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Pls Help A Tank Wanna Be...

Discussion in 'Toram Online Class Discussions' started by DansAway, Apr 3, 2016.

  1. firefox1981

    firefox1981 Elite Member Elite Member

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    back when cap was 65
    Before sanctuary was avsilable- enjoy vid posted 2015
     
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  2. firefox1981

    firefox1981 Elite Member Elite Member

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    also archer + shield kinda like windslashes idea biy swap atck for pure vit
     
  3. DansAway

    DansAway Well-Known Member

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    wah that's good!
    not using combo at all?
    I'm gonna have to hunt moon potum for drills eventually. can't take chance if shell break/stun missed lol
     
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  4. firefox1981

    firefox1981 Elite Member Elite Member

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    Lol thanks btw sheild bash+throw regardless of crit or hit rate have an individuel hit ratio many say when shield bash crits it wont stun yet i prove othererwise .glad info helped gl dan
     
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  5. Caskadia

    Caskadia Well-Known Member

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    Ok, so after some thorough testing, I've found the values for aggro generation:

    * These are based on auto attack hits, which cause 10 aggro each.
    Provoke = 1200 aggro
    *tested by using provoke, and then counting the amount of auto hits needed for my alt to take aggro. It always took 121 hits, which means that Provoke causes 1200 aggro and probably follows the formula of *MP cost + (100 x LV of skill)*

    Any skills that DO NOT use a weapon/sub as a needed requirement, excluding knuckles, only cause the aggro equivalent to the amount of mp it costs. IE: Bless will cost 100 mp and do 100 aggro, regardless if it is lv1 or lv10. In contrast, shield bash will cause 120 aggro at lv1 and 300 aggro at lv10, while always costing 100 mp.

    Any skills that DO requires a weapon/sub as a requirement will follow the formula of *MP cost + (20 x LV of skill)*
    - this includes Rage Sword, which will only do 400 aggro at max level.

    Other notes of interest:
    - Initial aggro, theorized to be 200 aggro gained to whoever gets the first skill/hit does not exist. Getting the first hit on a boss will not add an extra 200 aggro.

    - Taking aggro, however, will add an addition 200 aggro to whoever has gained the boss's attention. This means, it's actually better for a tank to use their skills (to take aggro) directly after someone else does the first hit, because they will gain an additional 200 aggro from it.

    Edit: I have found that knuckle-based skills actually don't add any additional aggro. Skills like smash, bash, shell break, Heavy Smash, etc. will only add aggro based on the mp consumption.

    Edit again: Magic skills also don't cause additional aggro based on level. Impact, as an example, takes 21 auto hits to out aggro, regardless if it's lv1 or lv10.
     
    Last edited: Apr 3, 2016
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  6. firefox1981

    firefox1981 Elite Member Elite Member

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    Any chance with your new calculation you could work out.(aggro)
    assault.
    Sanctuary+save
    Shield bash+swift
    impact+consec
    storm+swift/smite
    bless+swift
    as my combo aggro many thanks in advance since i cant find that info of yours anywhere...
    also i recently figured i may swap storm for new dw multi slash skill if it is a non spacific skill requirement. As that imo may add ten times the survival rate due to mobs cant hit you in animation.
    again ty in advance
     
    Last edited: Apr 3, 2016
  7. DansAway

    DansAway Well-Known Member

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    waa nice to know,

    but shield bash does require shield as sub-weapon, yes?
     
  8. firefox1981

    firefox1981 Elite Member Elite Member

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    Yes
     
  9. Caskadia

    Caskadia Well-Known Member

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    Things to note:
    Debuffs and the like don't cause additional aggro. I've tested this thoroughly while doing the aggro value testing. Likewise, knuckle skills don't add any additional aggro, so skills like shell break will only add 300 aggro, instead of the assumed 500 with the aggro formula.

    At level 10, aggravate gives roughly a 25% chance of double hits. Equate this to your current ampr value, and decide if 10 points is worth it. IE: if your ampr is 12, aggravate would only add 3 ampr. However, if your ampr was 32, aggravate would add 8 ampr.

    Shield Bash/Cannon's stun chance correlates to their skill level x 10%. So, a level 1 shield bash has 10% chance of stunning. A level 10 shield bash has 100% chance of stunning.

    For fighter's high, it just takes practice to get the proc-method right. Keep practicing and you'll get it.

    Sober Analysis increases ampr, but it also increases the rate at which your mp regenerates. At lv1, its mp regen/5 secs. At level 10, its mp regen/3 secs.

    Sanctuary reduces fractional damage based on your hp. You must have very high hp for it to have any noticeable effect.

    Mini heal recovers 300 hp + 10% of receiver's hp at level 10. It's additional 30 hp for each skill level.
     
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  10. Caskadia

    Caskadia Well-Known Member

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    Yes, shield bash requires shield, and at lv10, it causes 300 aggro.
     
  11. DansAway

    DansAway Well-Known Member

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    wah thanks for all those!
    if it's not really a bother to u...
    may we know each aggro generated from martial skills? since it looked like u did tests them all lol

    thanks again
     
  12. DansAway

    DansAway Well-Known Member

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    oh yeah,
    about aggravate, I don't quite get ur explanation... is it 25% of total AMPR or 25% chance of additional hit?

    also about shield bash,
    u sure level 1 only has 10% stun chance? since it does proc quite often for a 10% chance rate
     
  13. Caskadia

    Caskadia Well-Known Member

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    I did not test them all, I tested about half of them. Smash, Bash, Shell Break, and Sonic wave all cause aggro equivalent to their mp cost. It would stand to reason that Triple Kick, Earthbind and Heavy Smash will follow the same way. Btw, the reason that they all only cause aggro equivalent to their mp is because they do not require a weapon to be used.
     
  14. Caskadia

    Caskadia Well-Known Member

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    I am not 100% sure of shield bash, I have just always thought of it that way, because it seems to be 10% chance for me at lv1, and 100% chance at lv10. Even at level 5, I was consistently not stunning at around 50% of the time.

    Aggravate gives a 25% of doing an additional hit. Since you want it specifically for ampr regen's sake (which only applies to auto hits), you can equate that 25% of an additional hit to be a 25% increase in your ampr value over time.
     
  15. firefox1981

    firefox1981 Elite Member Elite Member

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    @Caskadia mind showing me and @DansAway where you got all this exact info? So for future reference new people may look at it themselfs? Just curiouse and ty
     
  16. jooa0ky

    jooa0ky Active Member

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    Ive lvl 10 shield bash, everytime I hit the button as long as its not in stun cool down its 100% stun.

    Consistently.
     
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  17. firefox1981

    firefox1981 Elite Member Elite Member

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    See another person confirms the same result
     

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