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The Great 'Save Combo Tag', a short explanation

Discussion in 'Toram Online Game Guides' started by NineArts, Jan 5, 2016.

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  1. NineArts

    NineArts Well-Known Member

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    NineArts (DEAD, CAN'T RECOVER.. 04/16/2021)
    from my previous test on another thread, there seems to be a limit as to how much damage the mechanic can penalize (haven't determined the actual percent), you can never inflict zero damage (unless if a new mechanic is added to Guard Effect / Parry that gives bosses the ability to only receive zero damage), same with damage drop off that it's only limited to 50% minimum after too much damage drop off has been activated.

    ninja edit: answer to your question, yes you are correct
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    Last edited: Jan 7, 2016
  2. Odin

    Odin O.o hello? Anyone there? Elite Member

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    I use a consecutive + consecutive combo at shell masks as I found the Save Save cancel out.
     
  3. NineArts

    NineArts Well-Known Member

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    updated:
    7. skills that used Save combo tag will remove it's breaker skill value (the one calculated on the ranks).
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  4. saiyatan

    saiyatan Well-Known Member

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    Newbie question:
    My MP Balance =
    My Max MP OR The MP I have when activate the combo OR just flat 500mp?
    ________________________
    flat 500 I guess.
     
    Last edited: Jan 25, 2016
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  5. NineArts

    NineArts Well-Known Member

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    MP Balance is the one that the following skills will use if they need MP to activate, in cases of Consecutive combo tag, they may not need MP depending on their position.

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  6. saiyatan

    saiyatan Well-Known Member

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    Thx, and the amount is 500mp, right?
    Edit: Ah, the amount is the cost of the [save] skill. Got it.
     
    Last edited: Jan 25, 2016
  7. Groot

    Groot ┐('~`;)┌ Elite Member

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    Would smiting the 1st skill after save give 90% damage or 60% damage?

    Save-80% penalty
    1st skill after save -60% penalty .... Smited would it be -60% +50% = 90% skill damage
    or (100%-60%)(1.5x) = 60% skill damage
    Where x is smite multiplier?

    And 2nd skill 110% or 90%?
     
  8. PhongTom

    PhongTom Well-Known Member

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    To solve this, we must use a high stability weapon such as Cat Paw, try to make every combo, and skill without combo for better result
     
  9. NineArts

    NineArts Well-Known Member

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    quoting myself on another thread:


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  10. han

    han Active Member

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    hi master goomoonryong @NineArts,
    i need your wisdom! :D

    1) what is a non-save combo?
    2) '7. skills that used Save combo tag will remove it's breaker skill value (the one calculated on the ranks).'
    can you explain this? i don't get this point
    3) why is there no MP cost/consumption for bullseye and paralysis shot since they are consecutive, not save? shouldnt the mp consumption of bulleyes increase due to save?
    4) why is the MP cost of snipe halved? does it have to do with smite?

    I am still new to murim, especially to combos :p
     
    Last edited: Mar 28, 2016
  11. Saphos

    Saphos Old Sword Nerd Elite Member

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    I hope this helps explain 'save' and 'impact' for you.

    http://toramonline.com/index.php?threads/new-combo-potential-impact-save.6104/
     
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  12. han

    han Active Member

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  13. Saphos

    Saphos Old Sword Nerd Elite Member

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    Any time ^^
     
  14. han

    han Active Member

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    Hi @Saphos sempai,

    I have looked through and digested most of what I have read in the 'Impact & Save' post.
    There are some concepts i still can’t fully grasped.

    1) what does "the mp cost of the skill is lowered according to the combo count" in the description for consecutive actually means?
    If it means that mp will be consumed for casting the skill, why combo mp calculations, mentioned in the post, are taking mp costs for skills under consecutive effect as 0 mp?

    2) based on the in-game description for save, if i have mp in the saved mp balance left, the mp cost of the last skill in my combo will be x2?

    3) I have a few problems in calculation for some of the combos listed in the post. I can’t figure where did my calculations went wrong. Can you enlighten me?

    a) 100mp 90% damage Snipe combo (without impact)
    Moeba > SDust (save) > Snipe (smite) > P.shoot (swift)


    1) moeba – 100 actual mp used for skill
    2) smoke dust – 0 actual mp used for skill, 500 mp saved in mp balance
    3) snipe – 0 actual mp used for skill, 100 mp left in balance
    4) paralysis shot – 100 actual mp used for skill, 0 mp let in balance
    Total actual mp used for combo: 100 (moeba) + 100 (p.shot) = 200 mp

    Shouldn’t this combo be a 200 mp combo instead?

    b) My Final Case:

    executed with 1mp bar: Sonic Wave ~> Smash (cons) ~> Lance (save) ~> Bash ~> Triple Kick (save) ~> Javelin (smite) ~> Impact


    1) sonic wave – 100 actual mp used
    2) smash – 0 actual mp used for skill due to consecutive
    3) lance – 0 actual mp used for skill, 300 mp saved in mp balance
    4) bash – 0 actual mp used for skill, 100 mp left in balance
    5) triple kick – 0 actual mp used for skill, 400 mp left in balance due to additional 300 mp saved to mp balance >.<
    6) javelin – 0 actual mp used for skill, 200 mp left in balance
    7) impact – 0 actual mp used for skill, 0 mp left in balance
    Total actual mp used for combo: 100 mp (s.wave)

    I understand that mp balance is not stacked and it cannot be increased by following saves, but I can’t seem to get the total of 100 mp without adding the ‘saved’ 300 mp from t.kick into the mp balance (shown in red).
     
