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My ideal rework in all magic skill

Discussion in 'Toram Online General Discussions' started by Balugbog056, Nov 1, 2020.

  1. Balugbog056

    Balugbog056 Well-Known Member

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    IGN:
    Butz'
    Magic skill should rework into a cooldown base. why? to utilize all other magic skill (since most other skill is ignored and power creep by finale and burst)

    how cooldown in magic should work? all magic skill can be cast instanly

    ex. magic arrow has a 2 sec casting time (converting it into 2 second cooldown and cannot be use redundantly instead we got like icon of magic skill countdown to able cast it again) cspd lower cooldown 1k cspd 2sec cooldown turn into 1 sec (safe formula in old cspd)

    Rework Finale = can only cast after casting 3 other magic skill(making it literally in final magic skill tree) maybe cooldown is like 6~8 and cannot be reduce by cspd also can be throw instantly

    Burst = no need to rework since it relies heavy cspd in old build. with this new cooldown system you can use now burst frequently without investing much high cspd (same mechanic -1 cooldown instead by casting other in magic skill tree)

    Chain Cast = reduce -0.1~-1 cooldown or increase motion speed 50% the next skill tier (same ratio skill level = motion speed)
    ex. Magic Arrow boost Javelin or Wall
    Magic Javelin boost Lance
    Wall boost Blast
    (making it literally chain casting)
    not available in impact -> finale (should be consider as ultimate skill)

    Power Wave = can now toggle on/off 0mp

    same also imperial ray , holy light , etc (have cooldown)

    combo will temporary turn off if there's some magic cooldown in combo (just like in rampage,resonance)

    MP charge,maximizer,punish ray,snipe,decoy, etc still same (they consider as charging skill not magic)
     
    Last edited: Nov 1, 2020
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  2. Rizer phoenix

    Rizer phoenix Well-Known Member

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    No offense,
    But mages (or anyone else using magic skills) are already behind dps, adding cool down time?
    Rip ._.)
    Unless the whole skill tree gets reworked, and 1st n 2nd tier get a damage boost (or an act as booster for following skill used) or give ailments that actually prove useful, it doesnt seem feasible.
    The physical classes are not only spammers, but also have 2-4 other skills that can be used in meanwhile,
    2h = meteor, buster..they wreck with just those 2, but also Magic warrior skill tree
    Hlb = dt, SS, dagger skill tree, assassin skill tree;
    ktn = tenryu, garyou, zantei, magadachi (later 2 if maxed)
    Dw = SC, SR, PS n atleast 2 invincibility skills (elemental advantages too)
    Archers = CF, Snipe, satellite (elemental advantage in its own place)
    Knuckle, 1h, n anyother l may be forgetting, l didnt mention because l hardly ever used them, so l have no idea how they operate.

    For mages, unless you count dagger ( dunno much bout arrow) or shield users; even that need vit and +A/S shield for good damage.

    We got finale; a biiiiiiig mp consumer, 3 second cast time, 7 in all with mp charge n maximizer (..still think it needs cool down? Physical classes spam every 1-2 sec ._.)
    We got Burst; need huge cspd which endangers matk unless you carefully balance both (...or go 2s route, again, huge investments), and if cspd isnt high enough? Then yes, we need to use skills beforehand to complete stk.
    We got storm; that with no element, does 20-25k dmg [that too on mini boss (sdm) last l checked]
    While elemental, l remember someone saying it did 52k..
    What else we got? Daggers? They need crit n dex (n maybe str/agi, dunno, stats to reach dmg range that hlb reach with it) magic warrior skill tree? No idea, never used bottom skills with mage.
    Mp charge n maximizer were a blessing, since before tier4; we had to spam mp charge continuously to just use storm or other skills.

    In short..
    Mages already have alot on their plate being unable to deal damage per (1) second compared to our usual 7 second..
    If you notice, mages (if they try) can solo bosses, but the time is so slow and long compared to physical class.
    Unless the rework involves damage boost, the tree is fine..
    We dont need more 'first buff then nerf' things there.
    But thats just my opinion~
     
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  3. Insane23

    Insane23 Well-Known Member

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    I wish md played a different role in magic tree, like dual element system with staff, because it as weapon is quite lackluster. It's quite weird to me how Bow/Bowgun can inherit element from arrows even for magic skills, but staff has no similar feature
     
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  4. Rizer phoenix

    Rizer phoenix Well-Known Member

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    Indeed, adding to that, along with elemental advantage, we should get matk boost too!
    (Since we are using 2 magical tools together)
     
