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Combo System Guide

Discussion in 'Toram Online Game Guides' started by KlNG, Apr 24, 2021.

  1. KlNG

    KlNG Well-Known Member

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    Hello dear players, I have finally finished my guide to combos and how all combo tags work. Therefore, I present it for your review. I was prompted to create a detailed guide by the lack of those on the Internet. It was really very difficult to find and translate into your own language for full understanding. Hope this guide helps you! Write your thoughts and suggestions in this thread - everyone will be glad!;)


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    Introduction
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    Combo (short for combination - combination) is a term used in computer games to refer to a certain sequence of actions, usually performed with strict time limits and bringing a significant benefit or advantage to the player.
    The origin of the term is due to fighting games - a genre in which this word denotes a combination of blows.
    Over time, the use of the term has spread to numerous genres of computer games, from puzzles to sports simulations.
    Combo can be an integral element of game mechanics, or, while not being necessary for victory or survival, it can be just one of the ways to gain more points, or to strengthen the attack. In fighting games, the word combo means a sequence of moves performed one after another in a limited time interval. which lead to the player's character performing a combination of blows.
    For a successful combo, you need to hit the first hit on the enemy.
    This blow is followed by a series of other blows, each of which does not give or practically does not give the opponent the opportunity to close or parry the next blow in a pin.
    Depending on the characteristics of the game, the combo can have a finishing blow, sometimes stronger than all previous ones, or be endless, limited only by the player's skill, patience or dexterity.
    In some cases, the damage from each subsequent combo hit is multiplied by a coefficient that decreases with each hit, less than one, so that a hit in a bundle inflicts less damage than the same hit performed separately. This is done to improve the balance of the game and is used, for example, in the games The Last Blade from SNK or in the Guilty Gear series from Arc System Works.


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    Combo setup
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    In order to unlock combos in Toram Online you need to learn 10 different skills, after which you will receive a new achievement "Combine the skills" and the ability to create combos.
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    In the section: Menu → Character → Skills → Combo there will be access to the combo settings and 2 combo points CP (Combo Point). You can use these 2 CPs to create a small combo of 2 skills. In order to be able to create big combos you need to get more CP, in order to get more CP, you need to increase the level of your combo. Then you can create larger combos. In order to increase the combo level, create a small combo of 2 skills and use it constantly, the combo level directly depends on the number (times) of combo applications.
    Please note: the combo level will increase only after full activation. If the combo was interrupted during its activation, you will not gain experience for using the combo, and the combo level will remain unchanged.
    In order for the combo to work during the battle, you need to activate it. To do this, you need to switch the toggle switch to ON → select the first skill → the second, etc. (you can stop at 2 skills) In addition, Toram allows you to add effects (combo tags) to the combo chain. Combo tags can reduce MP cost, speed up skill animations, increase damage, etc. When adding the first skill to a combo, already on the second it will be possible to set a special effect for the combo (click on the red cross). The selected special effect will consume 1 CP.
     
    Last edited: Apr 24, 2021
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  2. KlNG

    KlNG Well-Known Member

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    ︾︾︾︾︾︾︾︾︾︾︾︾︾︾︾︾︾︾︾︾
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    Combo tags
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    Decreases the cost of a skill in MP depending on its order in a combo. Reduces the damage done (if the skill does any damage) in the same way. Formula for MP reduction: initial skill cost (MP) - (skill-order-1) * 100. Damage reduction formula: initial_damage * [1 - (order_of - 1) * 0.1]. This means the following: If the second skill in the combo has the Consecutive tag, its total MP cost will be 100 MP less, and its damage will be reduced by 10%; If this tag is set to the third skill in a row, its cost will be reduced by 200MP, and its damage will be reduced by 20%, etc. etc.
    Keep in mind that the MP cost cannot go below 0.
    The combo (for dealing damage) using the Consecutive tag has a major drawback when it comes to the Weaken debuff, which increases the MP cost of all skills by one. This can cause your consecutive damage combo to basically eat up all of your MP.
    Usage Tips: The Consecutive combo tag will be useful for classes with short skill animation times such as blade, martial, shot & dual sword.
    !Attention! On 10/20/2020, the maintenance of the game was completed, the result of which was a rebalas of skills and adjustment of the work of combo tags. The Consecutive tag now reduces the damage of the skills on which it is set less severely.
    The information presented above is still relevant now due to the same unchanged working mechanism, however, over time, this information will be adjusted.

