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Daggers

Discussion in 'Secondary Trees' started by CecilVII, Jul 25, 2015.

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  1. CecilVII

    CecilVII Member

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    This weapon would be number 1 in my book if it was a primary weapon. I made a test character to try it but only maxed the first attack skill. Not sure what the other skills did. But i did like the throw skill which used no mp. If anyone has tried the next few skills I'd like some feedback on how they were.
     
  2. Magrok

    Magrok Member

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    I tested the bottom two skills that add extra attacks and greater damage and chance fornthose to occur. I tested with my brawler setup which also maxed Aggravate for more spam. The dagger skills sadly add almost no damage to the mix. On average, the extra dagger attacks only hit for 6-14. It is really fun to watch, though! I also evaded a lot.
     
  3. CecilVII

    CecilVII Member

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    So daggers play more of a roll for brawlers huh? I would go more into it but i dont wanna spend 25 bucks for skill resets. Might make another new chatacter to teat out its full skill tree since i deleted that test. Ill have my results on the weekend.
     
  4. Nedai

    Nedai Well-Known Member

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    I tried the brawler combo set up as well and I noticed that my mp bar increases faster. I'm not 100% sure but do you think the additional damage counts as a hit/ATK mana recover possibly?
     
  5. Magrok

    Magrok Member

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    I also noticed this. I believe it does count towards mana recovery. I suppose it could be useful for spam builds. I would need to test a bit more.
     
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  6. Exist

    Exist Active Member

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    Maybe daggers in sub slot for brawlers help evasion too? I will test today
     
  7. Argo

    Argo Well-Known Member

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    If anyone could confirm that would be great.
    If it really has mp recovery, it would actually be usable.
     
  8. Kanameru

    Kanameru Well-Known Member

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    Judakou has an MP Recovery thread that confirms it has no effect, apparently. If someone wants to double check, I guess?
     
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  9. hyko

    hyko Active Member

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    Can 1h war use daggers for their effects?
    Edit: yres they can!
     
    Last edited: Aug 13, 2015
  10. makOi

    makOi Elite Member Elite Member

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    btw volg xtal can increase dagger skills right? coz its a range skill?
     
  11. TheShadow

    TheShadow Well-Known Member

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    Dagger Skill Tree Level 1

    Throw Dagger - weak ranged skill, 100 mp cost, but 0 mp when maxed
    Hidden Arm - chance to add Dagger Sub-Weapon ATK Value to each hit of Regular Attack Damage, if using Knuckles, damage will split into 2 hits when Aggravate activates

    Dagger Skill Tree Level 2

    Spike Dart - ranged skill, chance to inflict Slow, and does damage, number of hits increase with skill level (6 at max), 100 mp cost, Throw Dagger Level 5 required
    Poison Knife - ranged skill, chance to inflict Poison and does damage, 200mp cost, Throw Dagger Level 5 required
    Intense Knife - increases activation rate of Hidden Arm (and damage? not sure yet), Hidden Arm Level 5 required

    Dagger Skill Tree Level 3

    Gatling Knife - ranged skill, number of hits and damage increase with skill level (8 at max), 300 mp cost, Spike Dart Level 5 required,
    Double Stab - chance to perform 2 evasion attacks instead of 1 (when holding daggers, if u evade,not dodge, the opponent, will take damage), Poison Knife Level 5 required

    Some More Information

    Like I said earlier, when evading while holding daggers, an evasion attack will happen. Also, if u look at moment during evasion, the evading player will move around the enemy, unless the player is holding a dagger. If holding a dagger, the play will evade by jumping back quickly, which is good for chaining a ranged attack after the evasion.

    And also just for clarification, Dagger Damage is based on ATK and counts as Physical Ranged Damage:

    Example#1 - If you use knuckles as a main weapon, then DEX and AGI will contribute to Dagger Damage
    Example#2 - If you use a staff as a main weapon, then INT will contribute to Dagger Damage
    Example#3 - If you use a bow gun as a main weapon, then DEX will contribute to Dagger Damage
    Example#4 - If you use a one handed sword as a main weapon, then DEX and STR will contribute to Dagger Damage
    Example#5 - If you use bare fists (unarmed like a boss XD) as a main weapon, then STR will contribute to Dagger Damage


    Also it is possible to for a 4 hit combo using dagger skill at a cost of 100 mp:

    Spike Dart> Throw Dagger (Swift)> Poison Knife (Consecutive)> Gatling Knife (Consecutive)

    Note 2 things:

    1) Combo cannot be start with Throw Dagger, since combos cannot begin with skills that have or have the potential to have 0 mp cost

    2) Gatling Knife's skill animation time is a bit more lengthy than players would like, so removing it from the combo may kept players from saying "I died while casting"

    The way I am trying to build my daggers character is to rely on CRT for damage, and have AGI and Evasion to avoid getting hit.

