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How to make the most out of your crafters!

Discussion in 'Toram Online Game Guides' started by Lil☆Neko, Jul 20, 2020.

  1. Lil☆Neko

    Lil☆Neko Well-Known Member

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    Lil☆Neko
    It's reset week and we all know that many people have their eye on resetting their level capped DPS characters into one of the many different types of blacksmiths to try their luck with anniversary weapons. It's a great chance to make a lot of money with a lot of luck and a little effort.

    This guide will cover:
    - intricacies of gear for blacksmiths
    - using your stat points efficiently [IMPORTANT TO FIX DURING FREE RESET!]
    - crafters that stat - statting with 247 TEC.

    However, for new blacksmiths, Toram's blacksmithing system is quite confusing and has a lot of intricate math hidden underneath. To recap the obvious, bonus potential for the different weapons are as follows:
    OHS, Bow: (STR + DEX) / 20
    THS: STR / 10
    Bowgun: DEX / 10
    Halberd: (STR + AGI) / 20
    KATANA: (DEX + AGI) / 20
    KNUCKLES: AGI / 10
    STAFF: INT / 10
    MAGIC DEVICE: (INT + AGI) / 20

    How to increase your success rates!

    Crafters have specific gears that help them create gear with better success rates. Doable on low potential 2s weapons and gears, these gears can boost your success rates by 15% upwards to 25% depending on the stats you choose on your crafter.

    There are two sets of gears that are optimized for different types of crafters: halberd crafters, and every other type of crafter.
    Stats from gears, avatars and food buffs do not affect potential gained on your weapons, but STR and DEX will affect success rates and difficulty when crafting.

    Sample Weapon set
    ([---] means this is generic gear that is good for all crafters, but not specialized for any specific crafter)

    Weapon (AVOID THS, MD)
    [---] DEX +10% DEX +21 STR +21
    [STR > AGI] STR +10% DEX +21 STR +21

    Sub Weapon:
    High-Quality Wood Arrow (DEX +2, dropped by Arborgon at Harde Hill)
    Army Knife (DEX +2; NPC Craft)

    Armor:
    [---] DEX +10% DEX +21 STR +21
    [STR > AGI] STR +10% DEX +21 STR +21

    Additional Gear:
    [STR + DEX] 5th Anniv Hat/Headband (STR +5%, DEX +5%)
    [DEX > AGI] Neckerchief (DEX +6%)
    [---] Fighter Chignon Cap (DEX +6)

    Special Gear (ring):
    Dexterity Talisman V (DEX +10)

    All gears should have DEX +6 and DEX +5 as preference. Vulture xtal should be used on weapon if your crafter has more than 120 DEX.
    Success Rate = 10 + PROFICIENCY - DIFFICULTY + floor(DEX / 6) + floor(STR / 10) + floor(TEC / 2)

    Are you making the most out of your crafter's stat points?
    [This section only applies to level capped crafters, written during 210 cap]

    This section applies to crafters that use all of their stat points towards 2 non-TEC stats, specifically DEX + STR and DEX > AGI. With how common gambling stats are for getting the extra STAT% on a weapon, having the max potential on your crafted gears is essential to getting the edge over other crafters that might have 1 less potential.

    For the infamous STR > DEX crafter which is the most versatile and useful of all the crafters, there are several common stat distributions: the success rate oriented 300 STR + 240 DEX + 8 TEC, or the lazy, braindead 300 STR + 247 DEX ( 1 TEC ).

    However, both of these stats have their good and bad points. With 300 STR + 240 DEX you will sometimes be crafting gears with less potential than your 247 DEX counterpoint. Whereas, the 247 DEX counterpart will always have lower success rates when crafting, detrimental to making money.

    As you would have noticed, every level ending with 5, you would get an additional 5 stat points, meaning there are some level caps where you would gain 15 stat points instead of 10. This is where having 245 DEX comes in to being efficient.

    In the following table:
    Code:
    +-----+-----+---------+---------+
    | CAP | STR | 240 DEX | 245 DEX |
    +-----+-----+---------+---------+
    | 210 | 300 | +27 pot | +27 pot |
    +-----+-----+---------+---------+
    | 215 | 315 | +27 pot | +28 pot |
    +-----+-----+---------+---------+
    | 220 | 325 | +28 pot | +28 pot |
    +-----+-----+---------+---------+
    | 225 | 340 | +29 pot | +29 pot |
    +-----+-----+---------+---------+
    | 230 | 350 | +29 pot | +29 pot |
    +-----+-----+---------+---------+
    | 235 | 365 | +30 pot | +30 pot |
    +-----+-----+---------+---------+
    | 240 | 375 | +30 pot | +31 pot |
    +-----+-----+---------+---------+
    
    There are several points where 245 DEX will have an advantage over 240 DEX, notably at cap 215 and cap 240, and every 25 levels after.