  5. Kousunpo

    Kousunpo Well-Known Member

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    this will actually be the best rework for magic skills, cast time was a completely bad design and makes mages so hard to use without investing into unrealistically pricy cspd equipments etc that costed me around 35m+ in total price just for burst, and for finale leveling up to 180 and beyond as a mage just to get mirage evasion to make finale be at least 30% usable was asinine x.x , this idea you have would totally allow mages more freedom to focus more on other skills like other magic damage skills and support healing, and also more mobility without going super squishy((looking at gsw and all the cspd stuff that reduce maxhp percent greatly)), and allow more variety of skills to use instead of boring old finale and burst, we should request asobimo your idea and hope they approve!! ^^
     
    Last edited: Nov 1, 2020
  6. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    I've said this once, I'll say it again,
    • Make magic Arrows and Javelin work in unison. Casting Magic Arrows now only creates a circle in 3D space which lasts for 10 + skill level seconds and you launch all those arrows at once using Javelin.
    • Magic wall creates an actual physical wall, preventing anything from getting in or out.
    • Stop now affects bosses equally as normal mobs. Makes for a great help in times of trouble.
    • Blast now heals Damage dealt/250 MP to all players. (It does have a multiplier of 11.5 with a staff) [This may need adjusting]
    • Burst now has stacks, you fill stacks by using Magic skills. Can't use Burst until you do 8 magic skills, after which cast Burst instantly as many as 8 times before needing to recharge.
    • Finale unchanged.
    • One of Priest skills changed such that everyone in pt gets temporary Elemental power.
    • One of Wizard/Priest skills : Grants Invincibility to a player until a skill is used OR 10 seconds. Does not work during a skill animation or a skill charge. (Useful for Knuckles/Tank/DW to Regen MP)
     
  7. Kousunpo

    Kousunpo Well-Known Member

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    yes just like Alchemia story's mage skill system, instant cast with cooldown, no more stupid cast time!!!, i now main bow class and use paralyze arrow satellite arrow crossfire and sunrise arrow skill and pretend its magic class until that revamp for magic skills to be instant cast with cooldown comes to make mage great again XD

     
    Last edited: Nov 2, 2020
  8. Kaisyl

    Kaisyl Elite Member Elite Member

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    I sont agree with instant magic, I will state that the stupid slow motion speed on magic is what needs more work.

    Next would be to rework power bonus. Leave critical for the phys dps and have stability work for magic.

    Lastly, MD should act as a CSPD booster just as light armor boosts flee whilst arrow should boost hit and dagger motion speed.
     
  9. ẜἸoωer

    ẜἸoωer Well-Known Member

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    If MD Main had a passive that allows mobile casting it would be good. It would make up for the lower damage potential. Heck, I would even settle just for passive immunity from spikes. Seriously, flying stance should have atleast a purpose instead of purely aesthetic. I can understand large spikes, but the small spikes tho...

    MD as sub has MW Mastery and also Resonance Buff which provides boost in CSPD. MD Main has naturally high CSPD stats in most equips.

    What I would like to change for Magic Skill Tree is the removal of MP charge time for Staff and MD users only. They need to keep up with the pacing of other dps in the party, especially since they easily run out of MP due to high cost and because their stat growth in ASPD is terrible making Decoy not worth investing. MD Main can make use of ranged Decoy, but there aren't many who actually do MD Main.
     
  10. Lucifere

    Lucifere Angel of Rebellion Elite Member

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    The cd idea is cool but fail in one thing.Only one skill worth for damage. If mages would have like Iruna (4 skills with more or less similar damage) you could add cd to those skills. But not gonna happen
     
  11. Kousunpo

    Kousunpo Well-Known Member

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    Instant cast with cooldown can work just make the cooldown 3 seconds each magic skills and also after 1 magic skill is used up just press the other magic skills and they will be instant and press the first magic skill again and the cycle repeats, cast time is a absolutely terrible rpg design concept. sure on paper the idea is about balance, But In Practice Its Not Well Thought Out By Whoever Was The Original Inventor Of Cast Time In All of RPG History And Also Cast Time is Absolutely Stupid Because High Damage Is Absolutely Meaningless If You Get 1 Or Multi Hitted Way Before You Could Ever Supposedly Land A Spell!!!!!, and besides cooldown is a much and absolutely better balancer and is nowhere near as terrible as cast time, and there are successful RPGS with instant magic with cooldown just make the cooldowns brief like 2 to 3 seconds and its a win win. its like boxing you could have the strongest punch in the entire universe with all the power in the universe but if you can't land it because its too slow then its just a useless punch that will lead to your downfall by a much faster counterattack that while far weaker than your universe level punch, its plenty strong enough to 1 shot you ^^
     
    Last edited: Nov 2, 2020
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  12. dunaw

    dunaw Member

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    Babaylan
    This my idea of additional skills for sub-MD. Mainly for elemental buff and 2nd dps for staff users.
    Sub MD skills: available to weapons that can use MD as sub-weapon. (staff, ohs, bowgun, knuckles)

