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popularise mob levelling

Discussion in 'Toram Online General Discussions' started by moonlightreys, Jan 20, 2022.

?

mob levelling

  1. yay

    90.0%
  2. or nay

    10.0%
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  1. moonlightreys

    moonlightreys Well-Known Member

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    obviously not a viable way to level due to the lack of parties and good exp-per-mob. but if it was more popular and there were many players doing it, it wouldn't be so bad, would it? so in your opinion: (poll)
    i personally wish it was popularised because there's no satisfaction quite like seeing the exp% go up after aoe-ing.
     
  2. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    not all build styles can do this efficiently, but the same applies to boss battles, so they should be treated more equally.

    not sure if the formula holds up to higher levels, but i once noticed that bosses yield 10x the exp as mobs of the same level.
    so defeating 10 mobs would equal 1 boss battle (without parts break bonus).
    the amount of drop material is also higher, so even if exp does accumulate slower you'd get more materials to compensate.


    my first character has only single target attacks, except for Finale which is also basically single target because of the centre-focused damage distribution.
    AoE farming with Finale is inefficient so boss battles are the way to go.

    on the other hand, my second character can easily sweep many lesser targets with AoE attacks but has trouble in boss battles (without minions) because he lacks powerful concentrated attacks.
    mob levelling is often easier for this one.
     
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  3. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    I would love leveling by mobs too, if it was challenging.
    Why don't Sofya dungeons and Stoodie's experiment give more EXP?
    I would have loved if there was a maze where you had to actually run a gauntlet of sorts.

    On a side note, how would you feel if every mob dropped 1 spina? (Remember we do have emblem rewards for the same, and they feel slow asf)
    Well technically every mob does drop materials which you can exchange for spina, so there's that.

    Let's calculate.
    • For level 163 to 164, we require17,648,120 EXP
      • Farming Pojo gives us 2409 EXP at base. I picked Pojo because it is a tested farming spot.
        • This gives us 7325 Pojo. Ordinarily, one would kill about 1500 Pojo per run. That's quite a lot of runs.
        • With more EXP books, (say 1000%), we get 27225 EXP per kill, so we need to kill only about 648 Pojo.
        • EXP books of that caliber usually last rather not long, so it will be difficult to finish a run quickly too.
      • Farming Alpoca gives us 7227 EXP at base, giving us 2441 Alpoca. Do you possess the power to oneshot them?
      • Morga Wasteland mobs have 25,984 EXP at base. Thus needing only 679 Kills.
        • With 1000% EXP books you could do it with 61 mobs, but
          Florroractus has 200,000 HP at base.
    • For higher levels it might be worse. At level 200 you need 40,000,400 EXP.
      • Zimius gives 5896 EXP, which means having to kill 67,843 of those mobs, which all have 33,000 HP.
    So, none of the normal mobs even give that much EXP to fill our bars. Even level 200 mobs give under 600 EXP, NOT accounting for the EXP bonus for 10 levels.
    The idea is nice for levels 1 - 38 at Shell Mask and 38 - 56 at Bone Dragonet, but is quickly loses appeal.
    Pojo becomes viable again since you can also sell the materials, so in the 160s the idea of mob leveling while farming resurfaces, but it doesn't stay.

    Should Leveling be easier?
    • Yes. The effort vs reward for the higher levels is pathetic. You have to grind quite hard to get from one level to the next, and you only get 1 skill point and 2 stat points for your effort. It is basically diminishing returns.

    Here's what would make mob leveling viable : Chained bonuses.
    • Increase EXP gain for closeness to level
    • Multiply that with increased EXP gain from books
    • Multiply that with increased EXP gain for each member in your party + Alliance.
      • Obviously, implement alliances better.
    • Increase EXP gain through specific skills and gears
    • Add special class or special skill tree that specializes in meta stuff - like a class that increases the drop rate or EXP rate of party members, etc.
    • Potions/Food that increase EXP gain.
    When all those effects become multiplicative and not additive, so that the EXP gain from simple mob farming is viable, then we'll be talking.
     
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  4. Kaisyl

    Kaisyl Elite Member Elite Member

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    Mobs in this game don't reach level cap and have pitiful EXP drop else I'd have long since go for that method.

    When they first dropped the 10x EXP level proximity thing, the first thing I did was mob grind for a while.
     
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  5. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    That would make capping so easy, and by then you will see capped players who unfortunately dunno how to do combo or have unlocked cp yet.

    Many new players will be adjusting to the game differently, will lose grasp of it instead and will only rely on class with aoes.

    Aso's effort of creating adventure diary and training scrolls will be put to waste, in contrary to exp books, thus exp balance would be tilted. The population of main quest skippers will rise even further.

    Clearly, this mob levelling would be advantageous to those who are lazy to grind bosses / minibosses for exp, which by fact Aso already made easier. Then, there are those who'll ditch the game after a while if levelling is so easy, coz anything easily achievable loses its value.

