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Scrader xtal still better than Goldoon xtal

Discussion in 'Toram Online General Discussions' started by -Mio-, Oct 12, 2017.

  1. -Mio-

    -Mio- Member

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    Scrader adds more magic attack than Goldoon which is better with mage character. Atk and accuracy doesnt add much difference with mage. Just saying :)
     
  2. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    Goldoon is the best of the 2, scrader gives same amount of matk but makes u more squishy which is bad ofcourse, but york beats goldoon
     
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  3. Kaiousei

    Kaiousei Well-Known Member

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    Couldn't York be used in a ring though if you put decel dragon in first, I thought goldoon was interesting as an xtal since it's for armor.
     
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  4. Isra

    Isra Cock and Ball Torture Elite Member

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    York thrashes Goldoon since it's predecessor, Decel, was no limit. You can walk into a fight with 4 York's (16%) all for the cost of 300mp
    Dunno why you would but, hey, do you fam
     
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  5. Kaiousei

    Kaiousei Well-Known Member

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    No I'm just wondering all educational purposes since I don't use a mage too often,least not for dps more for farming,thinking of different combinations without math involved. ^^
     
  6. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    Mhm u can, and if 2s ring id prefer york+ooze, with scrader ud gain about 20matk which is like 182storm dmg but u take 20% more physical dmg, so even an ooze is better than scrader
     
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  7. Isra

    Isra Cock and Ball Torture Elite Member

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    What's your take on Granny over Ooze then?
     
  8. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    Still prefer ooze, the -1k cspd isnt worth it even if u add cspd equips, it would be better to have abit less matk and have more than 250cspd
     
  9. ThunderEmperor

    ThunderEmperor Elite Member Elite Member

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    What is the stat of your mage? Int>Dex or Int>Vit?
     
  10. Kaiousei

    Kaiousei Well-Known Member

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    She added a bit of vit guessing scrader still works nice, long range damage too. So much to think over,depending how u want to damage your boss or mob.
     
  11. mayam

    mayam Elite Member Elite Member Epic Member

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    Long range damage does NOT work for arrows and storm goldoon is your choice if you want for 2s while york for 1s.
    Both of them gives you same amount of matk and same storm and arrows damage but one just makes you glass with its physical resistance-20%
     
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  12. Kaiousei

    Kaiousei Well-Known Member

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    Your saying no long range damage for storm mayam? What's up with that..^^
     
  13. mayam

    mayam Elite Member Elite Member Epic Member

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    Yep theres a few skills that skip long range+% and short range+% calculation.
    Tempest
    Spinning slash
    Arrow rain
    Dive Impact
    Arrows
    Lances
    Wall
    Storm
    You can try with jiangshi hat it has long range damage-30% javelin if used at 8m gets reduced by 30% while storm keeps doing same damage.
     
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  14. Kaiousei

    Kaiousei Well-Known Member

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    Thanks for the extra info, make's you wonder what asobimo is thinking..Had no idea storm was nerfed like tempest with short range damage.. ill definitely try it out I got the hat too.. ^
     
  15. -Mio-

    -Mio- Member

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    P
    Pure int +50vit+50dex
     
  16. screamingfox

    screamingfox Well-Known Member

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    It's more about simplifying the definition of these attacks than "nerfing" them. Both for the players and the coding.

    Build Availability:
    Ideally you don't want to limit cast and forget skills to a specific range. It wouldn't make sense to limit Tempest to short range when someone could be using a dagger from long range. Or using Storm in short range and fighting up close with a Sword. It severely limits the skills uses in a game that encourages diversity.

    Player Wise:
    You've also got the problem of defining when these skills are counted as long or short range for players.

    Consider these questions.
    • When casting the skill
    1. Will the skill use the stats you cast it with and keep those stats through the duration?
    2. Or, will it update upon every hit of the cast?
    • Upon calculation of 1st question.
    1. Is the range accounted for when you cast it? Why?
    • Upon calculation of 2nd question.
    1. If it's calculating per hit, should it calculate based upon the character's distance or upon the turret's distance from the enemy? (It calculates on character distance.)
    • Upon thinking about it and finding out that making changing ranges for either option is terrible.
    1. Actually, does it make sense for these skills to calculate them at all? These skills specifically shouldn't care about where they're placed. Why would a Tornado, Falling Arrows, Magical Arrow Turret, or any of these cast and forget skills care about where they were cast at? They'd logically be the same power unless you've been weakened somehow. Why even complicate it? If it calculates the range wouldn't it make them less versatile altogether? What the hell were we thinking putting distance values on skills that's strength is to be cast ANYWHERE and sit. Why should a player even have to consider optimum distance is for casting a Tornado? They aren't even touching the enemy with their weapon! Distance literally makes no sense when you're own strength when your weapon isn't even touching the enemy.
    2. Also, got to consider that updating constantly makes no sense when your character could be 14m away from the enemy. Or when Storm could be cast and you've got a melee fighting in the middle of their own storm. (yeah i'm repeating it again cause it'd be dumb for that to be a thing)
    3. :notlikethis: Scrap it! Quick! Just make it 100% Short AND Long range so it stays as consistent as possible and actually does it's function as a skill all the time! Oh oh! Make it so that it calculates the stats on the cast so it doesn't fluctuate like 900 times because someone got Lethargy while their tornado is hitting something. That shet would make no sense!


    TLDR; It'd be pretty dumb for these skills to calculate based on distance from a logical standpoint. Gameplay wise, logic wise, and coding wise.

    Least that's my interpretation on things. It certainly wasn't out of laziness, because they probably realized how stupid it looked during testing for skills like these to fluctuate because of where you decided to cast them.
     
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  17. Kaiousei

    Kaiousei Well-Known Member

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    I used short range damage for tempest as an example of me not knowing about long range damage not working for Storm.I never limit my attacks to just short or just long, I mix it up.not to be rude but I wasn't asking for an in depth analysis on stuff I mostly know. @.@ bro I don't normally use a mage in boss battles so I lacked the info on scraders long range damage.. you would of thought they would let storm do more damage is all I thought.. hehe.. still tho very informative..
     
  18. -Mio-

    -Mio- Member

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    Why u waste ur time
    Explaining urself? They dont ask for it
     
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  19. Kaiousei

    Kaiousei Well-Known Member

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    Do you have manners mio, I was brought up when someone addresses you the polite thing to do is respond. What is the issue beb?
     
  20. -Mio-

    -Mio- Member

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    I have manners to people who knows how to give respect :)
     
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