasts for 10 min, and you literally are on fire.
    Plus, It's 2x your ATK and MATK, and 50% pierce, (with 25% extra from the other skills) and capped motion speed.

    If you didn't finish the fight in 1 min with this then you don't deserve to summon thr phoenix.

    But I suppose that's a bit too harsh. So I can reduce ignite debuff to 10 sec, but then instead of ATK and MATK +100%, it's only wATK +100%.
     
  16. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    it still kills you in 1 hit. auto-revita can't keep up with ignite.
    also, the phoenix is supposed to be immortal. i find it quite contradictory to kill yourself by using phoenix powers.
     
  17. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    Wait, if that is the case....hmmmm.....
    What if, if you die when Pheonix is summoned, then waiting time to revive is reduced by 75%?
    The fact is I wanted to include the 'fire' aspect a bit, and giving an incentive to quickly finish the match will help 'Summon Phoenix' not be OP.
     
  18. ẜἸoωer

    ẜἸoωer Well-Known Member

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    What does the Phoenix do, is it like a Decoy but does massive damage per hit? Also wouldn't decoys/famillias/etc. disappear if the caster is dead?

    From what I understood in the original post, the Brawler itself gets the Phoenix aspect. If the skill was like that, why not give it a buff that allows it to revive immediately while buff is active?

    Let's say the Summon Phoenix gets the buffs and also ignite buff (10 seconds max?) , if the player dies while the buff is active, the brawler instantly revives like the Phoenix rising from the ashes. The brawler restarts with its last mp still intact. And the skill itself has a cooldown of maybe 20-30 seconds(?). Phoenix Rising could be a good name of it, I think?
     
  19. Sicarian

    Sicarian Active Member

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    I think a major problem with current knuckle skills is that they were designed heavily around interrupting boss movements. But interrupting boss attacks often ends up making bosses more difficult by not only triggering powerful counterattacks, but also messing with their attack pattern.

    I would like to see a new skill come out where brawlers are, at the very least, not punished for interrupting boss attacks.
     
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  20. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    Summon phoenix was supposed to only increase Motion speed and both Kinds of pierce at First, both by 50%, but then I realised that It's ATK is already too low that the extra pierce doesn't help much when the boss has more Health than on easier modes.
    Then I added ATK and MATK x 2.
    But again, It seemed like lot of a buff, so I added ignite debuff because A phoenix is on fire. But ignite is too harmful, because this effect lasts as long as Annihilator.

    But now I think I know what to do. First,
    On first cast, it gives a 3 sec ignite, then goes away. Second, if you die, you can revive instantly, but the remaining time of the Pheonix effect halves.
    However, since you're exerting yourself, you receive fatigue(5 sec) after the effect is over.
    I'll change the original post, so please check it again.
     

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