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Proposed main weapon skill fixes

Discussion in 'Toram Online General Discussions' started by Kaisyl, Jul 18, 2021.

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  1. Kaisyl

    Kaisyl Elite Member Elite Member

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    Continuing from this thread, these are some skill balancing ideas

    BLADE:
    - Hard Hit:
    *Deal normal proration

    -Sonic Blade
    *Deal normal proration

    - Spiral Air:
    * Deal normal proration
    * Apply perfect aim under buster blade buff effect

    - Rampage (Functional Change):
    * Reduce MP cost of skills by 1 during effect
    * Berserk nullifies MP Cost and applies an HP cost to all Blade skills. All blade skills restore HP = skill level% of damage
    * Normal attacks do not count towards rampage skill counter, multiplies normal attack whilst in effect.
    * Attack skills reduce buff counter by 1.

    - Buster Blade:
    * Healing is granted to sub-shield user. Motion Speed boost granted otherwise.
    * Resets all proration on target.


    SHOT:
    - Arrow Rain:
    *Deal normal proration

    - Bullseye (Added because skill is completely useless):
    *Deal normal proration

    - Snipe:
    * No ailment penalty for bowgun
    * Remove critical penalty for bowgun
    * Bow changes attack into linear AoE
    * Bowgun is single target with boosted pierce
    * 75% skill accuracy with non-bow
    * Global no application of ailment if graze/critical graze (Not sure if this is already true)

    - Crossfire:
    * Charges lost when hit.

    - Moeba Shot:
    *Removal of burst damage effect
    *Deal normal proration

    - Paralysis Shot:
    *Removal of burst damage effect
    *Deal normal proration

    - Smoke Dust:
    *Removal of burst damage effect
    *Deal normal proration

    - Arm Break
    *Removal of burst damage effect
    *Deal normal proration

    - Sneak Attack => Camouflage
    - Camouflage:
    *Chance to reset target aggro by blending into surroundings, guaranteed success if target is attacking
    *MP Cost: Same as sneak attack
    *Boosted motion speed for bow/bowgun
    *Effect trigger only when animation ends
    *Effect ends when the user attacks

    - Quick Draw
    * MP Recovered = Math.floor(Skill MP Cost / 2)

    - Decoy Shot
    * Change effect: Duplicate all [SHOT] attacks with (skill level * 2)% power
    * Only provide AMPR if normal attacks are duplicated
    * AMPR is halved whilst in effect
    * AMPR is doubled for bow (Normalized)
    * Motion speed is boosted for bowgun

    - Fatal Shot => Eagle Eye
    * Boosts Hit by DEX + (skill level * 10)%
    * Change to extend break time with all shot skills
    * Change to trigger break points with all shot skills


    MAGIC:
    - Magic Javelin
    *Boosted motion speed
    *Reduced skill power

    - Magic Lances
    *Applies paralysis if cannot apply stop

    - Magic Impact
    *At lv7+ deal physical proration
    *At lv10, removes tumble effect for staff/magic device, replaces with CSPD buff.

    - Magic Wall
    *General range +1, no magic device bonus
    *Magic device applies a wall all for all members in party

    - Magic Storm
    *Storm formation animation delay by 0.3 seconds
    *Applies a weaken debuff on enemies when suctioned to the core of the storm.
    *Suction effect always applies for magic device user
    *On successful cast with staff, storm follows target slowly
    *Does not apply proration

    - Magic Blast
    * General Range +1, magic device +2.
    * If target is under weaken effect, remove effect and deal +100% damage.
    * Not affected by damage reduction/boost skill combo tags.
    * Magic Device will re-apply associated ailment regardless of resistances.
    * Adds an instance of magic charge if magic burst is obtained

    - Magic Finale
    * Default range set to magic device default * 0.66
    * Magic devices can move (stalling cast time) when charging finale, slow (1/2 speed) as a sub weapon ( 1/4 speed if staff main weapon)
    * Staff with magic device sub weapon gains critical (rate and damage) bonus.
    * Skill power and multiplier scaling based on magic proration, resets magic proration if target hit with 1st hit.
    * Does not apply proration
    * Removed raw skill constant boost.

    - Magic Burst
    * Elemental conversion based on target, 2x damage if main weapon matches target elemental weakness
    * No cast time
    * Damage scaling based on instances of magic charge
    * 360 degree AoE for magic device

    - Maximizer
    * Adds a magic surge buff which increases magic power for skill level seconds
    * If skill obtained, MP Charge now passively restores 100 MP every 3 seconds when magic surge buff not in effect. if MP charge used actively, restores double the amount.
    * Maximizer fully restores MP regardless of weapon type

    - Magic Guardian Beam
    * If cannot knockback target, apply slow, if cannot slow, double damage.
    * Applies a buff which restores charges every 3 seconds for 1 minute up to a maximum of 10 charges
    * Applies normal proration with every hit.
    * Attack rate is every 1 second when not target and every 0.5 seconds when target.


