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Fun skill reworks idea

Discussion in 'Toram Online General Discussions' started by Kaisyl, May 26, 2020.

  1. Kaisyl

    Kaisyl Elite Member Elite Member

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    Blade
    > Sonic Blade: Becomes 100% pierce whilst super sonic Blade is in effect, whilst super sonic Blade is in effect, add skill level % motion speed to all skills for buff duration.

    > Spiral Air: Can crit.

    > Rampage: Modification so that everytime you attack whilst under the effect of rampage, a counter increases rather than decreases. The number of attacks increases the damage of rampage's skill damage when the skill is used again.
    Ie:
    1) First use of rampage triggers the ampr buff and special normal attack
    2) Second use of rampage triggers the final attack.

    Martial
    > Shell break: Reduce MP restoration to 200MP, make armor break 100%, make skill have 100% pierce. Skill available as a combo starter only.

    > Heavy smash: Additional damage constant buffed.

    > Earthbind: AGI modifier to motion speed.

    > Triple Kick: Boost to skill base critical damage.

    > Chakra: Adds two separate buffs, one to halve damage, another to boost AMPR.

    > Aggravate: Increases motion speed of normal attacks based on AGI

    > Chase Attack: Small chance to double all martial attack counts.

    Mage (oh boy.)
    > Chain Cast: Changed to a timed buff that increases the power of all magic skills as they are used.

    > MP Charge & Maximizer: Maximizer passively increases MP charge MP restoration to 1500/1700 using the skill maximizes MP and boosts the power of the next magic attack by 100%. After the buff is consumed, MP Recharge restoration amount falls to 300/350 for a limited time.

    > Magic Arrows: Add a buff to increase the cast speed of the consecutive magic skill by skill level/2*10% for staff and skill level *10% for magic device.

    > Magic Javelin: Boosted motion speed with staff/magic device. Staff has innate magic pierce whilst magic device has doubled attack count.

    > Magic Lances: # of lances = skill level. Removal of 3x stop rate for staff and magic device. With staff this skill gains magic critical, with magic devices, each lance inflicts AoE damage. Stop is non-resistable.

    > Magic Finale: If the center hits, adds a weaken effect.

    > Magic Wall: Default wall radius is expanded. Knockback is non-resistable.

    > Magic Blast: If successfully cast, next magic skill cast time is removed.

    > Magic Storm: Twister follows the targetted enemy but player is rooted. Tracking Effect is cancelled when player moves or uses a next skill.

    > Magic Burst: Skill no longer reduces cast time based on prior used magic skills. Prior magic skills now increase critical chance and critical damage. No cast time.

    Shot (Ohhh boy.)
    > Power Shot: Removal of chanelling time on bowgun. Ailment chance is no longer reduced for bowgun. (Earth Elemental)Arrow boosts ailment chance for bowgun. Skill now has earth element.

    > Moeba Shot: Ailment chance no longer reduced for bowgun. (Water Elemental) Arrow boosts ailment chance for bowgun.

    > Paralysis Arrow: Ailment Chance no longer reduced for bowgun. (Wind Elemental) Arrow boosts ailment chance for bowgun.

    > Smoke Dust: Ailment Chance no longer reduced for bowgun. (Dark Elemental) Arrow boosts ailment chance for bowgun.

    > Arm break: Ailment Chance no longer reduced for bowgun. (Non-Elemental) Arrow boosts ailment chance for bowgun.

    > Bullseye: Add a buff to boost accuracy for a certain amount of time based on DEX.

    > Arrow Rain: Changed shape of AoE area to more fan shaped type, chance to inflict flinch with each hit.

    > Snipe: Ailment Chance no longer reduced for bowgun. No critical rate penalty or channel time reduction for bowgun. Bows have boosted stability with this skill. If successful hit, boost accuracy by skill level *10% for a short time.

    Quick Draw: If activated, doubles the attack count of the next shot skill except for crossfire.

    Decoy Shot: Shot skills have a chance to anticipate enemy evasion based on skill level whilst decoy active and in targetted enemy range.

    Sneak Attack: Code for skill deleted from game, replaced by new skill which boosts accuracy for (x) skills by DEX.
    _____________________________________
    I think this covers the initial main weapon skill trees that are in desperate need for a revamp.
     
    Last edited: May 27, 2020
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  2. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    that would mean get 400mp every time you use it, so it's an instant 200mp recovery attack with pierce and armor break.
    too much, even if you make it knuckle main exclusive.
    too much for a skill that has no cost.
    just increasing mp recovery is enough, double i good, i guess.
    that belongs to Chain Cast. and instead of one time, it should have 3 charges like Punish Ray.
    adjust the damage, it is already the most powerful single-target magic and the strongest tier 2 attack.
    tripling the damage by tripling the hits is too much. and the speed needs to be raised as well if it should shoot 10 lances.
    nice idea, but then the cast time would be 8 seconds. for a close range attack...
     
  3. Kaisyl

    Kaisyl Elite Member Elite Member

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    - How would it restore 400 everytime? Though the 100% armor break may be a bit much, knux still does need a way to reliably restore their own MP quickly.

    - Its actually not much at all when you look at what those two skills do. All mages maximize immediately afyer MP charge and maximizer has no significant animation length so its really nothing to just make it a passive/active skill. If anything, thay 300 MP cost of maximizer would signify something now.