    Things I Want to Know

    1) CRT Mechanics

    2) Poison Mechanics

    In Iruna Online, this game's predecessor, this is the info on CRT...

    • 3 CRT = 1% Critical Rate
    • Base Critical Rate starts at 5%
    • Max CRT is 256 (is also the cap for all stats points; STR, INT, VIT, etc...)
    • Critical Rate Cap is 95%
    • Critical Damage = ((ATK + Weapon ATK Value + Attacking Player's Level - Enemy Level - Enemy DEF + Random Number from 0 to ((Weapon ATK Value -1)/5)) × (1 + Elemental Advantage or Disadvantage) + Melee Damage) × (1.5 + CRT ÷ 200) × (1+ Critical Damage from Equips + Crystas)* + Melee Damage**

    *Critical Damage Multiplier = (1.5 + CRT ÷ 200) × (1+ Critical Damage from Equips + Crystas)
    **Melee Damage is Base Damage from Regular Attack or Skill

    ...and this is the info on poison...

    • Poison Damage from a Poison Inflicting Skill = ((Skill User's INT + Skill User's DEX) × Skill Level of poisoning skill ×2) - poisoned target's VIT
    • does not last forever (I don't know the affliction time, or how often damage is inflicted)

    ...but, like I said, these are Iruna's mechanics not Toram's...
     
    Last edited: Sep 9, 2015
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  12. TheShadow

    TheShadow Well-Known Member

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  13. makOi

    makOi Elite Member Elite Member

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    Btw i havent tried getting poison dagger. May i ask how much dmge it can do at lvl10 smited? Also the poison effect how many ticks/damge?
     
  14. TheShadow

    TheShadow Well-Known Member

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    I can't really do that...cause if you look at my build I don't have the build made to test that (my build going for the evade approach, not like the one that does 1k+ per hit of gatling knife), and also like I said, i don't know for sure how poison works, tho I don't think it's made for high damage characters. All I know is I may have to remain a crit, dex, agi build instead of changing to an agi, crit, build so that I can maintain poison damage.
     
  15. kelden13

    kelden13 Well-Known Member

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    I will be building a pure INT test to try and get max poison dmg, and so I can also rely on my mage skills... hopefully, I will have some awesome combos, haha
     
  16. h0tcak3s

    h0tcak3s i want a pet beluga

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    i personally dont think dagger skills rely on any specific stat o.o
    correct me if im wrong tho. but yea dagger is pretty awesome!! just wished the atks were more stable
     
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  17. Alycia

    Alycia What did I miss? Elite Member

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    Awesome?
    That word's an understatement.
    Using dagger skills on a gunner I can pump out damage twice as fast as a normal gunner with auto attack.
    Throwing Knife (lvl 10)>Auto attack
    The animation for Throwing overlaps the auto attack charge time so by the time the animation ends I already have an auto attack ready.
    But there is a downside to this. You will be constantly tapping the Throwing Dagger skill after every auto attack so I recommend setting a shortcut for it outside the skill menu (The 4 buttons).
    Oh wait...I spoke too soon about it being a downside. Break tapping practice XD.
     
    Last edited: Oct 30, 2015
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  18. kelden13

    kelden13 Well-Known Member

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    Is there any updated info about the poison effect... the reason I went with INT was for the mages farming abilities and recharge, but also to hopefully develop some big poison dmg... BTW, I need to decide equips, and I need help with some of that... I am thinking either spy talisman or magic talisman II, slotted... I figure int boosting pc armor, and either a magic or a storm dagger... for my additional I will be using prolly a nun hat, npc version with slot... however, I need to know what staffs might be best for melee atks and which might improve cast speed for example
     
  19. h0tcak3s

    h0tcak3s i want a pet beluga

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    hi there! i will try to make a thread about that if it helps you. but i wont promise it will come soon XD
    dont hope too much on the daggers as the atks are not stable at all as it fluctuates a whole lot. for equips, i would suggest magic talis over spy. and for staff, i cannot recall any melee staffs other than the morning star but it nerfs your matk, the only melee gear would be the magic device, vita cores.

    edit : i think the purpose of daggers are not to inflict high ATK but just for the status ailments such as poison and slow
     
  20. kelden13

    kelden13 Well-Known Member

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    OK, ty, and the status effects are my main reason for the dagger btw... ty for the help, and I might use 2 staffs, a rock staff for forestia+other high dodge mobs and a morning star for other mobs
     
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