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Dual Sword Simplified 101: Basic Stats, Skills, Mechanics, and Playstyles [Updated 6/8/22]

Discussion in 'Dual Wield' started by Hiame, Feb 10, 2020.

?

Was this simple enough to understand? :D

  1. NO :<

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  2. Yes! Simple, easy, and informative! :D

    31 vote(s)
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  3. <3 Anywyas we hope you have a swell day/evening/afternoon

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  4. You too Hiame!

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Multiple votes are allowed.
  1. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    Mellow Mellow! Lots of reading ahead but I promise you it'll be informative and a quick refresher for new and old players!
    [​IMG]
    D I S C L A I M E R

    I'm just making this cause there hasn't really been updated info for Dual Wield that was in-depth like If you have questions regards specific formulas and numbers we will answer them if able. This guide is just a simple general idea breakdown of the current skills and playstyles you can do within the current 200+ caps.
    > Numbers being used may not be exact and are just being used for easy understanding. <

    Stats for Dual Sword are Str, Dex, and Agil
    • Dex
      > Raises main-hand by +2
      > Increases hit/accuracy
      > Raises main-hand stability
      > Contributes to certain Dual Sword Skills/Formulas
      > Affects Blade Skills
    • Agil
      > Raises sub-hand by +2
      > Increases flee/dodge and aspd
      > Increases crit dmg
      > Raises sub-hand stability
      > Massively contributes to Dual Sword Skills/Formulas
      > Affects Dual Sword Skills
    • Str
      > Raises main-hand and sub-hand by +1
      > Increases crit dmg
      > Decently contributes to Dual Sword Skills/Formulas
      > Affects Blade Skills and Dual Sword Skills
    What makes Dual Sword unique?

    • Unique Auto Attack animation
      > Unlike other classes Dual Swords auto attack dmg is derived from both main and sub hand attacks.
      > Auto Attack animation is cancelable through the skills and timing. ( I.E trigger slash cancel, spin slash, shukuchi, rampage cancel if ASPD is high enough)
      > First attack/drawing of swords is considered to be unsheathed alongside the evasion attack if you don't move after the evasion and you let the auto-attack happen on its on.
    • Double AMPR!!! :D Can't be bothered to MP charge and Decoy lol lol nothing wrong with Decoy tho just be smart with it.
      > Dual sword has doubled the AMPR, Attack MP Recovery.
      > Increased base AMPR, AMPR from MP or the stat AMPR is also doubled.
      - Non DW 100MP = 1AMPR for DW 100MP= 2AMPR
      - Non DW 5AMPR for DW 5 AMPR = 10 AMPR
    • SUBHAND STABILITY!!!!!!
      Sub Weapon ATK = Attack value of subhand sword * (1 + Weapon ATK%/100 + refine of weapon²/200) + refine of weapon + flat Weapon ATK
      Sub ATK = (player's level + Sub Weapon ATK + STR + (AGI * 3)) * ATK% + flat ATK
      Sub Base Damage = (Sub ATK + player's level - mob's level) * (100 - mob's Physical Resistance)/100
      Subhand Stability = subhand sword's Stability/2 + STR * 0.06 + AGI * 0.04 + Stability% from Swords
      Dual Swords Skill Base Damage = (Main ATK + (Sub ATK * Subhand Stability) + player's level - mob's level) * (100 - mob's Physical Resistance)/100
      (Formulas are subject to change anytime but for now this is the most creditable and reliable formulas we have publicly)

      > Dual Sword/Dual Wield has a unique formula that essentially no other class has as of yet.
      > Subhand stability greatly affects Dual Sword Skills and your overall dmg.
      > You can increase your sub hand stability through adding AGIL and STR.
      > Adding stability on a player craft 1H will not affect your sub-hand regardless if you're using it in the sub-weapon slot.
      > Stability gained from avatars, xtal (i.e Venena, Great Witch of Crow), equipment ( i.e York/Heaven Pendant, Party Glasses) is added to both main and sub-hand stability.
      - If a 1H is using a stability xtal, i.e Marchitar, that stability is only applied to the main-hand. Even if that 1H is in the sub-weapon slot, it'll contribute nothing. Weapon's refinement (I.E +C/+S etc), stability (I.E Phyto Blade 90% stability/Little Empress Sword 75% Stability) and element are the only stats/things that apply.
    Dual Sword Skills

