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Skill tree list lvl 180 cap (Salvaged)

Discussion in 'Toram Online Game Guides' started by Ainred, Feb 25, 2019.

  1. AliceYvne

    AliceYvne Elite Member Elite Member

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    アリス・Yvne
    Below is copy from my side, the info is come from the player at first page mention.

    Magic: Storm
    Lv 3 Skill; No Limit
    MP Cost: 400
    Damage Type: Magic
    Base Skill Multiplier: 1.8 + 0.02 * Skill Level; multiplier for each hit
    Base Skill Constant: 50 + 3 * Skill Level; constant for each hit
    Hit Count: 1 hit (level 1); 2 hits (levels 2 and 3); 3 hits (levels 4 and 5); 4 hits (levels 6 and 7); 5 hits (levels 8 and 9); 6 hits (level 10); damage calculation is done for each it
    Maximum Cast Range: 8m
    Hit Range: 1.75m (levels 1 to 3); 2.75m (levels 4 to 7); 3.75m (levels 8 to 10); around the target's position when the skill is cast
    Base Cast Time: 1 second; affected by Cast Speed
    Ailment: Suction
    Base Ailment Chance: 100% on mobs; 50% on bosses
    Ailment Duration: 1 second
    Ailment Resistance: 0.001 seconds
    Game Description: "A magic to generate a storm. Enemies will be sucked into it. Strong monsters may not be sucked into it."
    Staff bonus: Skill Multiplier +0.3
    Magic Device bonus: Hit Range +2m
    Staff bonus takes precedence over Magic Device bonus
    This skill is unaffected by Concentrate, Long Range, and Short Range Damage/Long Range Damage stats
    Triple Thrust's Skill Constant buff is divided by the Hit Count
     
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  2. mun1409

    mun1409 Well-Known Member

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    Does anybody know whether 'Long Range' passive shot skill affect CF and Finale?
     
  3. Ainred

    Ainred Well-Known Member

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    No it does not affect it.
     
  4. mun1409

    mun1409 Well-Known Member

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    Bow support skills are really bad with CF huh...
     
  5. Ainred

    Ainred Well-Known Member

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    working in assassin skills first bit by bit (haaalp)
     
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  6. ChrisZle

    ChrisZle Well-Known Member

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    @Ainred
    Assassin Stab
    Phys
    3mp
    Probably Unsheathe
    IF DAGGER +30 * SLevel Constant
    Multiplier if BACK > 110 + SLevel * 9 + 300(if dagger) or 2, 5 if dagger sub
    Multiplier if SIDE > 105 + SLevel * 3 + 100(if dagger) or 1.35, 2.35 if dagger sub
    Multiplier if FRONT > 100 + 50(if dagger) or 1, 1.5 if dagger sub
    If with Backstep then rate(?) +1 + (SLevel * 0.00999999977648258) or 1.1
    If with Abandonment then rate(?) +1 + SLevel * 0.00999999977648258 or 1.1

    Abandonment/Foresight - Passive
    LastDamage Rate > SLevel * 5
    Hit Bonus > SLevel

    Evolution/Evasion
    200mp
    Can remove SLOW, or prevent it even
    Duration is 20 + SLevel (* 2 if Dagger Sub)
    Flee is Slevel + 10 if Dagger sub
    FleeRate is SLevel

    Backstep
    100mp
    AttackRate is SLevel * 5 (dunno what attack rate that is)
    Couldn't find how much MP recovered too. (Seems to only recover MP if ur using Dagger as Sub)
    Can be used in combo, can be starter.
    Can proc Quick Draw Shot skill quite easily it seems.
    Buff doesn't always show for some reason.
    Backsteps by 5m.
    Infinite range as long as u have locked into an enemy.
    Can't use without locking into an enemy.

    Serum
    300mp
    Duration 10 + Slevel (*3 if Dagger)
    Seems to lower Ignite self damage by 30% at max level, 20% at Level 5.

    ArcaneStrike - FuneVinte
    Variable MP Cost
    Constant > 500 + 50 * SLevel
    Multiplier > SLevel * 10 + (60+ SLevel *4 ) * (MP/100) or 100 + ((60 + 40) * (2000/100)) > 2100 or 21 Multiplier if Level 10 and 2k MP
    MP CalcCost > CurrentMP / 100 * 100
    .
    .
    Not 100% sure. I'm nub at this :)
     
    Last edited: Mar 28, 2019
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  7. Ainred

    Ainred Well-Known Member

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    Lies I say
     
  8. Ainred

    Ainred Well-Known Member

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    Well info wise, I already got everything down to pat, it's just field testing which for the love of god is very hard for me to do.
     
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  9. ChrisZle

    ChrisZle Well-Known Member

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    lol. I did 0 testing. I'm lazy. I'll delete when u finalize ur info ;) Also to avoid confusion.
     
  10. Ainred

    Ainred Well-Known Member

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    -One way to tell if a skill is unsheathe without testing is there's a dmg flow formula at the bottom of the skill after addrate and addconstant, if there's a "Firstattack" or "Firstattackrate" it means it's unsheathe.
    -on the additional rates on assassin stab, if you look carefully for the IDs of the values you'll know the correlation
    -For Primary battle stats for characters, one without tags (flee) is flat and if it has rate at the end it's (flee %)
     
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  11. Corphus

    Corphus Member

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    Seen a video that shows backstep recover 100 mp when using dagger
     
  12. 《《MiLo》》

    《《MiLo》》 Well-Known Member

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    What is field testing? Can I help you?
     
  13. Ainred

    Ainred Well-Known Member

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    Basically just using the skills and what the effects are (there are some skills that doesn't contain all its effects on the code (like mp recovery or ampr)) and to see if there's any notable discrepancy to the information compared to the real time results in the game.
     
  14. ChrisZle

    ChrisZle Well-Known Member

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    It doesn't seem to recover if no daggers are equipped.
     
  15. KusoGeemaa

    KusoGeemaa Well-Known Member

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    Arcane strike gives ampr+10 if Skill level is less than or equal to 5, if greater than 5 its +20.
     
  16. 《《MiLo》》

    《《MiLo》》 Well-Known Member

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    The ampr is too great to be +20. At least +50
     
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  17. ViPR

    ViPR Elite Observer Elite Member

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    So dagger attack doesn’t matter for dmg? Didn’t see that coming.
     
  18. KusoGeemaa

    KusoGeemaa Well-Known Member

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    In the code it is written as that, and tested the skill just to verify if they are the same in game.
     
  19. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    well, shield stats matter for shield attacks but for knight skills, even though they get boosted by shields.
    it's the same here and with hunter skills too.
     
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  20. Caithe

    Caithe Well-Known Member

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    [​IMG]
     
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