    However, putting the leftover 2 stat points into TEC for a total of 3 TEC is still a waste of stat points, so the correct final stat distribution should be 300 STR / 246 DEX / 2 TEC. If you remember from above, 6 DEX increases difficulty (and thus success rate) by 1; putting your final stat point into DEX will turn 245 into 246, which is a multiple of 6, thus netting you one more free difficulty level.

    Overall, this has the same crafting potential as a smith with 247 DEX, but with 1% more success rate, and will never be at a disadvantage unlike the 240 DEX smith.

    Statting with a 247 TEC statter
    (Bad idea unless you really can't afford another character slot. You're better off having one less potential on your armors/staffs/THS/bowguns/knuckles instead of losing a fair amount of success rate when statting.)

    What does TEC do?
    TEC mainly is used for to increase the potential gained when putting in negative stats.
    Potential returned (stat < 21) = [5 + 25 * (TEC / 250)]%
    Potential returned (stat < 21) = [3 + 5 * (TEC / 255)]%
    These are all assumptions by continuously resetting my TEC smith and testing the potential returns at different levels of TEC. It is not data-mined, but manually calculated via patterns observed from different levels of TEC. Please see post #5 of this thread for the research details.

    In this case where you only have 247 TEC, you will be getting [10 + 50 * (247 / 250))]% or 59.4% of your potential back (as opposed to the usual 61%). As such you will be losing 7 potential when putting in 4 negatives (all subjected to penalty multiplier), or losing 5 potential when putting in 3 negatives. This is equivalent to losing between 5% and 7% success rate on most of your stats.

    Considering that current weapon potentials range between 85 and 89, you will be doing (estimated)
    - ATK +10%, DEX +4%, Critical Damage +10%, Critical Damage +20, Critical Rate +21 @ ~94% with 89 pot
    - ATK +10%, STR +4%, Critical Damage +10%, Critical Damage +20 @ 100% with ~72+ pot
    - MATK +10%, INT +10%, INT + 21, DEX+8% @ ~94% with 89 pot.


    In short, take the lowest potential needed for 100%, add 5 pot or lower 5% if you have 3 negatives, and 7 pot / 7% if there are 4 negatives. With many stats not requiring max potential (such as elemental armors, simple elemental weapons, crit rate%, ASPD%, CSPD% stats, standard non-crit rate Halberd stat), it is possible to live as a statter without 255 TEC. You will be unaffected for quite a lot of stats that don't have gamble formes.

    This is usable if you're just trying to put generic stats on your gear without needing an extra character.
     
    Last edited: Aug 5, 2020
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  2. Insane23

    Insane23 Well-Known Member

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    Hm, where did you get this formula? Because it's actually a bit wrong for t4 skills. For a stat that costs 200 potential as positive stat, it returns 61 potential as negative for 255 tec. Also, +21 stats have a different cost/return rate than stats up to +20.
    [​IMG]
     
    Last edited: Jul 20, 2020
  3. xiao

    xiao New Member

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    that's my sensei :v
     
  4. wala123

    wala123 New Member

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    I have a problem in statting my level is 170 and i can only put stats at +14 only, it should be +17, is this a bug or my build is wrong ?
     
  5. Lil☆Neko

    Lil☆Neko Well-Known Member

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    Hmmm I guess this changed. You're correct, it was still 35 pot returned (10 + 25) at 128 TEC (exactly halfway), at 240 TEC (93.75% full) i got 58 TEC instead of 57. To sum up my research

    200 TEC = 50 POT
    224 TEC = 54 POT
    240 TEC = 58 POT (outlier)
    If we're going with this, it makes perfect sense to be (TEC / 250) instead of the old (TEC / 255) with tier 3.

    After this I tested HP Regen-21, and i found that from 0 - 101 TEC I gained 0 potential when sliding it from -20 to -21, and i got a potential point back when i did 102 TEC. This honestly doesnt make sense at all, aside from somehow managing to hit 5% potential return at 102 / 255 TEC, but nothing more at 255. It is, however, interesting to note that 102 / 255 is exactly 0.4, so it is very possible that potential return for TEC after +20 can be summarized as approaching 5% (cost for 1 step in the positive direction is 20 pot) when you hit a 0.4 ratio for TEC.