    • Passives / Highly Advised to Max All Passives

      [Dual Sword Mastery] Allows a One-Handed Sword user to equip a One-Handed Sword on their sub-weapon slot, making them a Dual Swords; the sub-weapon slot sword has all its stats negated, except for its element.
      > It comes with a few negatives (-Accuracy Rate and -Critical Rate) but lessens as you level it up.

      [Dual Sword Control] Reduces Dual Sword Mastery disadvantages
      > At max level you not only dissolve the negative Accuracy Rate and Critical Rate you gain a bit more.

      [Godspeed] Increases AGIL and Unsheathe Attacks such as First Attack, Evasion Attacks, and skills categorized as unsheathe.
      > Godspeed essentially gives you free AGIL points and can only be seen via your stats ( I.E atk and aspd). At max level gives you +15 Agil and +25% Unsheathe Attack. +15% Unsheathe Attack for non Dual Sword/Wield

    • AOE skills

      [Charging Slash] Charge toward the target using two swords and deal damage to the enemies in a straight line. Categorized as an Unsheath Attack.
      > Your quick dmg and flee skill. Depending on your equipment this skill can be anywhere from low/mid (90k-200k) to mid-high (150k-300k+) dmg. Want to make the most of this skill stack on SRD and Unsheate gears/xtals. To my knowledge, this skill is still affected by LRD/SRD etc.
      For newcomers and low levels, this skill will mostly be used as a utility for a quick escape.

      [Spin Slash] Generate a whirlwind knocking back enemies and dealing damage. Chance to inflict [Blind]
      > Wind Element
      > Most people underestimate this skill due to the low dmg it does. This skill procs as magic and can allow AAC (Auto Attack Cancel). Don't plan to use it much? Level 5 is enough.
      > Good utility for any level. DMG will be mediocre compared to other skills but can be used in double smite combos for high dmg ;D. It does wonders
      You can use it farm mobs and mats at low levels but a mage would be best.
      > Aside from proc as Magic, the inital hit and the ticks following is what makes the dmg on this skill very good.

    • DPS/High Dmg/Situational skills
      - These skills are the skills that can do the most dmg for Dual Sword/Dual Wield. They all have different situations they shine best in.

      [Twin Slash] Slash the target with the swords. Skills' crit dmg increases as you level it up.
      > Your early game burst DPS skill. Low-cost of MP and quick execution. This skill will be your first real DPS skill if you're new to the game and haven't unlocked higher tier skills. Combo this with Spin Slash > TS (Twin Slash) smite > ender of any sort and you got yourself a good combo.
      There are other combos you can do this but this guide is for newcomers specifically to the game and class.
      > Nearing endgame/higher caps this skill will still be good but will be replaced with higher tier/dmg skills.

      [Charging Slash]
      > Similar to Twin Slash but has certain things you need to do to get the most out of this skill. Stack up on unsheathe and some SRD you'll get a decent amount of dmg. You're mid-game DPS skill.
      > Quick high dmg and Escape.

      [Phantom Slash] Slash a target with lightning speed. Dual Element (One-Handed Sword) Become invincible mode while in action and able to cancel the mode by moving the character. Chance to kill weak monsters except for bosses. Chance to inflict "Freeze" on the target.
      > Dark Element
      > Your mid/late game DPS skill. Attack 6 times (12 counting your sub-hand) while being in an iframe that can be canceled out of with movement.
      > This is your burst down and defensive skill. You can spam multiple Phantom Slashes through movement cancel and AAC to prorate.
      > Late game/170+ bosses the dmg won't be as good but the invincibility frames make it a good utility skill. I-Frames is associated with the animation of the skill itself, as soon as you move out/cancel the animation your iframes is gone.
      > Faster aspd/motion speed will make the skill faster but also lessen how long the I-frames last.
      > Edit 7/28/2020 Phantom Slash is back to its original state. Long Range/Short Range stats apply. Once you move/cancel the I-frames it returns back to a placed skill.

