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Random Toram Facts (Can you check them for me?)

Discussion in 'Toram Online General Discussions' started by c2048631, Jan 13, 2020.

  1. c2048631

    c2048631 Active Member

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    So I've compiled a list of random information that was not immediately clear or evident to me when I first started playing Toram, to reference it when I'm making builds, or planning something, etc. Can anyone fact check me on these things, and add their own random information if they feel it's relevant?

    · 186 skill points at level 138 (what main quest will get you to)
    · Two-handed sword and dual swords mercenaries get 2x attack (is this reflected in the Max Power shown on the mercenary screen?)
    · Level cap is 200
    · Mercenaries are only based on MaxHP, ATK, MATK, DEF, MDEF, HIT, FLEE, ASPD
    · “Accompany” characters are affected by stat boosting consumables
    · The main quest will get you upto level 138
    · Only skills that increase relevant merc stats work for merc (and Play Dead and First Aid)
    · Motion locking happens at 1100+ ASPD
    · Synthesis characters don’t need to be max level, they just have to have 255 TEC (what about dex?)
    · HIT = Accuracy and FLEE = Dodge
    · Weapon Attack is not ATK
    · All skills unlocked at level 180 currently
    · MaxHP mercenary I’ve seen is 118,218
    · Max Power mercenary I’ve seen is 11,820
    · Cast Speed tapers off at 1000
    · DEF and MDEF taper off at 1250
     
  2. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    That synthesis part is actually right. You will only add dex if you want to get lock 5 which adds more difficulty for every 6 dex(6dex=1 diff) needed to create HPO with a diff requirement of 320.

    Edit:
    Also,all mercenary registered as attacker will always get double the damage increase.

    That 180 skills unlock, I think it's level 200 if we include tier 4 smith and synthesis tree.
     
    Last edited: Jan 13, 2020
  3. d1123176

    d1123176 Member

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    My understanding with 2hand and dual sword mercs is that they get an ADDITIONAL 2x on top of the 2x you get for registering them as attacker. (And they also get the 2x by itself even if registered as defender.) I believe it's in this thread.

    https://toramonline.com/index.php?threads/everything-you-need-to-know-about-mercenaries.33957/
     
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  4. mun1409

    mun1409 Well-Known Member

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    Mercenary don't use def and mdef iirc. Also, the double for ths is not reflected on merc stat. Dw get to atk twice instead. Ktn get halved iirc.
     
  5. d1123176

    d1123176 Member

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  6. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    Welp that makes 2hand the best attacker mercenary than DW because it has higher weapon attack and stat gain than DW.
     
  7. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    I read the thread about merc just now and it did mentioned that 2h ans DW gains addition 2x damage.
     
  8. mun1409

    mun1409 Well-Known Member

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    hmm. I must have missed that before. I only remember about the range resistant. In any case based on the linked thread, u don't need to invest on def anyway. Def merc get bonus based on lvl. And def scaling is bad. All my character has 250+ without any specific investment on it.
    Yes, they do. Just the manner is different. I might be mistaken though as i last used dw merc one and a half year ago. Edit: the further doubling of ths and dw is not reflected on merc stat. So, 10k ths merc deal double 10k hb merc.
     
  9. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    this is not reflected on the mercenary stat screen.
    2h deals deals more damage (maybe auto-critical) and DS hits twice with each attack.
    correct
    no. food and potions only apply to the character you are currently using.
    "accompany" uses the same mechanics as "mercenary".
    correct
    1000 aspd reduces the attack recovery time to 0. 1180aspd increases motion speed by 1%. (+1% for every more 180, caps at +50% at 10000aspd)
    DEX raises Difficulty Level, at a lower rate than TEC, but has no effect on any kind of synthesis.
    yes. but the actual hit and dodge rate is calculated with the enemy stats included, so there is no fixed value to get a certain hit or dodge rate.
    yes and no. Weapon Atk is added to Atk, so it will be included in all atk based calculations.
    but "Weapon Atk +10%" is much less than "Atk +10%".
    correct
    yes and no.
    you get 20% damage reduction at 250 and 30% at 1250, and lastly 40% at 10000.
    so the first drop happens already at 250.
     
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  10. UfuLamb

    UfuLamb Well-Known Member

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    Def/m.def starts to taper off around 250 (does anyone here remember the exact amount?)

    Cast speed tapers off depending on the spell used.

    Attack speed caps at 1000, but motion speed is capped at roughly 10k attack speed(again anyone know the exact amount?) Wich is equal to the cap motion speed of 50%.
     
  11. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    look above, i just posted it before you :p
    no. MP Charge is the only skill with a fixed value (1s at 1000cspd max). for every other cast time (except Maximizer) it applies a % reduction. 50% at 1000cspd and 100% at 10000cspd.
    look above :p
     
  12. Odin

    Odin O.o hello? Anyone there? Elite Member

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    Agreed. I've seen no diff for some spells at CSPD 1k and yet seen other spells faster at 1.8k+
     
  13. UfuLamb

    UfuLamb Well-Known Member

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    Slow browser updates dude.

    Buffs work on "accompany" but the buff needs to be active on the accompany once, before setting it as accompany (just tested it again recently in case they ninja patched this, but it still works)

    Edit 2.0: the accompany doesn't loose the buff even if the buff has already expired as long as the accompany remains active.

    To lazy to test mage stuff again, but magic type skills have different taper rates, storm changes at 1k and 4k and is almost instant at 8k (anyone has enough time to test this stuff, again?) to make it 100% idk we always get that green cast time on other skills except burst.
     
    Last edited: Jan 14, 2020
  14. Kuroemon

    Kuroemon Well-Known Member

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    If you mentioned motion locking perhaps you are referring to merc motion locking right? Actually for merc, motion locking had some one additional condition than 1000+ aspd and that is the first hit on a monster had to not miss else your merc will activate retreat AI until it hits once then it will lock the motion there. Please cmiiw:)
     
  15. d1123176

    d1123176 Member

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    Yeah, mercenary motion locking, is there any other kind?
     
  16. Kuroemon

    Kuroemon Well-Known Member

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    Dual Sword auto atk motion locked I guess? But its certainly out of context since dual sword motion locking already happen since creation @.@
     

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