1. Welcome to the Toram Online Forums. Please make sure to read our rules and be friendly to all our members.
    Click here to read the rules before posting.
    Dismiss Notice

Proposed Buff Skill Fixes

Discussion in 'Toram Online General Discussions' started by Kaisyl, Jul 25, 2021.

Thread Status:
Not open for further replies.
  1. Kaisyl

    Kaisyl Elite Member Elite Member

    Joined:
    Sep 20, 2015
    Messages:
    1,737
    Likes Received:
    459
    Just some ideas. NOT OFFICIAL IN ANY WAY.

    GUARD:
    - Light Armor Mastery
    * Lv5+ Unlocks evasion by default (Or just have evasion 1 chrg be the default)
    - Heavy Armor Mastery
    * Lv5+ Unlocks guard by default (Or just have guard 1000 be the default)

    **Evasion breaks skill animation (Not cast or channeling)
    **Guard breaks skill animation (Not cast or channeling)

    SHIELD:
    - Protection
    * Physical resistance bonus halved
    * Magical Resistance penalty removed

    - Aegis
    *Magical resistance bonus halved
    *Physical resistance penalty removed

    - Shield Cannon
    *If range > 10, inflicted stun is non-counterable

    - Guardian
    * Provide MP Recovery based on user ampr / # of party members instead of boosting ampr.
    * Passively activates guard for team members within aura on incoming damage.
    * If team member has no guard, grants 1000 guard whilst within aura.
    * Greatly reduce fractional damage instead of reducing physical and magical damage.

    DAGGER:
    - Gatling Knife
    * Converted to active buff with a counter based on the # of throws
    * Throws a dagger for every attack skill used.
    * No redundant use
    * Long channeling based on original animation duration

    - Poison Dagger
    * Poison damage = ((user damage * phys pierce%) / enemy HP)*100% of target hp per tick

    - Hidden Arm
    * All thrown daggers have + skillLv% pierce, When attacking, slight chance to negate inflicting proration when not targetted by the enemy.

    - Intensive Knife
    * Further increases Dagger skill pierce
    * Increases the chance of not inflicting proration

    - Mail Breaker
    * Chance for all attacking skills to deal damage based on enemy defense when equipped with a dagger


    KNIGHT
    - Assault Attack
    * Removed after animation effect
    * Recovers some guard power

    - Parry
    * If guard is used, provide a (skill level / 2) * 1 second buff to completely offset incoming physical damage and greatly reduce fractional damage.

    - Provoke
    * MP Cost reduced to 100 at max level.
    * If target switches aggro to user, recover 100 MP

    - Rage Sword
    * Prorate neutrally

    - Perfect Defense
    * Added passive effect: Reduces the effect of damage on guard power greatly
    * Using actively restores HP based on negated damage / 20

    - Fareth
    * Increases motion speed by stack * 2% additionally

    - Binding Strike
    * Disturbs enemy attack additionally


    PRIEST
    - Bless
    * At level 10, additionally restores hp by max HP / 100

    - Gloria
    * Recovers guard power, grants skill level * 50 guard power if guard power is 0.
    * Skill level % chance to passively trigger guard when not actively guarding

    - Holy Fist
    * Knuckle power gain comes from AGI.
    * Does magical proration with knuckle weapon

    - Holy Light
    * Restores HP for all team members

    - Enhanced Bless
    * At level 10, additionally restores hp by max HP / 100

    - Royal Heal
    * Changed to be comboable

    - Ether Barrier
    * Grants a damage negation shield based on 5% of party member MATK
    * Prevents magic flinch whilst active
    * Duration extended to skill level * 3 seconds


    ASSASSIN
    - Arcane Strike
    * Passively recovers MP based on AMPR until next attack
    * Deal fixed damage (Not affected by combo tag) based on MP used: 10000 per MP bar

    - Evasion
    * Greatly reduced animation time
    * MP cost reduced to 1
    * 10 * skill level % chance for evasion to trigger automatically whilst under effect. This automatic evasion consumes 2 charges instead of 1.
    * User only buff

    - Shadow Walk
    * Allows evading when standing on or within enemy attack zones


    WIZARD (oh boy!)
    - Familia
    * Automatically leave red zones
    * Passively restores MP = AMPR
    * Boosts CSPD by skill level%
    * Removed Max MP boost
    * Removed additional attack modifier
    * Chance to attack enemy with neutral energy bolt every 3 seconds