      [Storm Reaper] Throw swords at a target and flip back quickly. The damage of the next close-ranged attack greatly increases. Invincible while jumping back.
      > This is Phantom and Charging Slash's child. For older players, this skill is similar to the original Phantom Slash.
      > Categorized as Unsheathed
      > One of the few Dual Sword skills that incorporate Dex into its formula.
      > Has a slow cast time if your ASPD is under 4.2k, but has a long I-frame similar to Phantom Slash. I-Frames last as long as the skill animations persist.
      > To get the most out of this skill have some unsheathe gears and a high ASPD. Think of it as a Phantom Slash that deals more dmg but has longer I-frames and less utility potential.
      > This skill is affected by long-range mastery passive. Not from LRD stat.

      [Shining Cross] A pair of light blades slashes. Dual Element (One-Handed Sword) Deal more damage as the distance is closer. Restore MP with Critical Hit. Grants a buff to restore HP, the amount is increased as the distance is farther.
      > Say Hello To Twin Slash's Big Bad Momma!!! 6MP cost technically 5/4MP due to MP is gained by if the skill crits. Slow cast time but deal high dmg. This skill will be your late/end game DPS unless they decide to implement new skills lol.
      > Light Element
      > One of the few DW Skills that incorporates all three Stats ( Dex, Str, Agil) as part of its formula.
      > To compensate for the slow cast time and high MP cost, it's highly advised to have high ASPD 4.2k+ will have the most beneficial results. OH and AMPR ;D apply this with Decoy smartly you got yourself unlimited MP and a literal Damage Per Second skill with how fast you can cast it.
      > Benefits from SRD/LRD

      [Aerial Cut] A sword technique released without deploying Spinning Slash. Dual Element with (One-Handed Sword). While deploying Spinning Slash, press the button to move forward and the powerful additional attacks will be unleashed.
      MP Cost: 100
      Damage Type: Physical
      Element: Wind, but has the Dual Element attribute (gets an extra element from subhand sword)
      Base Skill Multiplier (Main Hits): 2.15 + Spinning Slash’s Level * 0.085 + Floor(DEX/10)% * Skill Level
      Base Skill Constant (Main Hits): 50 + Spinning Slash’s Level * 5
      Main Hit Count: 3 Hits; damage calculation is done once then spread evenly between the hits
      Base Skill Multiplier (Additional Hit): 5 + Skill Level + BaseSTR/100
      Base Skill Constant (Additional Hits): 10 * Skill Level
      Additional Hit Count: 1 Hit
      Maximum Cast Range: 12m
      Main Hits Ailment: Blind


    • Utility/Defense and Buff Skills
      [Shadow Step] Quickly move behind a target's back. Enhance Attack MP Recovery until the use of another skill. Increase the Critical Rate of the next skill attack once.
      > A manual evasion skill to get behind an opponent.
      >
      4m (level 1);
      5m (levels 2 and 3);
      6m (levels 4 and 5);
      7m (levels 6 and 7);
      8m (levels 8 and 9);
      12m (level 10)
      > Ampr Gain = Skill level. At max level (10) you gain 20 ampr ( all sources of AMPR is doubled for Dual Sword. 10 AMPR = 20 AMPR) until the use of the next skill.

