Many of you may remember the "Tome of Offense" that was written by TheXIIIthGuy with the help of Mayam and a few others, and that it got deleted because the two of them became less interested in the game and felt underappreciated for all of the hard work that they put into the community. While I respect TheXIIIthGuy and Mayam immensely, and know that posting this here may be against their wishes, a good few people wanted it to be posted here and I figured that newer players would still find it incredibly useful. I was informed that a copy of it had been made private on Amino, so I decided to search for it, and for whatever reason I had access to it, but decided to worry about it later. I searched for it again, and I no longer had access to it, but by pure luck I was able to get it again by going into my search history which I never delete because I'm a good boy who doesn't search for anything that would require me to clear it every once in a while (jk, I use incognito for that). Just to remind you again, none of this is my own work. I also had to put all of it through Google Translate because that last remaining copy was in Spanish, so some of it may not make much sense as it used to. I will do some corrections, formatting, and polishing later, but here is the Tome of Offense. Introduction, Chapter 1, Chapter 2 Spoiler: Introduction First, what is DPS? This is an acronym for Damage Per Second (Damage per second in Spanish). It's not as easy as you think, this is just a small part of the cake so to speak. To become a so-called Pro so to speak is not only to take a skill and voila, here we will get to take the Knowledge and Mathematics. Every simple math involves something about damage and speed. For this, we will take each part and explain the damage mechanics as well as the step-by-step speed to finally give a formula that will focus everything to mention. In this future blog that will be carried in 13 parts with a bonus, we will talk about all the information about how the mechanics of the same game work with knowledge collected by many and mathematics. This blog is made in English by "TheXIIIthGuy" with the help of @ mayan @, Arewzo and more collaborators who took their time to explain all this. At the end of the Offensive Volume I will carry out the last volume called "The Dual Tome: A guide to the best Kirito in Toram" to focus on one of the characters with more mechanics in the game and somewhat tedious in handling it. Spoiler: Chapter 1: The basis of all damage Here we will talk totally about the calculation of damage and much more important the basis of damage. This chapter will describe the basis of damage and how it plays a role in the calculation of damage. What is damage basis? The damage base is a universal number calculated for all damage abilities in the game, including self-attacks. This damage is calculated with the damage statistics (ATK or MATK depending on the skill), the player's level, the level of the mob and the resistance of the mob (Physical or magic respectively). In many games, the calculation of damage of a skill has the following formula: (Attack Value + Skill Attack Value) * Skill Damage Multiplier But what about the practice? Is Toram currently different from other RPG games? No. But this one has some whims about other RPGs, nothing out of the ordinary. It has an Attack Value (What is the Base Damage), a Skill Attack Value (What is the Skill Constant) and a Skill Multiplier. In this case we will focus on the damage base. As I said before, the damage basis is the value that governs everything about the calculation of damage. This value is invariable (The ATK / MATK can be altered in combat) and serves as the basis of damage. Here is the formula for physical skills except those of Dual Sword (and therefore also the auto attacks of the dual sword). Base Damage = (ATK + Player's Level - Mob's Level) * (100 - Mob's Physical Resistance) / 100 In the case for magic skills: Base Damage = (MATK + Player's Level - Mob's Level) * (100 - Mob's Magical Resistance) / 100 No need to worry about decimal numbers since the value will be taken to the smallest number closest to the result. This is important? Absolutely, having a good foundation is very important for real life or video games. While it is not all for Toram since there are many ways to increase your damage, it is one of the most important ways to increase your damage. How do I increase this? Increase ATK / MATK The best way is to increase your base damage, but how do I do this? This will be the story of the next chapter. Go up to the Cap level Although it has minimal effect on the damage base, this can seriously affect a character since some values are influenced by the level. Spoiler: Chapter 2: Extreme (magic) attack We had explored on the basis of damage, but now we will begin to see an important element in the base of damage: ATK and MATK. Basically everyone in this game knows about these two values, which are one of the stats visible to the naked eye. But, there are hidden details that in this chapter we will discuss in detail about ATK and MATK. What is ATK / MATK? ATK and MATK are the main statistics that influence the physical and magical attack respectively. These are affected by the character's level, the weapon's attack value and the stats used for that weapon. They can also be affected by gears, potions and other skills buffs. ATK is used to calculate the damage of self-attacks and physical skills, on the other hand the MATK is for the calculation of damage of magic skills. Beautifully simple, right? It really is not so, for this reason there are varieties of Builds in Toram, ATK and MATK can vary greatly between each character. However, all classes share a similar calculation format for these statistics: ATK or MATK = (LV + Weapon Attack [If applicable] + Stat Boost) * (1 + ATK or MATK% / 100) + Flat ATK or MATK First, we must understand how Weapon Attack is calculated. The complete formula is as follows: Weapon Attack = round down (Attack value of Weapon * (1 + Weapon Attack% / 100)) + round down (Attack value weapon * refine weapon² / 100) + refine weapon + flat Weapon Attack Take into account the statistics of Weapon Attack% and the effect of refinement are additive (Except for some values when rounding). Why do we point this out? The reason is that it is relative. For example: -If we have an attack value weapon of 100 and suppose you have a team with + 10% Weapon Attack that is very common. Then your weapon attack will have a 10% increase over the base attack of the weapon. On the other hand, if you are lucky and take the weapon to + S before equipping the gear with a 10% Weapon Attack bonus. The formula before equipping said gear would be: 100 * (1 + 15² / 100) + 15 = 340 And the formula after equipping the gear would be: round down (100 * (1 + 10/100)) + round down (100 * (1 + 15² / 100)) + 15 = 350 Where if your increase was 10% Weapon Attack for the gear, on the other hand the overall increase was relatively small (350/340) = 1.0294 which was an increase of 2.94%. Then the value of refinement is more important than the +% Weapon Attack stats at the moment, since the game is constantly changing and maybe in the future there is + 50% Weapon Attack where we must take into account in the formula. Now what they expected so much, the ATK / MATK formulas for each existing class: https://imgur.com/B8SNZDI What can we deduce from this? -If I had to assign stats to maximize ATK and focus on the rest, Two Handed Sword, Bowgun, Staff or Barehand could reach their full potential (or near this) and depend on gears or other stats to increase their damage. -The Arrows with high attack values gives a significant ATK% to Bow and Bowgun users. -The Brawlers are better with magical attacks than many other physical classes due to the high gain of MATK by the INT statistics and the impulse of Weapon Attack% (Despite being divided between two). - Staff users are better for hybrid classes unlike Halberds. Another thing to take into account, you can equip a Knuckles or Magic Device as a sub weapon but with the cost of decreasing by -15% MATK and -15% ATK respectively. This is important? Of course, the main contributor in the damage base is the ATK and MATK, this should be as high as possible. On the other hand, having a high ATK or MATK will not always mean doing high damage, where the following chapters will be explained. How to increase them? Get a strong weapon The Weapon Attack if applicable for your statistics, as well as the refinement in the weapon and finally upload your statistics to the maximum possible. Keep in mind that the game is updating, as well as weapons. Therefore, you have to constantly renew your weapons. Use the appropriate statistics for your weapon What are you thinking of placing AGI in a Two Handed Sword? Upload your character to the maximum Did you notice that the level increases your ATK and MATK? And that this also increases the damage rate? This is very true since it takes an important role in the calculation of damage. Start leveling up. Get equipment from ATK% and buffs / passives that increase ATK% / MATK% This is very essential when maximizing your damage statistics and at the same time very important. The trick is that it also increases the ATK / MATK you get from your weapon, so the effect could be further amplified.