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Sober Analysis, fighters high

Discussion in 'Toram Online General Discussions' started by Kaisyl, Dec 5, 2019.

  1. Kaisyl

    Kaisyl Elite Member Elite Member

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    Need some confirmation on their calculation and if they are affected by their precursor passives.

    Reason? Im trying to avoid decoy shot for now. (Yes i know the two passives are worse than decoy but its still my preference.)
     
  2. Komibii

    Komibii [TITLE] Elite Member

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    https://aminoapps.com/c/toram_online/page/blog/survival-skills/06kQ_5NJtkuKe40p8BJPK0MbeZXppgJZa8

    4.) Fighter's High
    Allow Natural HP regen in battle.
    Passive Skill
    Amount of HP healed = 1*Lvl % of Base Natural HP regen.
    Duration: Once every 3 sec inside battle. Will add up to total natural HP Regen if outside battle.
    NOTES:
    Base Natural HP regen = 10 + maxHP/25
    NOTE:
    --The amount of heal can be affected by Natural HP Regen stats on equipment apparently but not by safe rest. Need similar confirmation for Sober Analysis.

    8.) Sober Analysis
    Allow Natural MP regen in battle.
    Passive skill
    Amount of MP healed = 5*Lvl % of Base MP Regen.
    Duration: Once every 3 seconds inside battle. Added to total Natural MP regen if outside the battle.
    NOTES:
    Base Natural MP regen = 1 + maxMP/100

    They are both affected by the natural hp & mp regen stats (respectively), but the passives that come before them don't apply. These two skills and the passives that come before them are sorta like opposites; FH and SA are only active during battle, while safe rest and short rest are only active outside of battle.
     
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  3. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    IGN:
    <-Kenji-
    Dang, sober analysis sure sucks bigtime. Even with 2k mp, you can only regen 21mp (unaffected by natural mp something) every 3sec. Idk how much mpnit increase with mp % regen or something stat from gears but I bet it it only increases the amount to 5mp or something.
     
  4. Komibii

    Komibii [TITLE] Elite Member

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    In my experience with my fighter's high tank that I made a long time ago, one of the best ways to increase your hp & mp regen is with avatar stats. If you had 3 avatars with +10mp regen, you'd heal 51/3s (17/s), which you could make go even higher with equipment, but you'd have to sacrifice a lot of more important things to do so. AMPR is still better, so I do hope that the devs buff both of these skills. Fighter's high used to be a really overpowered and overlooked skill back in the day because if you ran away from your target right, you could activate full hp regen in battle until you attacked again, but unfortunately that was a bug and got fixed.
     
  5. Kaisyl

    Kaisyl Elite Member Elite Member

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    They really should make fighters high regen equate to VIT directly in addition to final natural HP regen.

    Sober would be good if they added AMPR to it.

    Both then should have the time reduced from 3 seconds to per second.

    As they are, I can't even consider it, especially because the precursor passives don't help... -_-"
     

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