      [Cross Parry] Parry a target's attack and push the target away. Reduce Physical/Magic damage while the skill is in action
      > If there was a skill that was similar to Perfect Defense this is the one. Physical/Magic damage is reduced and you gain an atk and aspd buff.
      >
      +10% (level 1)/
      +13% (level 2)/
      +17% (level 3)/
      +22% (level 4)/
      +28% (level 5)/
      +36% (level 6)/
      +45% (level 7)/
      +57% (level 8)/
      +72% (level 9)/
      +90% (level 10)
      > Personally I'd just max this skill. You get a free 90% dmg reduction at the cost of 1MP and get atk/aspd buff. Nothing to lose here.
      > The dmg reduction is applied through the whole animation. Atk/Aspd Buff is 30 seconds
      > Your only real Defense skill aside from I-Frames from Phantom/Storm Reaper

      [Saber Aura] The blades emit a divine light. Increase various stats and movement speed. Continuously use HP while the effect is active. The effect ends when you become unable to use HP.
      > This skill is basically your desperation buff. I wouldn't use this unless you're in a party to maximize the dmg output you gain from the skill.
      > You gain stacks per second on how long the skill is used. Roughly 10 seconds. There's no point in trying to keep your HP recovered as the skill derives HP drain from your total HP.
      > Stack gains quickly as the skill level increases.
      > Atk/ASPD/Crate/AMPR is increased.
      > Good suicide skill to have but also prevents death/1 HIT KO once.
      > Will you be using this often? Not really there are other skills that can do something similar to the buff and lasts longer without the heavy HP drainage. I.E Regretless.

      [Flash Blast] Enhance Unsheathe Power for a short period of time and add a powerful counter when Evasion. happens It can also be activated when using Shadowstep ( Shadow Step is basically a manual evasion).
      > Wind Element
      > Raises Weapon Atack for the main hand only, and increases unsheathe dmg for 20 seconds.
      > Weapon ATK +25% buff applied only with dual sword only. Buff is the same on all levels.
      > Mm the dmg from the skill itself isn't bad it's more like an added bonus. Personally, I use the skill to increase my dmg a little bit and to just look flashy.
      > While active it can be manually used like shadowstep during a manual evasion.

      [Reflex] Increases Evasion Rate for a short time. Decreases DEF and MDEF A LOT.
      > Max evasion gained from this skill is 30%, I'd advise going an Str/Dex > Agil to trigger evasion the most.
      >
      DEF -(100 - Skill Level)%; MDEF -(100 - Skill Level)%
      > This skill is mostly used as a combo filler lol. Just helps cool down somewhat for manual evasion.
      ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
      If you have questions feel free to ask! I will only answer with my own knowledge and if I'm unsure I will not reply :3
      This will be updated occasionally here and there
      Skill formulas can be found here https://toramonline.com/index.php?threads/skill-tree-list-lvl-180-cap-salvaged.45857/
      Be warned they're a bit outdated and due to security updates it is nearly impossible to gain current info on skills.
      For this Forum specifically, there aren't any active data miners to pull out the current formulas.
     
    Last edited: Jan 7, 2023
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  2. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    Stat Allocations
    - We will be listing the most used stats
    - This is just a small breakdown of common/uncommon used stat allocations
    - STR/AGIL IS the most optimal but it's not the only option you're limited to.
    - Update March/April 2022 Agil reworked now gives crit dmg. STR/AGIl is still the best to stat build.
    - More to come later on


    [AGIL/STR and vice versa]
    This stat build not only is the optimal but also the MOST COMMONLY USED STAT BUILD. Why? It is due to the fact these two stats contribute the most for both DW skills, main and sub-hand stability, and overall dmg. Investing in either or won't make much of a difference it's just personal preference. If you prefer more dmg go for STR, like having a bit more motion speed go for AGIL. Another option you can play around with is having both 230+ and investing into VIT, this gives you more armor xtal options. I wouldn't invest in crit due to the statting caps for gears essentially give you around 70-80+ crate nowadays. Alongside this, you also have crit food so an easy 90-100+ critical rate. Not much else to say about this stat build it just gets the job done.

    > With the update of agil giving crit it's just personal preference in regards to sub hand stability+aspd.
    Str still gives a little more crit dmg than Agil/less investment.
    Personally, I'd just keep Agil/STR 3:1 ratio

    Playstyle of this? Just search YouTube there are plenty of them. Want the best/optimal stat choice this is your build.