    - Mana Crystal
    * No limit to amount placed
    * Max MP restored = 10 * skill level
    * Cast time = 2 seconds

    - Lightening
    * Will deal critical damage
    * Paralysis rate = 10 * skill level

    - Blizzard
    * Will deal critical damage
    * Cast time reduced by 1 second
    * Slows enemies within
    * Freeze Chance = 10 * skill level

    - Meteor
    * Slow decent speed 2 - (1 - (skill level / 10))
    * Will land on foe epicenter +/- 1m
    * Number of meteors = Math.ceil(Math.random() * skill level)

    - Stone Barrier
    * INT affects barrier amount, adds INT * skill level/10 to count.

    - Imperial Ray
    * May be casted by advanced familiar only if it is used.
    * Useage rate every 10 seconds
    * Costs 2 MP if used by advanced familiar

    - Advanced Familiar
    * Removed random wizard skill use
    * Attacks the enemy with an energy bolt which is superior to enemy ailment every 3 seconds
    * May set 1 skill to use automatically, interval determined by skill set.
    * Will substitute itself in place of the user if damage is fatal, cannot recast for player revive time when this happens.


    HUNTER
    - Kick
    * Boosted animation speed

    - Sunrise Arrow
    * Deal fixed (not combo tag affected) damage based on sleep healing rate tick * 2

    - Sleep Trap
    * Can place at enemy feet if bowgun is used
    * Can be placed in combo if bowgun is used

    - Bear Trap
    * Can place at enemy feet if bowgun is used
    * Can be placed in combo if bowgun is used

    - Land Mine
    * Can place at enemy feet if bowgun is used
    * Can be placed in combo if bowgun is used

    - Dark Trap
    * Can place at enemy feet if bowgun is used
    * Can be placed in combo if bowgun is used


    DARK POWER
    - Dark Stinger
    * Deals fixed damage (not affect by combo tag) based on HP

    MAGIC WARRIOR
    - Conversion
    * Increase MATK for staff main weapon by ATK * 0.2

    - Resonance
    * Different buff icon to indicate which buff is active

    - Enchant Sword => Enchant Attack
    * Perform an attack based on MATK and ATK (If not already, haven't kept up with this)
    * Next attack skill deal damage as if superior to target element.
     
    Last edited: Jul 25, 2021
  2. Balugbog056

    Balugbog056 Well-Known Member

    Joined:
    Nov 23, 2019
    Messages:
    411
    Likes Received:
    145
    IGN:
    Butz'
    {Guard Skill} = gaining guard/eva without correct equipment is gud idea (but they need to rework that normal remodel should be viable because it dont give any types of benefit compare to the other 2 remodel)

    {Shield Skill} = only guardian need to remove atk/matk penalty (base on skill tree design it promote damage by s-cannon and guard strike)
    Note : fractional damage is mitigated already

    {Dagger Skill} = only hidden arm tree and Poison Dagger (Poison Damage Formula) need to rework

    {Knight Skill} = only parry and fareth need to rework (like doing perfect guard tap it will automatically activate and reduce further damage and cost of guard)

    in fareth they need to remove the staying place mechanics (they can adjust more slower to gain stack) also buff the physical pierce it absurb you only gain around 10% in 247 vit and 5 stack

    all offensive is fine because they already buff it with knight will
    -assault attack 7.5x mult
    -rage sword 7.8x mult + total vit*50%
    -bind 10.5x mult + total vit*2
    Note : even vit outside of player stat also work
    ex. eq , xtall , food , ava stat , etc

    {Priest Skill} = Bless and A.Bless need more Buff still scale with INT/MATK (very lackluster even the entire heal within entire buff)

    Holy Fist = no need change (just blame p.suzuki they didnt give STR ATK on knux)

    Holy Light = remove cast time and reduce 1mp (to make it viable low tier dps skill ex. use as combo opener)

    Royal Heal = increase healing depend on total
    INT
    ideal formula would be = (TOTAL INT * 5%) + 25% + (5000 + TOTAL INT*10)

    dont need to make comboable (because it will become broken in tank)

