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Enemy Stability

Discussion in 'Toram Online General Discussions' started by Mari Bersolawat, Jan 14, 2020.

  1. Mari Bersolawat

    Mari Bersolawat Well-Known Member

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    Mulki.MM
    Does the enemy have stability damage ?
     
  2. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    yes, and just like hit and critical rate it can be different for every attack.
     
  3. Mari Bersolawat

    Mari Bersolawat Well-Known Member

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    Oh enemy too have stability and Critical :D
     
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  4. AliceYvne

    AliceYvne Elite Member Elite Member

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    yup....because one of the dancer skill is reduce enemy stability....
     
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  5. screamingfox

    screamingfox Well-Known Member

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    Another bit of useless information from ScreamingFox o/~. tl:dr at the bottom.

    It was known quite a few years back actually. It just never really mattered.

    Reason Being:
    The only thing you need to worry about for monster stability is having a HP threshold capable of dealing with 3 scenarios for any of their attacks.
    1.) HP threshold capable of surviving a 100% stable hit.
    2.) HP Threshold capable of surviving multiple 100% stable hits.
    3.) HP threshold capable of reducing 100% stable hits, that are feasibly applicable to being Sanctuary fodder.
    (Yes, this all includes resistances as part of your threshold. Bonus points if you include criticals in calculations)

    Past that, stability wasn't something you control, so anything under that 100% stability factor is "free reduction" assuming you're prepped for 100% stability hits. Which is something most people do, on their tanks without thinking about, even if it is a bit overboard. DPS players, on the other hand don't, but bogging the majority of the playerbase with threshold jargon would just constrict players to getting "this much hp", "this much resistance", blah blah, for however many big or small hits they want to take on a boss. It's just so much easier not knowing, and over-estimating how much of a buffer you need, as that extra buffer is safety for messing up in pugs.


    The Dancer skill just gives more chances for that free reduction to happen.

    tl:dr:
    Monster Stability has been known for years. 100% monster stability is all that really matters for consistency. Anything under that 100% is a free "reduction" if you're considering 100% stable hits. Otherwise you're messing with RNG.
     
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