    Level1: Elemental Magic
    Skill 1: Always on element (passive)
    Chance to raise elemental attack damage (+5% DTE at level 10). 25% chance for other weapon, 50% chance for staff
    -Maybe it will only apply to tier 4 or tier 3&4 skills of main weapon.
    Skill 2: Elemental dust 200mp 15sec effect
    The user will be surrounded/covered with magic dust (effect depending on sub-MD element).
    Raise evasion/motion bonus (IDK how much)
    Chance to reduce elemental damage from monsters. (+5 or 10 % reduction at level 10) 25% chance for other weapon, 50% chance for staff.
    -Maybe a higher damage reduction chance?
    Skill 3: Elemental curse (usable when elemental dust is active) 300mp or lower
    Concentrate all the energy of elemental dust and put a curse on the target monster.
    Chance to inflict ailment status on target monster. 50% chance for other weapon, 100% chance for staff
    Ends the effect of elemental dust.
    30s cooldown
    -Who else wanna see Seele or Venena freezing and burning at the same time?
    -Magic damage can be added too.
    -Strength and duration of ailment is as effective as monster's ailment. The boss can't just shrug it away like nothing.
    -Can be a combo opener.

    Level 2 : Align with the stars (Mage thing XD)
    Exclusive for staff user. All damage affected by int and matk

    Skill 1: Astral projection 100mp
    An astral projection will fly towards the target and cause mana explosion/magic attack.
    Can be stopped by any attack from monster.
    If hit successfully get matk/cspd buff or a second explosion that's 2x the damage of the first.
    - It's like a long rage holy fist, maybe 2x damage
    -Damage increases for monster with ailment

    Skill 2: Divination
    Summon 3 divine energy orbs around the user.
    Each orb will follow and hit the target monster every 5,4 or 3 seconds. (3 orbs appear instantly then auto attack after 5 seconds)
    Distance from the monster affect the damage.
    - A pre-requisite skill of Constellation.
    -Auto attack if Constellation is not used.
    Or
    Summon 3 divine orbs (last 10 sec) around the user. Place the orbs at three different locations creating a constellation. Marks the monster that touched the constellation and get additional magic damage when Constellation is used.
    - Placed manually.
    -Mark last for 3 seconds

    Skill 3: Constellation
    Energy orbs will align and form a constellation creating a concentrated energy line.
    A concentrated energy beam will be fired to the target.
    - Damage is around 30-50% of finale

    Just my wild idea. xD
     
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  13. Kousunpo

    Kousunpo Well-Known Member

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    That is a cool idea assuming all of them follows cooldown model and not cast time model, as i have said before cooldown is infinitely better than cast time as a balancer because unlike cast time, cooldown is practical due to instant casting with cooldowns grants necessary mobility and would allow mages to be more independent like other dps classes like archer bowguns and 1hs and 2hs dw etc ^^
     
  14. Rizer phoenix

    Rizer phoenix Well-Known Member

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    It would be nice if player dte would be increased by another player (both mages) in battles (mostly in raids and long battles)
    Take this for example,
    • Player 1 (fire) + player 2 (wind) = fire dmg is boosted
    • Earth + water = creation of mud (patch under boss)/ around boss (depending on atk used, like magic : wall or storm)
    [not only elemental dmg but also a chance of ailment 'slow']
    • Water + wind (which seems like lightening most of time) = dmg bossted as well as chance to inflict paralysis
    • Dark & light / fire + water (steam) = blind the enemy and lower chances of boss hitting the player (or something else, both have potential)
    • Earth + fire = can be something (like earth solidifying in the direction it joins with fire and making a defensive wall for short while) or can have no effect (cant have players be too OP, now can we?)

    So this isnt too OP and borderline broken, there can be a..25% (or whatever seems fair; so not too rare but also not easily abused) chance for elemental collaboration, dmg boosting and ailments to bosses.

    Cool animations would be nice too..
    •A huge fireball being shot at boss..(..too much to ask if boss blackens a lil? Showing it got burns)
    •Muddy patch under boss and them staggering to walk in it/ motion slows when boss covered in mud (similar to moeba shot animation)
    •Bosses convulsing when struck by 'lightening' n being paralyzed.
    •And bosses attacking in random directions when blind.
    •A solidifed earth wall appears which provides protection for a while (would be nice if no atk gets across)

    Player collaborations are nice :v
    Like when someone else inflicts armour break on boss just before your atk, and bam, boss hp drops by alot!
    This way?
    I think the battles wont be boring, seeing different reactions of bosses, and random (but not rare nuff) chance to see awesome collaborated atk (and animations) on boss.

