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PRORATION MECHANISM

Discussion in 'Toram Online General Discussions' started by KlNG, Feb 19, 2020.

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  1. KlNG

    KlNG Well-Known Member

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    Good day to all ! ;)
    I know that this topic has been discussed and discussed many times, but due to language differences I still have misunderstandings.
    I will share point by point my knowledge about the system of proration, present data from the forums.
    Please correct or supplement if I incorrectly indicated or understood something.
    1)Proration - this property of bosses "get used" to a certain type of attack.
    2) each boss has a so-called price * of the Prorate(a value that shows how much the value of the new Prorate indicator will change from the previous one). At the beginning of the battle, the boss has a minimum proreit.
    Any ultimate skill from the first hit will receive -50% damage.
    This indicator will be equal for all bosses -50%. This is protection from vanshot and botovodstva.
    But this indicator can be taken as 0%(if you count from zero).
    If you use the proration correctly, you can reach a maximum proration coefficient of 250.
    If I correctly understood that this indicator (for example for magic skills) is reached by spam of one of types of other attacks(auto/physical). For example the boss has such *indicators* proration:
    auto-20
    physical - 30
    magic - 20
    When an autoattack (first strike) occurs, we get the following values:
    Auto-0
    physical-30
    Magic - 20
    But it is easier to count on the damage bonus in %.
    For example, if the boss has a Prorate of about 20, then after 5 hits, the bonus damage will be +50% of the damage from the Ult.
    Prorate more than 100 in the table is calculated against prorata different types of attacks.
    The maximum increase in skill damage will be +50% as well.
    For example, the boss has prorate 250 due to physical and magic attacks.
    In this case, you can spam the final several times with almost no loss of damage.
    From 250 will be subtracted from the table indicator in the amount of for example 30 multiplied by the number of attacks of this type (the finale 3 hits).
    It turns out after the first final will be 250-30*3=140 - still above 100.
    It means that the next finale will be a +40-50% damage.
    As the first one was +50%.
    I for themselves (for understanding of) illustrate that damage floats from -50% until +50% to damage skila.
    If the physical DPS gives 4-5 skills of the physical type, it raises the magic prorate to +50%.
    That is, after physical damage, the final will be the maximum.
    Indicators proration for each boss affect the number of attacks which should be applied.
    L1b8APHvvEo.jpg
    f1_3DOR4Rn8.jpg


    Imagine the boss-Cerberus.
    Auto attack 15%
    Physical 20%
    Magic 20%.
    Conclusion:
    1)7 autoattacks raise physical and magic damage to +50%.
    2)5 physical attacks raise auto attack and magic damage up to +50%.
    And also 5 magic attacks.
    Swordsmen spam impact + Ulta.
    That is, 1 magic attack + 2 physical attacks.
    This way they reduce the magic prorate by 10% and raise it by 20%
    0-10+20.
    Bows only spam with physical attacks.
    It turns out +10% to magic damage.
    At this time, you continue to autoattack.
    And you raise the physical and magic Prorate at the same time. If the rate of Prorate 100, it is +50% to damage.
    If higher than 100, it is also +50% and + a stock of Prorate for your spam(without loss of damage).
    That is, on the second / third stroke of the finale. That is, all three (with a coefficient of 250% will account for 50% of the MAG damage.
    Again, if >100.
    At 250, the cut will be:

    1)First final:50/50/50
    2) Second: 50/50/50
    3) Third: 50/50/40
    But since swordsmen use auto attacks while you are casting, it will always be +50.
    The third blow is 10% of the damage of the first. Prorate it is almost nothing lowers damage(and so small).
    I for reliability before the first custom do 3-4 autoattacks, before the second 2.
    And I cast the final after the first physical Ult(for the prorate reserve).

    About this table.
    The left column shows the reduction of damage from spam of the same type??
    This is not much like the truth(please tell me about it).
    E6kiYlIyk0o.jpg
    Old men, are you still here? Tell me more about the table ... I would be very grateful
     
    Last edited: Feb 19, 2020
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  2. Yunan

    Yunan Not Enough Salt Elite Member

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    Good stuff
     
  3. Kaisyl

    Kaisyl Elite Member Elite Member

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    Venena with 75k+ Flee? LOLWUT?
     
  4. VangNir

    VangNir Well-Known Member

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    So, how do u calculate this?
    Which one is better?
    1. One normal atk > impact > main skill (smite)
    2. Four normal atk > main skill (no smite)
     
  5. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    Spammers Don't have time for this.
     
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  6. Zezusa

    Zezusa Well-Known Member

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    Honestly the table is confusing for me , is there a simpler explanation of it?
    And true while you’re doing five normal attacks a spammer already did two and already started their third . For me I try to do two normal attacks in between skills but I may occasionally spam if my mp bar is full or close to it.
     
