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Fan Dagger/Assassin Tree Rework

Discussion in 'Toram Online General Discussions' started by ViPR, Apr 25, 2020.

  1. ViPR

    ViPR Elite Observer Elite Member

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    IGN:
    ViPR
    Dagger and Assassin Skill Tree Rework
    Just a fun rework brain child XD. I like thinking about this stuff
    DAGGER SKILLS:


    Universal- All dagger skills are affected by main hand element.


    Universal- Dagger are refinable. Increases dagger atk at the same rate as main weapon refinement


    Throwing Knife- Range reduced to 8m for skill tree consistency


    Spike Dart- Stays the same


    Gatling Knife- Replaced with the new skill Bullet Knife.

    Bullet Knife- 1.5 sec charge time, 9x multiplier, constant = dagger Atk 2x (halberd penalty: constant = dagger Atk/2)

    Amazing Throw- Affect changed to increase dmg by 30% when a dagger skill is used from 5meters+ away.

    Poison Knife- 300mp. Gains a self buff effect. If the skill procs poison on an enemy for the next 10 seconds all dagger skills will proc a poison tic based on the hit rate of the skill used.

    Double Stab- Keep the same.

    Hidden Arm and Intensive Knife- Effects combined in to one T1 skill “Hidden Knife”

    Mail Breaker- Crit bonus removed, proc rate increased to , now a T2 skill.

    Steady Hand- New T4 skill. Allow Throwing Knife to recover mp equal to half of total ampr when used outside of a combo. If Mail Breaker Buff is available buff is consumed and mp recovery is increased to 150% of total ampr.



    ASSASSIN SKILLS:


    Assassin Stab- Stay the same

    Back step- Replaced with new skill “Shadow Abyss”

    Shadow Abyss- 200 mp teleport behind target by traveling through shadows. Increase the power of Assassin Stab.

    Arcane Strike- Removed the ampr buff. After casting skill if the user isn’t hit for 10sec recover half of mp consumed.

    Evasion- Stay the same

    Serum- Stay the same

    Foresight- Stay the same
     
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  2. Kaisyl

    Kaisyl Elite Member Elite Member

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    I'd say change Gatling to be allowed whilst moving/evading.

    Amazing throw shouldn't be changed but should passively boost the pierce of dagger skills by 30%.

    Double stab should work with the doubled attack count of amazing throw. Evasion is not very useful in parties with a good tank. And it'd make daggers more viable for solo runs as opposed to shield being the king sub weapon of that area still.

    Both hidden knife and intensive knife should add physical and magical pierce. No one needs the +100? Normal Attack from daggers.

    Mail breaker should do as it does, allow dagger skills to break armor.

    Steady hand should be a passive effect for throwing knife innately where throwing knife restores MP = AMPR. Eh:
    - lv0: throwing knife = 2x AMPR cost (MP cost is only 1x AMPR as half the cost is restored per throw)
    - lv5: AMPR cost (Will not cost MP, will not restore AMPR.)
    - lv10: 0x AMPR cost (restores AMPR now.)

    Normal Attack Proration should be applied throughout all skill levels.

    Assassin stab: This skill comes off wrong. The only skill that synergizes with it is locked for dual swords only (shadow step) so right off the top, there's no incentive for using this skill. DW can't use daggers and daggers can't use shadow step.

    Backstep doesn't need a rework (edit: referring to changing the skill outright). Instead, it needs to be a skill that does normal Attack damage whilst going backwards. Probably add something like an ailment in which if the ailment is inflicted, it restores MP then.

    Evasion needs to be reworked to provide immunity against slow whilst in effect.

    Serum needs to provide either immunity against ignite and poison OR add a movement speed/damage buff/HP regen or MP regen who wants to half weak damage when you can just remove it? Rarely would an ailment go beyond 10s.

    Foresight should allow for some minor auto evasion (pre-patch type) instead of changing minimum / maximum dodge rating.

    Above all this, the way ailments work need to be changed so that they can be used for what they are rather than for the damage boost/resistance killer.

    Edit: Forgot arcane strike.

    Arcane strike is one hell of a shit skill now. It's movement ability is garbage and the damage for MP used is atrociously bad. This skill needs several things.
    1) A rework on how save tag in combos works: damage reduction on subsequent skills until either all MP is used or a certain number of skills are used.

    2) The damage should have 100% pierce.

    3) Should do damage based on ailment type affected o the target.

    4) Should inflict mana explosion ailment (based on how much MP was used to invoke the skill).

    5) After passive buff should remain.
     
    Last edited: Apr 25, 2020
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