    Ether Barrier = remove cast time and increase duration depending on Total INT (INT/50)+10sec

    Gloria = the effect value is fine (only the def/mdef mechanics ruin it due to unbalance scalling)

    All Affected by INT and instant casting should be exclusive only to Staff/MD/Sub MD

    {Assassin Tree} = arcane strike would be greatly rebalance if that skill rely on spending mp on assassin skill tree (basically new charging skill)

    evasion dont really to rework because it act as [All Cure Slow Ailment] the problem is the enemy has absurb accuracy which flee/dodge is practically useless in this game)

    Serum should rework act like Evasion but it does [All Cure Poison/Ignite] also reduce -1mp because it too much for being 3mp

    Both Evasion/Serum need motion speed buff

    Shadow Walk no need to change (they just need to add more animation look more cooler like shadow aura when successfully doing counter evasion)

    Hunter Tree = only need serious buff in this tree is traps
    -can be set while moving (basically throwing in ground)
    -greatly damage boost
    -very fast animation

    {Dark Power} = only need rework is sacrifice and red tear (they not performing according to tier level skill compare to ordinary skill tree)

    ex. Dark Stinger > Almost all T2 skill
    while sacrifice and red tear (with correct build) is very underperforming compare to T1 and T3 ordinary skill

    also i think only staff and main md should get benefit magic proration mechanics of SH (they 100% butcher mage unless boss has very very high pres to make mage relevant)

    look at 6th anniv arena that boss has 35% pres and 1% physical proration while high magic proration and very low mres (the 6th anniv should be natural habitat for mage but they just easily beat by SH spammer)

    {Magic Warrior} = Yes Resonance need correct buff icon indicator which buff is activated (if you want to play that rng mechanics efficiently)

    I dont agree giving buff atk staff due to conversion
    -because staff is not really magic warrior
    -the skill tree itself promote only to real sub md user (ohs,bwg,knux)
    -the scalling of Staff alone INT/STR is highest due to being able to use ATK%/MATK% (high end build you can make 6k atk/matk staff in non meme build while real MW is struggle to achieve both 4k atk/matk)

    Element Slash should be ATK/MATK because that skill promote originally as STR+INT

    Enchant Sword/Enchant Shot (just a naming prediction for BWG enchant) = yes this skill need to give holy fist mechanics when sub md is equiped (act 100% magically that require spellburst+weaken to apply magic crit)

    Make Enchant Burst Scale Better with MATK (because comparison of DEX vs INT is equal in OHS but INT dont give benefit to sword side which is INT is pointless scalling for being Magic Skill)

    Also give more further damage when you equip awake element (of course in correct target weakness)

    {Wizard Tree}= the basic skill should be free (lightning , mana and blizzard )
    waste SP for taking all of it and they not even good much in utility (let alone damage of those skill)

    lightning = instant and 100% ailment
    blizzard = reduce casting speed
    mana = only cat will cast it (promoting 10k cspd is not practially in overall build)

    meteor strike = should be prioritize main target (act like sat but it prioritize the main enemy location when the target does displace) and that skill create impact should also damage but weaker in original damage

    also the remaining meteor should land where main target died
     
    • Like Like x 2
  3. Kaisyl

    Kaisyl Elite Member Elite Member

    Joined:
    Sep 20, 2015
    Messages:
    1,737
    Likes Received:
    459
    Problem with evasion is that it only removes slow ailment, not prevent it and with only slow rarely lasting longer than 7 seconds, it doesn't make sense using it at all.

    Serum is just a massive waste, especially for the cost.

    The whole Wizard tree is useless for all difficulty bosses as it is right now. Ailment rates too low and damage is abysmal. All the useful skills which is just mana crystal and stone barrier to an extent, are useless because they have some dumb attached mechanic. Meteor itself just needs a full rehaul.

    Why I suggested conversion for staff is because you can equip staff sub MD but as it is right now, there's not much benefit to doing so and as such, pointless. Having magic warrior maybe would have offered some utility boost.

    Dark stinger is overpowered compared to other t2 yet at the dame time, thanks to bloodsucker combo tag, is useless for building on the HP loss.

    Makes more sense to just use bloodsucker and tenacity combo tags.

    Hunter's sunrise arrow sleep mechanic damage boost doesn't make sense aiming for if there's no special damage boost mechanic towards it. Traps need a godhand buff tho. That we agree.