    Perhaps too much to ask from a normal game but one can hope :b
    (Would be awesome of this was done with DR animation style and smoothness)
     
  15. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    Brahmnic
    Well, we can add a new skill tree, 'Elemental' with a lot of new content.
    • One, to unlock skills you need to find The fire book, The Dark book, The water book, etc.
    • The books can be obtained by new side story quests or side quests. The books are Untradable.
    • The quests can be complicated like solve puzzles/timed mazes or simple ones like defeat certain bosses. Maybe even add the Gods of respective elements as final bosses.
    • You cannot get more than one element on a character, (until 3 years later they launch a secret dual element update to keep things fresh)
    • You cannot wield weapons/sub weapons which are of other elements. e.g. you cannot don Rescue Gloves while using a Fire character. You can use Red steel tonfa/Non elemental Knux tho.
    • A fire invoken character :
    1. Deals 25% more damage to earth on top of already existing advantage due to Fire weapon. So 50% total advantage.
    2. Water resistance: -50%
    3. Damage to water: -25%
    4. Resistance to earth type attacks (Not earth bosses) : 25%
    5. Takes damage if standing still for a long time in a battle
    6. Deals even more damage if inflicted with ignite. Ignite deals same damage to player as before.
    7. Immune to lethargy. Resistance to Sleep.
    8. The further skills reduce the weakness to water, damage taken while still and increase defense against Earth.
    9. All attacks have a chance to deal Ignite
    10. When you die you have a very small chance of reviving instantly like a Pheonix, deal damage to nearby enemies, but generate aggro.
    • An earth invoken character:
    1. Similar as fire with appropriate elements.
    2. Overall defense increases if staying still, from +250 to maximum +1500
    3. Physical and Magical resistance increases by 10%
    4. ASPD decreases by 50%
    5. MaxHP increases by 5000
    6. Resistance to stun, immune to Spikes.
    7. Has innate guard mechanic +30 charges
    8. Skills increase MaxHP elevation and decrease ASPD reduction.
    9. All attacks have a chance to deal Lethargy
    10. When you die you deal massive damage to nearby enemies
    • A wind invoken character:
    1. Similar as Fire and earth, you know the rules now.
    2. ASPD increases by 50%
    3. Evasion is innate +5 charges
    4. Immune to Tumble, less damage from Spikes (cuz can fly) and Sharks.
    5. Resistance to Stop
    6. Flee increased by 1000.
    7. Higher movement speed
    8. Skills increase ASPD and flee gain
    9. All attacks have a chance to deal Slow
    10. A very small chance that a skill will have an iframe
    • A water invoken character:
    1. You know the first rules
    2. Immune to slow
    3. Physical and Magical Barrier + 5000
    4. Fractional barrier +30%
    5. Innate HP healing effect
    6. Immune to ignite, Resistance to Meteor attacks, resistance to slow
    7. Skills reduce barrier down time.
    8. All attacks have a chance to deal Freeze
    9. When you revive without help, all alive players get restored to full health
    • A Light invoken character:
    1. Standard package.
    2. Accuracy +500
    3. CSPD +1000
    4. Innate MP heal
    5. Immune to Blind
    6. Resistance to Lazer attacks
    7. All attacks have a chance of dealing blind
    8. Priest skills buffed.
    9. Instantly revive a player by consuming 2000 Mana.
    • A dark invoken character:
    1. Standard package
    2. Auto attacks all steal life
    3. Aggro -50% decrease further with skill.
    4. Other non Dark attacks you do damage you
    5. Dark skills buffed
    6. Immune to Sleep, Resistance to Resistance to Dark ball attacks and sharks
    7. MaxHP decreases by 2000
    8. All attacks have chance of inflicting Fear or Blind or both
    9. A small chance that a skill consumes HP instead of MP according to the Tenacity skill. (Like Quick draw)
    10. Revive time decreased by 50% on top of Play dead.
    We can make the second skills locked, unlockable by Fire book II, Water book II, Water book III, with more quests, etc.

    One more skill, Dual cannon. Go near a player and tap skill. 10 second timer where a line from you to player is seen. If corresponding player also uses skill, use Dual element cannon.
     
  16. Rizer phoenix

    Rizer phoenix Well-Known Member

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    (Insert 'plot twist-ing' name)
    Departure from Toram

    Summary :
    The adventurer (you) has gone through a series of adventures while meeting various people belonging to the 4 factions in the world to confront the secretly escalating mysteries behind it......
    Realizing your hidden potential, and that if you desired to protect your own; you needed to unlock it, so you head to a journey of your own..
    Join your character in a journey of self-discovery, improvement, and redemption of the forsaken, as they (you) learn that the world may not be as it seems..villains..are merely victims whose story hasnt been told..



    Note :
    • lk we hardly got past the 'introduction' bit in toram but..lets entertain this idea, eh~?
    •Basically add all you (and others)said to it (thats the self discovery n improvement bit), and get to know our beloved villains in a new (informative) light (redemption arc!)~
    Who doesnt wanna know their villain's story?
     
    Last edited: Nov 3, 2020

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