    MARTIAL:
    - Smash:
    *Deal normal proration

    - Bash:
    *Deal normal proration

    - Shell Break
    *Guaranteed armor break
    *Deals 0 damage when target is armor broken, inflicts maximum proration as a penalty

    - Heavy Smash
    *Second hit is unaffected by combo damage reduction tags
    *Second hit is unaffected by proration
    *Boosted motion speed

    - Sonic Wave
    *Deal normal proration

    - Earthbind
    * Inflict non-resistible knockback for 1m
    * Inflict stop ailment
    * Drains HP based on user max HP and at a rate based on AGI

    - Triple Kick
    * Deal normal proration

    - Aggravate
    * No AMPR boost
    * Change to deal additional damage with every martial skill equal to skill level%

    - Strong Chase Attack => Rapid Chase Attack
    - Rapid Chase Attack
    * Chance to trigger a Calm Mind Buff with every martial skill: MP Cost of all skills is equal to 0 during effect, motion speed is halved during this effect.
    * Calm mind buff duration = skill level seconds
    * Restore 100 MP when buff expires

    - Chariot
    *Removed idiot after attack animation
    *Global fear ailment effect stops boss attacks

    - Rush
    * If under rush motion speed buff, add an additional phantom hit count by AGI /100
    * Phantom hits deal normal proration and is not affected by combo damage reduction tags
    * MP Cost +1 if motion speed buff active

    - Chakra
    * Continuously restore MP whilst under effect based on AMPR
    * Prevents fatal damage once, buff lost afterwards. Does not halve incoming damage nor reduce it.
    * Unable to cast redundantly
    * Not lost when hit.

    - Slide
    *Grants subsequent skill perfect aim with a rate = (skill level * 10) %


    DUAL SWORDS:
    - Cross Parry:
    * Deal normal proration

    - Charging Slash:
    *Deal normal proration

    - Flash Blast
    * Evasion damage deals normal proration

    - Saber Aura
    *Useable only when current HP >= max HP
    *Can use in combo


    CRUSHER
    - Forefist Punch
    * MP Cost reduced to 1
    * Deals normal proration
    * Decrease damage during skill animation

    - Goliath Punch
    *Charge fluctuation, charge hovers across 3 ~ 5, fluctuation slows over time if not attacking. (Or just no charge lose)
    *Can lose all charges with lethargy, will begin charging again when ailment lost
    *If max charge (5), apply invincibility for pre-attack animation

    - God Hand
    *Deal normal proration
    *Immediately apply max charge stack (3/3) upon use
    *Nullifies all damage based on stack count
    *Using again resets stack
    *Flee is nullified during animation
    *Motion speed is nullified during animation (Skill base speed used)

    - Breathwork
    * Halves subsequent skill MP cost without relying on skill points in annihilator
    * Restores 1% HP every 3 seconds for 30 seconds. Refreshable.

    - Floating Kick
    * Deal normal proration
    * Moving kick: Disturbs target attack
    * Normal kick: Adds +50 CDMG buff for skill level seconds

    - Annihilator
    *Comboable
    *Cannot redundantly use


    HALBERD
    - Flash Stab
    *Deal normal proration

    - Cannon Spear
    *Deal normal proration

    - Dragon Tail
    *Deal normal proration

    - Deadly Spear
    *Deal normal proration

    - Strike Stab
    *Deal normal proration
    *If target has ailment, reset physical proration

    - Punish Ray
    *Works exactly like a magic skill (No miss or evade)
    *Cast time reduced 2s => 1s

    - Chronos Drive
    * Restores MP based on user proximity (If user distance to target > halberd attack range, MP recovery lost), ASPD and AMPR

    - War Cry Of Struggle
    * Continuously restore MP every 3 seconds for 9 seconds
    * MP restoration is based on HP lost (Up to a maximum of 250 MP restored)
    * Upon using, instantly provides a tick of MP regen

    - Buster Lance
    * N/A (Figured about grand buster lance)


    MONONOFU
    - Issen
    * Deal normal proration

    - Pulse Blade
    *Deal normal proration

    - Triple Thrust
    *Deal normal proration

    - Garyou Tensei (Missed this one)
    *Increase damage reduction to 90%
    *Damage reduction applies when skill used with 10 stacks
    *Motion speed increased by ( stacks * 10 )%

    - Pommel Strike
    *Deal normal proration

    - Two handed
    * Active effect: May be used to unequip sub-weapon and used again to re-equip

    - Meikyo Shisui
    * Effect only lost when using an attack skill

    - Bouncing Blade
    *Deal normal proration
    *Damage halving effect always applies
    *MP Cost +1 (MP Cost = 2)


    BAREHAND
    - Whole skill tree
    *Gain a separate Qi gauge = HP / 100


    ------------------------------------------------------------
    Just some skill balancing ideas I had, most of these have already been suggested by so many people so this is mainly just a rehash of that plus some ideas I had. Also interested in how it's looked at for a project of my own undertaking.
     
    Last edited: Jul 18, 2021
  2. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    Red_Fox
    changing most skills to normal proration would really mess up the damage output.
    especially at lower levels, non-mages would would only deal 50% damage most of the time.
     
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  3. Kaisyl

    Kaisyl Elite Member Elite Member

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    Then no proration or not effected by proration?

    Honestly, proration should only apply to finisher type skills so that you can't spam them endlessly. This means that proration should affect skills on the highest tree level, eg: if you have lv3 magic, proration applies to storm and impact yet at lv4 it applies to finale and burst. All other skills are not affected by proration nor do they effect it. (With regards to magic)
     
  4. Balugbog056

    Balugbog056 Well-Known Member

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    Butz'
    actually its good to change pure dps lower tier skill into normal proration cuz there's no point of using it due to existence of T4 skill (power creep by dmg and there's even T4 low mp skill which mp sustain using low mp lower tier skill is quite useless)

    ex. whats the point of existence skill like issen and triple kick? (just waste of sp in skill tree)

    even skill like triple thrust and spiral air ruin their own skill tree because you can only use the buff to sh without penalty

    with the idea of reworking proration (physical to normal of most old tier skill is to create new mix up of combo rather than almost every class is impact+dps smite combo)
     
  5. Kaisyl

    Kaisyl Elite Member Elite Member

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    Well, it's only knux that get to abuse that and to be fair, they should be able to given their abysmal range.
     
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