    Gloria is fine but really, adventurer garb, that thing you wear since lv1 can carry you till end game so is it really whrn guard does the job much more than def/mdef. What's the point of thise two stats anyways?

    Ether barrier has an MATK penalty which is why I suggested the barrier as a means of compense.

    Holy light has a very long after cast animation which makes it useable only when on boosted motion speed (swift tag) so without some good team wide benefit, it's not worth using.

    For dagger skills, gatling knife roots you in place and with some bosses, that's fatal tho I agree optional. Otherwise, yeah, the poison and ignite damage formulae need a rework.
     
  4. Balugbog056

    Balugbog056 Well-Known Member

    Joined:
    Nov 23, 2019
    Messages:
    411
    Likes Received:
    145
    IGN:
    Butz'
    evasion better for all curing slow in 2~8 party because recovery cost 2mp in 2 unit and 2 action while that skill only cast once and entire pt is cured (hoping also serum does same and 2mp cost)

    not entire wizard skill is useless because in terms of farming blizzard vs storm is almost same (well this both skill need dmg buff that make stronger overall dmg vs in similar tier burst skill)

    meteor main problem is stupid rng (the dmg itself is fine being T3 skill)

    althought imperial ray need buff atleast make initial cast awake element depedent and only the cat will cast it (also minor dmg boost)

    Dark Sting is not overpower because u sacrifice almost half of your stat (247 vit) to make it viable while it lower overall other skill dps (basically you cant use 100% sh dmg due to stat sacrifice)

    Sunrise already fine atm because its already gud scalling for cleaning mobs. well about the sleep bonus they should remove and make it as mark mechanics when boss hitted by traps (different effect depending on traps)

    i would say they should buff Hunter (Magic Arrow) instead give more skill multiplier on it atleast it can spar in rampage auto

    Holy Light still underpower atleast remove the casting time and reduce mp cost to make it viable (currently max multi is 10.5x but most of build has 300cdmg and T2 skill multi is 7x which it has 21x multi compare to 10.5x)

    gatling drawback is fine because it offers unique properties that the only skill very strong split dmg for dmg limit boss (overall dmg is quite nearly same to ordinary T4)

    it will be power creep if gatling will do as same dmg/speed in most t4 because you can one trick gatling

    about Ether Barrier they should remove matk penalty if that skill is line to Offensive Skills (Holy Fist - Holy Light - Ether Barrier - Prayer) all 3 skill is offensive related and Ether Barrier ruin the skill tree line synergy
     
  5. Kaisyl

    Kaisyl Elite Member Elite Member

    Joined:
    Sep 20, 2015
    Messages:
    1,737
    Likes Received:
    459
    Eh, well maybe comparing evasion to recovery is a bit unfair but at the very least, it should reduce the ailment rate of slow and not just function as a budget recovery.

    I disagree on the wizard skills. Blizzard+storm lacks greatly compared to ninja water skill. The issue being that blizzard + storm is a combination of magics with negative prorative effect on each other which causes lowered damage. For a mage whose compound magic results in worse damage is terrible game design when they have to already deal with slow animation and cast times.

    Imperial ray really needs the familia alone to cast that. The skill is slow and spamming the blast only part isn't really worth it on high diff. On low diff, one finale does the job of 10 imperial blasts. Given the time needed to cast the skill 10 times, it truly makes no sense using.

    Holy light... Is completely worthless. No idea why they removed the innate magic pierce and the recovery makes no sense since it's user only and if you're casting holy light, it's usually from safety where you can deal with the stupid long animation. Removing cast time works but it won't be enough unless it does something more or at least does fixed damage so that proration doesn't affect it and that long post cadt animation is removed.