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    Increases the damage of a skill by 50%, reduces the damage of the next skill by 50%. The name speaks for itself. Typically this tag is used to get an extreme damage bonus to existing high damage skills. Best used for high damage skills from tier 4 branches: Blade, Shot, Magic, Dual Sword, Crusher, Halberd. Basically, almost all skill trees need a Smite tag in one way or another, and this is useful to compensate for the damage reduction caused by the Save tag.
    If the skill with the Smite tag is the last one in the combo, its MP cost will be doubled.
    Usage Tips: Use it on your main damaging skills to dramatically increase your damage output. Do not put the skill with this tag at the end of the combo.

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    This tag reduces the cost of the skill in MP to 0 and adds the original amount to the "MP supply". NOTE: Reserved MP must be used before the end of the combo. For example: Magic Arrows> Meteor Strike (Save) [RESERVE MP = 300]> Magic Lances (Mind's Eye) [COST: -RESERVE MP = 0] Remaining MP Supply = 0 MP Cost: 1 Each next skill that requires MP to cast , will use MP from this supply before using your real MP. However, if there is still MP in the "stock" when the last skill of the combo is activated, the MP cost of the last skill is increased by the remaining amount.
    This tag also reduces damage by 80% for the skill itself and the next skills in the combo. This damage reduction is 20% for each of the following skills that do not have a Save tag attached. Adding another Save tag increases the damage reduction by 80%.
    Detailed scheme of the tag operation:
    ______________________________________ Opener-- 100% Damage
    Save - 100% - 80% = 20% Damage
    Skill 3 - 100% - 60% = 40% Damage
    Skill 4 - 100% - 40% = 60% Damage
    Skill 5 - 100% - 20% = 80% Damage
    Skill 6-- 100% DamageDouble Save tag: Opener-- 100% Damage
    Save - 100% - 80% = 20% Damage
    Save-- 100% - 60% - 80% = 10% Damage (lowest cap = 10%)
    Skill 4 - 100% - 40% - 60% = 10% Damage
    Skill 5 - 100% - 20% - 40% = 40% Damage
    Skill 6 - 100% - 20% = 80% Damage
    Skill 7-- 100% Damage
    _______________________________________
    Usage Tips: Use it whenever you want to use a damaging skill that requires too much MP to activate. Set it to a skill that doesn't deal a lot of damage, but requires a lot of MP to use. Impact is another good alternative to the Save tag, as this skill halves the cost of your next skill, but allows you to deal with the 60% damage reduction. Try to keep skills with the Save tag and damaging skills at good range in combo to minimize damage reduction.

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    The Mind's Eye tag prevents a skill from activating in a combo whenever the mob / boss has resistance to ailment caused by this skill, completing the combo.
    This usually happens when the mob / boss is already afflicted, as it gains resistance to it for a short time. Tips for use: The tag itself is not very useful in combos, however halberdiers / spearmen can use combos with this tag, since the damage from The Strike Stab skill builds on the affliction imposed on the opponent, while unleashing its full potential: with this tag, you can place the afflicting skill after Strike Stab.
    This will reduce the combo and be more beneficial if the ailment persists.
    !Attention! On 10/20/2020, the maintenance of the game was completed, the result of which was a rebalas of skills and adjustment of the work of combo tags. Skills with the Mind's Eye tag now have a guaranteed Hit chance (at least Graze).