    Last edited: Mar 29, 2016
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  15. Saphos

    Saphos Old Sword Nerd Elite Member

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    Consecutive tag
    1skill = combo count 0 = N/A = N/A
    2skill = combo count 1 = reduce mp usage by 100 = damage reduction 10%
    3skill = combo count 2 = reduce mp usage by 200 = damage reduction 20%
    4skill = combo count 3 = reduce mp usage by 300 = damage reduction 30% and so on...

    Therefore me even at 3skill is when you first used Consec combo tag, due to combo count, it will still reduce mp usage by 200 at a penalty of 20% damage reduction.

    Yes. Consider these examples:
    Example 1: Smash > Bash (Save) > Sonic wave (Swift), you saved 200mp with Bash, and used only 100 with Sonic wave, the mp usage for Sonic wave will becom 200, which is still covered by the 200mp saved, so it won't hurt.
    Example 2: Smash > Triple kick (Save) > Bash (Swift), you saved 300mp with Tripke kick, and only used 200 with Bash, the mp usage for Bash will become 400, and since you only saved 300, it will cost you an extra 100mp to finish the combo, making total cost 200mp.

    I think this was intended to be Power shot, not Paralyze shot. So you saved 500 with Smoke Dust, pay back 400 with Snipe, and pay back 100 with Power Shot. If it was Paralyze, it will actually use 300mp total. 100 from Mobea and 200 outstanding after repaying saved mp.

    I don't know how the gamed mechanism handled this calculation, but 100mp for this one is not supposed to make sense. I think the second save somehow messed up the calculation, but it also messed up his damage ^^ Dont worry too much about this one. There are double save-smite combos that work, we can look into it when you have something solid in mind.
     
  16. han

    han Active Member

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    Thank you for your explanations! I will study and digest the info again. :)
     
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  17. han

    han Active Member

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    Sorry to bother you again, @Saphos sempai.
    Can you check my understanding for the following 5 combos, found in the impact and save post?

    1. Astute > War Cry (save) > Trigger slash (cons) > Rampage (smite) > Spiral Air (cons) - 400 MP
    i. 100 actual MP consumed to start combo.
    ii. 300 MP saved into MP balance. 0 actual MP used.
    iii. 200 MP reduction due to consecutive. 100 MP deducted from MP balance, 200 MP left.
    iv. 200 MP deducted from MP balance. Remaining 300 actual MP consumed. <- shouldn’t rampage be unable to execute due to insufficient in MP balance?
    v. 300 MP reduction due to consecutive. 0 actual MP used.
    Total MP required: 500 MP <- not 400 MP, where did I go wrong?

    2. Wall > Storm (save) > MP Charge (save <- unnecessary, waste of combo pt or swift will be better choice) - 200 MP
    i. 200 actual MP consumed to start combo.
    ii. 400 MP saved into MP balance. 0 actual MP used.
    iii. 300 MP regenerated from MP charge, while taking care of save unpaid MP penalty of 400 MP. No actual MP is consumed (0 MP x 2 = 0 MP)
    Total MP required: 200 MP <- correct?

    3. Wall > Impact (save) > Storm (smite) > MP Charge
    i. 200 actual MP consumed to start combo.
    ii. 200 MP saved into MP balance. 0 actual MP used.
    iii. MP cost of Storm reduced to 200 MP due to Impact and deducted from MP balance. 0 actual MP used.
    iv. 300 MP regenerated from MP charge, while offsetting smite last skill penalty
    Total MP required: -100 MP (a gain of 100 MP due to MP charge) <- correct?

    4. Impact > Storm (smite) > MP Charge (swift)
    i. 200 actual MP consumed to start combo.
    ii. MP cost of Storm reduced to 200, due to Impact. 200 actual MP used.
    iii. 300 MP regenerated from MP charge, while offsetting smite last skill penalty
    Total MP required: 100 MP <- correct?

    5. Smash > Heavy Smash (save) > Triple Kick (smite) > Sonic Wave (cons)
    i. 100 actual MP consumed to start combo.
    ii. 400 MP saved into MP balance. 0 actual MP used.
    iii. 300 MP deducted from MP balance, 100 MP left in MP balance.
    iv. 100 MP or 200 MP (due to unpaid 100 MP) reduction due to consecutive. 0 actual MP used.
    Total MP required: 100 MP <- correct?
     
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