    - Check what i put for chain cast change. It makes no sense having that magic arrows passive on s seperate skill when magic arrows itself does nothing.

    - The lances idea was more so that mages have a reliable way to defend themselves rather than waiting 1 whole minute everytime for a glorified slow ailment. Wont argue that the skill is strong because it is, has even out damaged magic burst sometimes, I was looking at it being a magic turret setup skill as well so you dont have to keep recasting it. The intervals can remain the same tbh.

    - That would be my bad. Maybe have the skill add a cooldown buff based on magic skill charges? Also remove the cast time.
     
  4. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    because it recovers 400mp when the skill inflicts armor break.
    currently the rate is at 25%, so it returns 100 on average. if you raise the ailment rate to 100% then the mp recovery should be lowered to 100.
    aside from the damage, the effect is the same for all weapons. it could easily become a cheap mp loop like shining cross but without restrictions.
    agreed. it could be an upgrade skill like enhanced bless, but the double atk boost is too much.
    magic arrows is the most powerful tier 1 skill in the game, beating even most tier 2 skills.
    adding additional effects should be done through upgrade skills like chain cast.


    i'll add some of my own ideas:

    - stop inflicting skills should inflict slow while the target has stop resistance
    - stun inflicting skills should inflict paralyze while the target has stun resistance
    - sleep inflicting skills should inflict fatigue while the target has sleep resistance
    - when sleep ends earlier from taking damage, fatigue takes effect for the remaining duration
    - poison on monsters should last longer, they don't act as fast as players do

    - missile type magic gets additional hits based on cspd
    - AoE magic increases it's radius based on cspd
    - wind based slash attacks (spiral air, spinning slash, tempest, ect.) increase hit count based on aspd and range/effect based on STR
    - ailment rates on shot/throwing skills increase with accuracy
    - main weapon knuckles gain physical pierce from STR
    - main weapon MD gets magic pierce from AGI

    - MNT should not only resist ailments but also critical hits
    - LUK should decrease the monsters stability
    - TEC should boost the effects of consumable items and holy gems
    - CRT should increase magic critical damage and low unconditional magic critical rate (25 at max?)

    - assassin stab and arcane strike should make use of the dagger's weapon atk, also they should be unsheathe attacks (and make assassin stab dagger exclusive, like arcane strike)
    - assault attack's strength should be based on guard power instead of the current shield bonus
    - ether barrier should last 30s and preserve aura buffs
    - gloria's weapon bonus should be for shield instead of staff
    - the knuckle and staff effects of holy fist should be switched
    - chain cast and guardian beam should work with all cast skills, not just the ones from the magic tree
    - all magic attacks should charge up burst, not just the magic tree
    - magic warrior skills should also be available for MD main weapon
    - traps shouldn't have an expiration timer, and the mp recovery effect should also trigger when they are broken
     
  5. Ninosama

    Ninosama Active Member

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  6. Kaisyl

    Kaisyl Elite Member Elite Member

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    - Shining Cross exists already but i agree with that point. Was proposing to drop the recovery to 200 MP if it triggers the armor break and restricting it to combo start only so that you pay 100 MP if armor break successful and 300 if not.

    - All magic skills are good damage wise, they just stink when you have to consider setting them up as their duration is far too short for simultaneous execution which is why they get left behind at t4 when finale and its forever casting time drops your rate of dps by a significant magnitude. Magic Burst doesnt help either because setting up magic skills is useless due to short duration. Testing magic skills, ive found that using lances, arrows and burst i can up my rate significantly with the right combos. The problem lies in which when cast speed makes instant burst a reality, it becomes more or less useless to setup magic skills when i can make a 300 ~ 500MP burst combo work. In short, the main problem seems to be that magic skills cant be setup due to their short duration...

    - Agree.

    For your ideas, a 30s ether barrier would be monstrously OP, it prevents magic flinch as well and for the aura retention, i think they should've let sanctuary act as an aura zone in which when you cast sanctuary, you can use EX skills setup to append a single aura buff to it.

    TBH, traps need a whole lot of work and most of it stems from how ailments work. Imo, traps shouldnt detonate, they should remain until their duration is finished. Sleep should send out a 3 second sleep pluse every 7 seconds, Stop should stop all enemies within trap radius and the ignite trap should ignite all enemies in the area for 3 seconds with 1 second pulses. All traps should work as a summon with their own HP and agro.

    The status ailment ideas are nice and induces certain levels to status ailments.
    Fatigue > Sleep > ???
    Cool idea.

    Poison and ignite damage is too low in general. Duration isnt going to fix it but for poison to work the same way as players is nonsense and i agree with that. So i stead of having the poison act on monster attacks, have it act on player attacks. Multi-hits become so much useful then. Ignite should be a stackable ailment imo.

    The stats can honestly be left as is. I'm almost completely certain they have their plans sorted out for how they are going to develop those stats later.

    As for the magic stuff, CSPD for attack count is nice but the power of magic attacks are high enough such that they need simultaneous chanelling for balanced damage boost. Magic AoEs honestly dont need expanding unless you're talking about magic wall in which case, INT is the better cadidate.

    These ideas are fun
     

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