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    This tag allows you to use some of your HP if you don't have enough MP to use the skill. For each strip of MP (100 MP) that is not enough to use a skill, 10% of your maximum HP is used as a replacement, the skill's damage is reduced by 10%. If you don't have enough HP, a "not enough MP" warning will appear as usual and the combo will suddenly end. Usage Tips: Only use it if you feel comfortable with your HP and the skill itself doesn't cost too much MP, but you want it always available. If you ask me, don't use it at all; The HP cost can be very high, so using this tag in a combo is not recommended.
    !Attention! On 10/20/2020, the maintenance of the game was completed, the result of which was a rebalas of skills and adjustment of the work of combo tags. The damage reduction for skills using the Tenacity tag has now been removed.


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    This tag increases the motion speed of combo skills by 50%.
    This means that the animation of a skill in a combo with the Swift tag is accelerated.
    This buff does not stack with other Motion speed buffs such as Trigger Slash. Usage Tips: Use skills with long animation and avoid using this skill after Trigger Slash.
    Counteracts ailment Freeze, and so it's always a good idea to have a combo with this tag just in case you can't recover from ailment quickly.

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    It is activated and gives the effect of immunity to enemy damage or "invincibility" with a percentage probability of equal position of the skill with the given tag in the combo.
    View attachment 57284
    A visual representation of the dependence of the chance of activating a tag on the position of a skill with a given tag in a combo.
    100% activation of the tag occurs only after the 5th skill from the starting point.
    However, even if you set several Invinsible tags, only the first one will be activated with a certain probability. The "invincible" effect time is about 2 seconds.
    In addition, the skill itself with the Invisible tag does not become invulnerable. After the completion of the activation of the skill with this tag, it only activates the "invincibility effect" (2s).
    For example, in the case of impact → storm, invincibility activates not storm, but impact.


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    Reduces damage taken by 30% while the skill with this tag and the next skill used in the combo are active. But if the next skill is with the same tag, then the activation of damage reduction is not saved.


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    When activated, a skill with this tag deals critical damage with a normal attack (only once) on a monster. A skill with the Reflection tag can not only reflect damage, it can also reduce the cost (MP) of the next skill in the combo. does not deal damage during activation, the tag reduces the MP consumption of the next skill in a combo by 100 MP. Even if you swap the tags and try not to get attacked by the monster, the tag will reduce the combo cost (in MP) by 100MP.


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    Recovers your HP in the amount of (CC - 1)% of the damage dealt.
    Applies the "Spirit" buff for 10 seconds. While the buff is active, all bloodsucker stacks are converted to Spirit. Spirit consumes (10 - CC)% maxHP to increase damage dealt by (10 + CC)%
    * CC = Combo Count
    combo opening (the skill that starts the combo) = CC1, 1st skill in the combo = CC2, etc.
     
    Last edited: Apr 24, 2021
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  3. KlNG

    KlNG Well-Known Member

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  4. KlNG

    KlNG Well-Known Member

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  5. Vuler

    Vuler Well-Known Member

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    This deserves way more attention. Thanks for the detailed guide!
     
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  6. Wallacexwav

    Wallacexwav New Member

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    in this part: initial skill cost (MP) - (skill-order-1) * 10. Could you give me an example with calculations?
     
  7. Sente Nelson

    Sente Nelson Well-Known Member

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    Did they change Smite in a previous update? I saw a Youtube video showing how Smite no longer increased damage by 50%, but by 10%*CC. And I've noticed that my Finale spam is a lot weaker than it used to be ):
     
  8. Red_Fox

    Red_Fox Master of the Ninja Kittens Super Likable Elite Member Epic Member

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    they did, then they un-did the change because players complained. (when did they ever change stuff people complained about?)

    another adjustment is announced for this year. it was labelled as "currently pending", which implies that the content is already finished and just not released yet.
     
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  9. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    They listen to Japanese players - apparently there's an official way of complaining to Asobimo in Japanese?
     
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