    [DEX/STR]
    This stat build would seem bad for a pure DW build but if you have enough knowledge you can mix your playstyle up using DW skills and 1H skills. Most tend to forget that DW is an extension of 1h/2h/Blade Skills. While Dex may not play a major role in DW skills it does in Blade Skills. Investing into Buster Blade, Meteor, and Tempest would be wise. While for DW skills Storm Reaper and Shining Cross would be optimal due to Dex contributing to the skill formula. STR will be your balancer for your stability on both sub and main-hand. Your DW skill dmg may be on the lower side due to not having AGIL or high sub-hand stability but your cdmg will make up for it. Balance this out with AMPR and you got yourself some high dmg and prorating combos. Personally, I'd like to mess around with tempest+phantom, maybe do a Buster Blade > Shadow save > impact cons > storm reaper/SC smite > ender. You have more dmg options and 3 skills that help prorate your overall dmg (Tempest, Spin Slash, Impact).

    IIRC there was a certain old toram player who did do something like ehem @makOi . Search tempest+phantom builds to see what you can reference and go from there. Have fun with this :3
    You will be a bit slower but your dmg potential from different skills makes this allocation fun to see. SC impact+rampage/high aspd gets boring after awhile.

    [AGIL/STR/DEX]
    Tri-Statting~! My personal favorite! This build revolves around personal preference really on what you like and having knowledge of what each stat does. Balancing out your overall dmg and sub-hand stability is what makes this stat allocation hard. You may not get as high of dmg potential compared to STR/AGIL but it keeps up nonetheless.

    Need a reference for tri stat builds or seeing them in play? Check out the old OG AMPR DW freak @Cypherian videos.
    I myself personally use Tri-Stats so if you want to see more recent videos of a tri-stat build check out our channel.
    I'm sure there are others but none come to mind as of right now while editing.
    This stat allocation isn't really focused much on DPS but rather focuses on overall performance, be it optimizing AMPR 150+ ampr you never go back, having both main and subhand deal equal dmg. Sub-hand stability, this affects Dual Sword skill dmg greatly, will be on the lower end 66-70. As you get to higher levels this won't be much of an issue and I'd recommend Dex not going past 130-160 unless you plan to invest into more blade skills. AGIL/STR will be balancing stats. Invest more into STR for cdmg and stability for both main and subhand. AGIL for subhand stability and aspd.
    Either or will help just preference on what you want.

    tldr tri-stat = Do What You Want lol


    Playstyles

    HaHa Build People Go "I'm Orignal"
    In short, just find a build you find appealing fix it to your playstyle. At this point in the game there's really nothing original. Just minor branches and equipment changes. Playstyles differing from using pets/mercs/buffs, to party, to aggressive solos, to no dmg solos. As long as you're having fun with what you do don't care much else for whatever others say.

    We will not be adding playstyles due to not playing the game anymore.
    There are too many similar builds as is.
    Tho for those who are working on a support or tank dw I'd still find it that intriguing. Good luck to those who are endeavoring that kind of playstyle.
     
    Last edited: Apr 7, 2022
  3. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    3rd one for videos or extra space
    Auto Attack Canceling. Place Holder Might Move To 2nd post

    Outdated video in the sense rampage isn't being used.


    Auto-Attack Cancellation
    We will call it AAC for short.
    AAC is a game mechanic/bug ( if this was intentional or not it's never been taken out) that allows one to cancel an auto-attack animation through timed movement or through the usage of a skill.
    My explanation on why this happens when using skills such as spin slash, tempest, and phantom slash, not including trigger slash since Idk how to explain that with in-game terms or reasoning, is that the game takes the hits registered as DW's unique auto-attack set.
    I.E spin slash and tempest hit in tics of roughly 3/4 (numbers are being used as an example) similar to how DW's auto-attack set is 3 or 4. This in term allows you to move out of the animation.


    Auto-Attack Guard Cancellation

    THIS WAS A BUG.
    Patched and fixed.


    How is this useful?
    > Even though the animation is canceled the neutral proration from the auto-attack remains.
    > You still gain back MP/AMPR
    > Can help you move out of a tricky situation.
    > Your overall dmg is basically controlled by your observations of your proration. Try it out with a tanking party member let them hold aggro and just auto-attack. While you AAC and burst down with skill usage. It helps decently at parties but in the end... most just want to deal the most dmg so you'll mostly just end up prorating for the party rather than yourself.