    A possible deduced formula (I sure ain't data-mining the obfuscated code) for potential return can be [3 + 5 * (TEC / 255)]% after. It means that with full TEC, you would have 8% return. If this is true, when cap 220 comes, we should see that the HP Regen - 22 should return 61 + 3 (64) potential before penalties.

    Thanks for noticing this!
     
    Last edited: Jul 20, 2020
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  6. Lil☆Neko

    Lil☆Neko Well-Known Member

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    Hi wala13!

    This is supposed to be a thread about crafting, but I think in your case, you have not learned the tier 4 BS skills (unlocked when any one of your characters hit lv200). If you're talking about stats (such as INT and not critical rate) being locked at +14, I think the lack of tier 4 smith skills is the reason. You are locked to 70 potential used per stat at tier 3 statting, and that is unlocked (variably for different stats) with tier 4 skills.
    If this is not the issue, please make sure that the lv170 is on your statter, and not only on your highest leveled character.
     
  7. wala123

    wala123 New Member

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    Oh ok thank for your answer
     
  8. +Aria Kanzaki+

    +Aria Kanzaki+ Well-Known Member

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    What's the loss in success rate if we refine let's say from +C to +B using origalcum/hpo and from +B to +A using hpo if we only have 247 tec?
     
  9. Lil☆Neko

    Lil☆Neko Well-Known Member

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    C -> B (Ori) = 19.55% -> 17.85% (19% -> 17% - 2% success rate loss)
    C -> B (HPO) = 28.05% -> 26.35% (28% -> 26% - 2% success rate loss)
    B -> A (HPO) = 11.05% -> 9.35% (11% -> 9% - 2% success rate loss)

    Overall, the success rate would be losing 2% whenever you're missing TEC. Do note that for refining, you only need 252 TEC and not 255, as the last 3 TEC will be lost due to rounding. (TEC is divided by 4 during the process and rounded down)

    To be specific, you lose 0.85% success rate for every 4 TEC below 252 TEC

    (Not that using HPO isn't a waste of money in the first place.)
     
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  10. 18 characters long

    18 characters long Active Member

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    hi, im new to this crafting system and i just want to ask something. i want to create a knuckle crafter, what would be my stats? agi>dex or agi>tec or str>dex(?)? im genuinely confused because all of this dex thing havent been introduced to me up until last week.
     
  11. Insane23

    Insane23 Well-Known Member

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    agi>tec if you only want to craft knuckles
     
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  12. 18 characters long

    18 characters long Active Member

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    alright thank you
     
  13. SAM.

    SAM. Well-Known Member

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    What is the basic success rate formula for crafting items?
    Also, I've noticed Knuckles have 89 pot while everyone else has 86. Does the Anniv. Knuckles have 3 more additional pot. or....?
     
  14. ajop/chise h.

    ajop/chise h. Well-Known Member

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    Ajop/Chise h./Miss-ing
    2H/BG/STAFF/ and Armor can reach that pots as well if you put max stats into a single stat (1 pot per 10 stats) while bow, 1h, md, hb and katana uses 2 stats for potential computation (1 pot every 20 stat points)
     
  15. Oreki025

    Oreki025 Well-Known Member

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    such a godly thread for formulas! @@
    thank you so much for the wonderful guide lil neko-sama *bowsdown*
     
  16. VangNir

    VangNir Well-Known Member

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    Does luck refine +s only need Lvl 1 refine?
    Or with current update we need to max all refine skills?
    Got a really bad luck here.
     
  17. Lil☆Neko

    Lil☆Neko Well-Known Member

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    Just your luck - level 1 refine is all you need for LUK refine according to the formulas. The refine skills don't affect degradation rates. (I personally have 2 LUK smiths - one with full refine skills and one with only level 1 - it's just superstition and whatever makes you feel better about refining. It's just a painful mental battle imo)
     
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  18. SAM.

    SAM. Well-Known Member

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    Bump as this will become relevant soon.
     
  19. Ewp

    Ewp Well-Known Member

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    Sorry, I prolly missed it, but how much pot will I be losing when crafting from TEC? Do we have a formula of sorts for how much pot is lost per point on TEC?
     
  20. Lil☆Neko

    Lil☆Neko Well-Known Member

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    at most you would lose 1 pot from crafting using TEC cuz ur main stat is 7 less than everyone else.
    for statting without full tec you can test it on my sim https://sparkychildcharlie.github.io/statting_simulator. if you look under the small settings button, you can set proficiency and TEC there.
     
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