    Ether barrier itself is just garbage. Even removing the penalty, because nobody bothers with VIT and have low HP, by the time ether barrier becomes effective, the team member is dead or at abysmal hp. No flinch only works when bosses like neo maton AoE the whole map with constant 1hp dmg and the skill's duration is complete thrash
     
  6. Balugbog056

    Balugbog056 Well-Known Member

    Joined:
    Nov 23, 2019
    Messages:
    411
    Likes Received:
    145
    IGN:
    Butz'
    Blizzard and Storm cannot be evade also you also need to choose one of them
    Blizz>Storm = High ATK + Low MATK
    Storm>Blizz = High MATK

    and those skill is meant to kill mobs only either farming or clean boss weak multiple mob by yourself

    also even using both blizz+storm mobs in farming proration dont matter because the mobs is already dead (it just majority farmer neglect too much i even see forcing 2 digit level farmer which they dont farm efficiently)

    Vortex deals strong but that skill can be evade which tempest does better due to being fast tick aoe skill (so vortex is situational farmer skill only to non eva mobs)

    i agree that imperial need buff but scaling it to finale vs imperial 10x is too far (the skill has 10 and 20 multi which is similar strong to magic burst but main problem is too slow and not affected by combo tag which lost too time in dps rate)

    holy light currently not viable to use because of long cast time and it mp cost is not worth trade off (making it 1mp and no cast it would become 100% viable like combo with dark stinger)

    also m.pierce is still there is just remove in-game desc (skill tester already test that)

    increase and removing cast time/matk penalty of ether barrier is useful like in gesp ii rather than doing nothing unless u play hybrid dps (compare to current ether barrier i even doubt you can cast finale preventing magic flinch even with 10k cspd cuz the duration is too smol)
     
  7. Kaisyl

    Kaisyl Elite Member Elite Member

    Joined:
    Sep 20, 2015
    Messages:
    1,737
    Likes Received:
    459
    Ah it was gespenst 2, my bad. But no you can't cast finale, at that point your role becomes prorator for phys dps which sucks because soul hunt spammers do your job but better.

    I quite like how the burst part of imperial ray is fixed damage (other than proration effect). It means that you can slap that skill on a 1mp combo and spam it.... If it weren't so terribly slow. The skill needs swift tag for reliable casting and even then, I find that on bg/md it's a lot better due to decoy shot when the role needed is solely proration. And still, it's slow. On smite with no save, the cost is absurd for the low damage.

    Also, yes it makes sense to compare it to finale which has an execution rate of about 7 seconds compared to the 5 seconds? Of 1 mp spamming imperial. The rates and damage ratio is leagues different even if accounting for mp charge and maximizer.
     
  8. Balugbog056

    Balugbog056 Well-Known Member

    Joined:
    Nov 23, 2019
    Messages:
    411
    Likes Received:
    145
    IGN:
    Butz'
    imperial ray is slighty stronger in mburst but setup is more harder to build for being full 2s and perfect balancing various stats (cspd,atk,matk,cdmg,mpierce) i would say 2 imperial ray > 1 finale and that skill also work later in enchant shot potentially strong combo in BWG+MD for gaining high atk from DEX and achieving highest cspd in overall types of mage

    both initial skill motion speed (real time)
    1s imperial ray is around 3 sec vs 7s~8s finale

    also its not effiecient to spam 1mp mono imperial ray (save tag) because you lose the first hit dmg) most imperial build i saw is neglecting first hit for building too much cdmg rather than focusing first hit since second hit also affect normal magic stats

    aside on overall magic skill is still powercreep in current era from physical build due to cast time
     
  9. Kaisyl

    Kaisyl Elite Member Elite Member

    Joined:
    Sep 20, 2015
    Messages:
    1,737
    Likes Received:
    459
    If you can achieve a perfect Imperial Ray build for mage, it'd most likely be on BG/MD which can take advantage of DEX main stat, otherwise, Finale has an absolutely massive constant which is just... there. It isn't influenced by anything and is just basically a hey look at me free damage! kinda thing. It's not exactly the most innovative of all finisher skills, if it operated as such but it doesn't.

    The only thing which slows down use of Magic Finale is the absolutely absurd use time which makes it extremely risky to use and at the same time, it's the ONLY skill mages can use because any time they aren't using it means a huge fall back in DPS because of how the skill itself was designed. Not as a finisher but as a DPS skill with risky use. It's not a finisher skill at all unlike Cross fire which has the benefit of side charging and garyou which is benefitted by using prior mononofu skills. Most lv4 skills are designed as DPS skills and unless they change that with lv5 skills and bring some utility to lv1~3 skills, nothing is going to really change...
     
    • Like Like x 1
    • Friendly Friendly x 1
Thread Status:
Not open for further replies.

Share This Page