    So, I'd say it can break the game and we would be filtered once again. ^_^
     
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  6. moonlightreys

    moonlightreys Well-Known Member

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    i see your point. but i wasn't thinking about how much easier mob levelling would make things since i honestly feel current popular methods are easier than in iruna which focuses alot on mob levelling. in fact the reason i like mob levelling is because of how tiring grinding was and that made it so fun there.
    although, yes, mob levelling doesn't require as much skill or time as boss fights do, so in that aspect, grinding mobs is much easier.
     
  7. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    What about having a level lock for MQ? Like you cannot access a certain chapter of the Main quest if you are not a particular level? It would discourage leveling via MQ and cause them to also look into other methods of leveling.

    Powerleveling below 150 is quite easy, even if you are a leech, since other players have tier 4 skills which can easily kill the boss.
    This way they can also learn patterns and stuff.

    I had a friend, I told him use the combo
    However, he didn't use it effectively, since he didn't know you can do impact 100 m away and set up your combo; then get closer whenever you have an opening. Simple guides don't teach newbies the finer details me and you have understood over the years.

    I took him to Stellar Ooze on level 150, and he became rather good at not dying at other bosses.
     
    Last edited: Jan 22, 2022
  8. moonlightreys

    moonlightreys Well-Known Member

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    level locking mq isn't a bad idea but that's not asobimo's style apparently. also that won't change how people choose to grind. as it is, some players who try to level before mq are at a loss because of the good side quests that can't be accessed so i can't see many newcomers being happy about such a system. and i'm guessing you meant impact from 100m away?
     
  9. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    Fixed it.
    What quests are you referring to?
    • Just stumble into 23 somehow (easy enough by Lavacra)
    • 23 - 36 is Shell Mask
    • 36 - 56 Bone Dragonewt
    • 56 - 60 ish - Minotaur Nightmare (also gives Mino skins)
    • 60 - 65 Even Normal Masked Warrior works well, Or Flare Volg, or something
    • 65 - 75 Mino again (also gives Mino skins)
    The leveling is slower with Mino, but it gives more time to gather 99 skins, which can be sold for 2k each, about 190k ~ 230k per stack depending on the day. I don't like to use the Nightmare crystal quest because I think it is inefficient at this point. It is much better to use Mino for the skins.
    • At this point, resume Main quest until you get to Goova /El Scaro. You get plenty from the main quest, so hopefully you'll be around 82.
    • Side quest - Drunk Mistake - unlocked!
      • Accept the quest and level at Metal stinger (some spina with selling Revita 3)
    • 87 - 95 : Lots of people at Masked Warrior Nightmare.
    • 95 - 104 : Lots of people at Don Yeti
    • 104 - 114 : Lots of people at Masked Warrior Ulti.
    Now here one might get a bit stuck. Next is Cerberus Nightmare till 120 and Lapin the Necromancer till 128. Those have pretty strong mechanics and you might be hard pressed to win here. You might not even get a party.
    Nightmare Potum is great too at around 120.
    One has a lot of levels racked up so they could continue with the main quest to clear this hurdle if they want. These are also great to learn how to fight and support your party.
    At this point you can complete chapter 5 to get the last side quest that gives a lot of EXP. I don't remember the name. Although the level is not a limiter, the ability to AOE is.
    • 128 - 135 is Builder Golem?
    • 137 - 144 is Cerberus Ultimate
    • 144 - 148 is Odeleon Machina
    • 150 - 156 is Commander Golem
    The above four you need to basically leech, since a newbie has no good skills to offer anything significant.
    And then you can complete main quest upto Venena. Thereafter, leveling is a sad story at Venena.

    I do think level locking the MQ would not be that catastrophic. I just got a message from a newbie who leveled to 180 with just the Main quest and a few bits and pieces of leveling. He is at level 180, but I know he still lacks - not only in damage, but a lot of Toram knowledge.

    The problem is - every boss is not Venena - and every player at 200 has been exposed to months of grinding at Venena. So they are utterly incompetent 'in the real world'.
     
  10. moonlightreys

    moonlightreys Well-Known Member

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    okay i guess my comment about the lack of good quests was wrong. i was referring to free from infesters and nc. i myself never touched those quests until after 180 and i spent a long time grinding without mq. i found that i would have had a much easier life if i had access to those earlier on, but that's probably my own issues with boss fights because i hate leeching so as long as i see i'm doing abysmal damage, i'm out. although, yes, as you've mentioned the quests need aoe skills.

    thanks for your very detailed reply! considering you've gotten examples from newbies i don't think there's much for me to argue here. i think your points still goes to show that in toram there really is no place for mob-levelling here as compared to other tried and true methods ie mq or boss/side quests. can't deny that level-locking mq does encourage those other ways as well as more learning of game mechanics so i get your point.

    this made me realise something. in both toram and iruna, there are over-populated levelling spots where some possible alternatives are forgotten in the face newbies hoping to leech or at best, mindlessly grind the same thing. the only difference is mq before or after.
     
    Last edited: Jan 22, 2022
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