    The Phantom Slash Regislet
    Only adds to multiplier not final dmg.
    Roughly 14% dmg increase at max level.
    Why is that? So the term damage is very misleading in this case. The 100% damage refer to 'base damage' and not your 'final damage'. Phantom slash has a multiplier of 7 at lv 10. The regislet adds +1 to the multiplier (aka you do 100% more base damage). This leads to a dmg increase of 8/7=~14.3%
    Credit to @Phoenix。


    ----------------------------------------------------------
    Video Archives / Old DW Videos



     
    Last edited: Aug 3, 2021
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  4. Cypherian

    Cypherian Dual Doggo! Bork bork! Super Likable Elite Member

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    Cyphery
    This reminds me of my old DW Guides. Good times, good times.

    Good job on the post.
     
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  5. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    upload_2020-2-11_1-31-32.png
    Totally just stole ya format, updated and added current skills. Main thing was just keep it simple and easy to understand with some slight opinion of my own while keeping it open ended and informative.
     
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  6. quangbinh

    quangbinh New Member

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    Do u know exactly the formula is applied for dual sword skill. Thanks
     
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  7. Jackal♧

    Jackal♧ Well-Known Member

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    I wanna know refine effects on sub-hand 1H
     
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  8. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    The exact formula is probably somewhere on Amino. From what I do remember AGIL, STR and the sub-hand stability play a major key factor in dual sword skills and the skill dmg. It's why most people go for either full str or full agil then rest agil or str/vice versa.

    Agil and Str are the optimal stat choices

    Hmm... it should be halved. I'm not entirely sure so don't take my words or knowledge at full length.
    Just know that for sub-hand best to always have an 80% stability or higher 1H sword. If you refine to +B it's enough +S well, it does amazing you won't want to go back to just +B.
     
  9. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    update.

    Added in Stat Allocations
    note - focusing on blade/dual stat allocations skills rather than test/intriguing for fun builds like agil/into or Vit/Agil/Res? I forgot the personal stat name lol
     
  10. kagezumi_Crown

    kagezumi_Crown Well-Known Member

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    does trigger slash give double ampr for DS?
     
  11. Zexxen

    Zexxen Well-Known Member

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    Yep, all ampr skills will be doubled except Rampage.
     
  12. kagezumi_Crown

    kagezumi_Crown Well-Known Member

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  13. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    updated flashblast/added in little detail referring to the wep atk buff
     
  14. kagezumi_Crown

    kagezumi_Crown Well-Known Member

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    ;_; does this mean we cant abuse manual evasion to flashblast for 0mp?
     
  15. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    There's still going to be a certain cool down for the manual evasion. Think of it similar to how shadowstep is used as manual doge/evasion.
    There are no exact details of how it's going to change really just my observations on what we've seen so far.
     
  16. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    NOTE

    May Or May Not Update This Since The New System Came Out
    We don't really play this often but if enough peeps enjoy this guide or wish for it to be updated or continued we will do so.
     
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  17. Mistery

    Mistery Active Member

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    Please update this one since its more completethan the other guide. Also Need info bout AAC, some sort of demo on how to do it. Also im digging some sort of info bout what xtal stats are priority, most people use lynx but isnt 3% stab is so small, why not just use tuscog? Also additionals are mostly 10% stab, does it really gve tons of benefit compared to additionals with atk and srd?
     