  7. Insane23

    Insane23 Well-Known Member

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    You should specify if your main skill does neutral, magic or phys proration and which proration rates must be used (aka against which boss). I'll consider phys proration and his base example (auto-20, physical - 30, magic - 20).
    1. 30% (auto) + 30% (if impact hits) = 60% for phys.
    Proration is an independant multiplier, so damage for smited skill will be 1.6*1.5 = 2.4. So it's 140% more damage in this case.
    2. 4*30% auto = 120% for phys, so 2.2*1 = 2.2 = 120% more damage.
    For this particular case, first choice is better.
     
    Last edited: Aug 4, 2021
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  8. Xiavu

    Xiavu Lurking Overlord of LOVE[L.O.L.] Elite Member Epic Member

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    You hit monsters, "it hurts!" Hit it again, "it don't hurt much anymore". Solution? Hit it with a skill!

    You hit monster with skill, "it hurts!" Use skill again, "it don't hurt much anymore." Solution? Hit it with magic!

    Lesson: hit monsters with lot of different kinds of pain coz they get bored easy. And start to feel good.

    Ps: if this is too simple, i can use paddles, whips and candles. Since proration system is very much like an S&M party to begin with.
     
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  9. mekp

    mekp Well-Known Member

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    Thank you for sharing ~
    Is there any limit for player to stock the prorate ?
     
    Last edited: Feb 20, 2020
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  10. KlNG

    KlNG Well-Known Member

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    250% but this is not accurate, I will try to find even more information
     
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  11. PutuKarma

    PutuKarma Well-Known Member

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    hmmm... i wonder if the system actually separate the increasing number and decreasing number, like example, if you inflict physical proration, magic and neutral proration will be increased by 30% but the physical proration will be decreased by 50% or so

    edit: i havent read the post because my brain doesnt want to burn rn so i might missing it
     
    Last edited: Feb 20, 2020
  12. KlNG

    KlNG Well-Known Member

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    I wonder when someone can explain the meaning of the last table and proration in general:oops:
     
  13. kariin

    kariin Patience is a Virtue Staff Member MODERATOR Super Likable Elite Member Wiki Contributor Epic Member

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    i think specifically speaking...u only wanted old men to tell you more about the table :D
     
  14. UfuLamb

    UfuLamb Well-Known Member

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    The left one shows how much dmg reduction you get for spamming all physical skills, the right one shows a combo spammed 6 times, with a consecutive tag and a magic/buff/buff/physical prorate
    E.g GSW>Quick Aura(swift)>punish ray(cons)>dragon tooth(cons)

    In short (based on the table) you will be dealing more dmg with a consecutive tagged 1mp skill with proper proration compared to spamming all physical skills (tenryuu)

    But the table is still weird for me nonetheless, cuz the comparison is not applicable in game... For issues such as the time taken to finish 6 combos vs time taken to spam 6 individual skills, positioning for a 3-4 second long combo vs a 1sec skill and a lot more

    Let me rant more about this, cuz recently i'm ticked off by people over glorifying formulas, with overly optimized builds with 0 flexibility that only works well for lab rats don yeti and co.
     
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  15. Mass (Boatman)

    Mass (Boatman) Well-Known Member

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    The final table seems pretty much confusing and pretty much wrong though, all I know is the maximum damage is about 2.5 times of normal damage and the minimum is 0.4 times of normal damage as well when proration is applied.

    E.G: Skill 1 dealt 30000 damage
    Maximum damage (max proration) : 30000 x 2.5 = 75000 damage
    Minimum damage (when proration got ruined by maximum level): 30000 x 0.4 = 12000 damage.

    Damage difference between minimum and maximum proration : 75000 / 12000 = 6.25 = 625%.

    That's what I know.
     
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  16. KlNG

    KlNG Well-Known Member

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    that's right, I'm preparing an article about the proration understandable for everyone.
     
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  17. SAM.

    SAM. Well-Known Member

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    Bumping as this deserves more views.
     
  18. megan8

    megan8 Well-Known Member

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    who else is guilty of the crime of skipping over the original post and just reading comments to get the idea
     
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  19. 15miles

    15miles Well-Known Member

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    Question, if there are so many players that depend on skills to dish out damage, isn't being a dedicated auto-attacker better in all party combination, especially random parties?
    If one can dish out decent damage with auto attack, that is.
     
  20. Amaymon

    Amaymon Well-Known Member

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    Usually, the tank deals with the auto attack proration. The dps in the parties are often forced to make auto attacks because of low mp. Melee fighters using Magic: Impact also contribute.

    Regarding to your idea, there are auto-attack builds focusing on additional melee and additional magic stat. Those are unpopular and a hassle to make tho.
     
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