  18. Oreki025

    Oreki025 Well-Known Member

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    For AAC, it does take practice to get used one. Usually this can be done by putting an SWIFT tag in the last part of ur combo, ofcourse there are only specific skills this can be done to, here is the 3 i only know so far:
    -Trigger Slash
    -Spinning Slash
    -Shadowstep

    put them at the end of the combo (any combo will do), put swift tag, and ur set for AAC.
    how to do it? when you use your combo and finally execute the last one (Trigger, spinning, or even shadowstep), you will do an auto attack, when the 2ND hit of auto attack occurs, swiftly tilt ur trackpad (d-pad) on any direction you like, if you managely do it properly, the 1st auto attack will be cancel and you will proceed on ur 2nd action which can be auto attack again or this can be follow up with skills to if timed properly.
    The cancelled 1st auto attack WILL still do DMG, AMPR, and proration like ur normal attack with do BUT with more faster execution and an ready to execute skills or another auto attack on ur 2nd action. Just practice until you get used to it.

    for xtals, stab% is a really good for DW, why? if you just knew the DW DPS formula made by XIIIthGuy (Tome of DPS), you will see that getting stab% from gears will get to increase your sub-hand stability also, sub-hand stability act as your limiter to dmg gain in your subhand, if you put stab%, the limiter will be decrease thus u can gain more dmg from your subhand. There is still more to it, that is just a short version of it, so having stab% would be always be good for DW, raising your main stab% near 100%, also rising your sub-hand stab%, you will gain more benefits on it when u use it on DW class.
    so mithurna lynx is a really nice xtal for dw, 3% stab and 3% srd is a very nice stats indeed, i won't exchange it for tuscog or other xtals similar to this.
     
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  19. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    1. This guide is simply a guide from various sources with a touch of our own simplicity that we made mostly for ourselves and for others who like things simple and easy to understand.
    2. Regarding Auto Attack Canceling... we could make another video if more people request but toram isn't a high priority for us atm. It's not a very fun game as it was before so we're on a semi-hiatus. If more peeps request for this to be updated we will do so. Just do note formulas and specific numbers will not be implemented. We will update the 3rd post slot for old auto attack cancel videos we a few years back.

    - Adding onto what the above said us and to clarify certain things.
    Auto Attack Canceling be it a bug or an actual mechanic is when the game registers a set amount hits as DW's auto-attack. This could be due to hits, skills, or animation canceling. For spin slash, the ticks mimic the DW's long auto attack animation and the higher aspd you have the easier it is to feel this tick to cancel.
    Shukuchi and Shadow Step virtually work the same way except one moves you behind the target. For lower aspd under 4.2k swift is very helpful to get easier cancels. Rampage follows a similar pattern to spinlash except of tiks of 3 it's more like 4 depending on the attack animation you have. Just practice, practice, and practice. Easiest combos to try it with is

    Spin Slash > Shadow Step (cons/save) > Ender be it Final (smite) or Trigger Slash Swift
    This combo is a guaranteed 2 cancels it's all a matter of timing.
    Or try trigger slash on it's own.

    Stability plays a major factor in DW's overall dmg but the key factor here is the sub-hand stability. Note stability on both hands are important.
    Sub-hand plays more of an impact in your overall skill dmg. The higher your sub hand dmg the overall DW skill dmg you will do.
    Stability as a whole raises your lower-end damage.
    I.E You have 100% stability and you attack using Twin Slash hitting 100k. As proration takes effect your TS hits a low of 60k.
    While having a stability of 60 your lower end dmg is anywhere between 40k-60k.
    Just get your stability to 100 and your subhand 70+

    Stability from gears and xtal is great, outside of weapon xtals. The stability applies only to weapon the xtal is added on, and subhand xtals are invalid, because they all add onto both your maindhand and subhand stability. Atk > Stability/SRD/CRIT DMG/ASPD/AMPR
    Atk isn't a major thing to worry about but the other stats are. Finding a balance between these will separate you from a decent DW to a good one.
    Why ATK first? Think of it as the base. Crit DMG, SRD are just multipliers the higher base you have more you'll get out of the multipliers. However, too much of one thing will lower your overall increase of the stat. So it's very important for DW to find a balance.
    Tho... agil focused is quite something~ if you test around with it.
    Editing the 3rd post now.
     
    Last edited: May 4, 2020
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  20. Darellku

    Darellku Member

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    Darellku
    i still don't understand about sub hand stability, can anyone explain how sub hand stability affect the overall stability or give me the formula or calculation of this?
     

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