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Tier 5 magic skills ideas

Discussion in 'Toram Online General Discussions' started by kousunpo, Jul 11, 2021.

  1. kousunpo

    kousunpo Well-Known Member

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    高寸法神ヒザノス
    Here are some ideas for tier 5 magic skills

    Ethereal Radiance- which will be a skill past Finale
    MP Cost:400
    Cast Time: Instant
    Motion Speed necessary to be instant Motion: +30%
    Power Constant: 5,000
    Base Damage Formula: Matk * Max MP/2(and is affected by additional damage multipliers), if Matk is greater than 5000 then formula becomes Matk* Max MP/3( and is affected by additional damage multipliers), if Matk is greater than 10000 then formula becomes Matk* Max MP/4( and is affected by additional damage multipliers)
    Element: based on Main Weapon or Magic Device
    Skill Activation Range: 16 Meters, 20 meters if main or sub weapon is Magic Device
    Innate Magical Pierce: 50%
    Target: AOE
    Level Available:200
    Skill Animation: a blinding flash of supernatural light that possesses unfathomable power engulfs everything and deals immense damage to all that it touches except the wielder and party members


    Supernatural Protection- which will be a skill past Burst
    MP Cost:100
    Cast Time: Instant
    Motion Speed necessary to be instant Motion: +0%
    Skill Activation Range: Unlimited
    Effects:Invincibility for 2 seconds if used after the Magic Skill Ethereal Radiance
    Level Available:200
    Skill Animation: A mysterious shining aura of supernatural origins surrounds and protects the wielder


    Cosmic Acceleration: which will be a skill past Maximizer
    Passive skill
    Effects: +100% motion speed to only magic skills
    Level Available:200


    Those are some ideas for tier 5 magic skills, what do you think of them? With newer and newer bosses, the concept of cast time becomes obsolete, especially when future bosses can just 1 hit kill the mage during casting even with mirage evasion because the bosses are much faster and relentless in their attack patterns, even 1 second of casting is too dangerous for the mage because the future bosses can just one hit kill the mage in half a second and even if the mage use mirage evasion the future bosses just needs to send out another speedy 1 hit kill attack in the next half second and its game over for the mage, therefore speedy powerful magic skills will eventually be absolutely necessary for mages to stand a chance at all against such bosses in the future
     
    Last edited: Jul 15, 2021
  2. Pregnant

    Pregnant Well-Known Member

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    Nah it would be more amazing if it is something which consume all of our MP and the damage is proportional to our current MP.
     
  3. kousunpo

    kousunpo Well-Known Member

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    Asobimo is always about nerfing mages more than physical classes which are far more powerful and useful than mages and can excel in defeating just about anything even without a party's help, so the skill ideas i have shared will finally put mages on an equal playing field with physical classes, and for true equality between physical and magical classes cast time needs to be eliminated and mages need to be given motion time reduction skills and a magical version of Tenryu Zannou too, otherwise ignoring proration, physical classes especially 2handers and samurai archers gunners etc with equal quality equipments with 100 crit rate and higher will always outmatch mage classes in all categories of power and battle effectiveness and practicality and that is the cold hard truth, and besides tier 5 skills should be stronger and more useful than tier 4 skills and in the future bosses will have HP that are around 500 million+ to billions of hp which makes extremely high damage skills necessary to defeat them efficiently, and large MP costs is one of those unnecessary nerfs to mage, yes mage used to be op but that time is long gone and are far surpassed by all mainstream high damage physical classes now and that is the reality
     
    Last edited: Jul 11, 2021
  4. kousunpo

    kousunpo Well-Known Member

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    These quotes should let you see how and why mages need to have cast time eliminated and have buffs to their magic skills and motion speed and Invincibility options and changes to magic skill formulas and functions etc to truly be on par with the mainstream physical classes in terms of power and battle effectiveness and practicality!!
     
    Last edited: Jul 12, 2021
  5. Glaive™

    Glaive™ Well-Known Member

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    none of these skills seem right, the first still is absurdly strong for the lev requirement. do u know just how much having a 10k constant is? not even finale has that(3000 first hit) and then on top of that u want a multiplier of matk*total mp which just makes it even more broken +magic pierce like come on now

    ur ideas could use a more grounded base because this isn't believable at all, with numbers like that you'd one shot every boss in the game at lvl200 even bosses like gravicep which has 51m Hp on ultimate would get slapped by this skill in like 2 shots.

    but enough about that I have some ideas I've been holding for my own and just for reference when deciding a skills dmg I suggest using the formulas that asobimo already has laid out like skill constant and skill multiplier, it's just makes the process easier to understand and makes it look more genuine..... but anyway here's my crack at t5 magic skills


    1. Mana Wave
    Lvl 5 skill; staff/magic device only
    Mp cost: 400
    Maximum Cast range:10m
    Base Cast time: 2seconds; affected by CSPD
    Skill multiplier:20+(0.5*skill level)
    Skill Constant:400+(0.6*skill level)
    Aoe width:2m

    Skill effect: project a wave of energy that greatly dmgs the target, if used after dealing dmg with previous magic the skill upgrades and gains a piercing effect

    Piercing mana wave

    Base Cast time: 2seconds; affected by CSPD
    Skill multiplier:20+(0.5*skill level)+total spells used(cap:5)
    Skill Constant:400+(0.6*skill level)+total spells used*200(cap:1000)
    Magic pierce:total magic spells used*10%(cap:50%)
    Aoe width:4m
    "skill is affected by short/long range dmg"
    "element changes skill name"

    2. Internal Energy
    Lvl 5 skill; staff/magic device only
    Mp cost:100+
    Maximum Cast range:infinite
    Cast time: none
    duration:15+(2*skill level) seconds
    Skill effect:consume all mp to increase various stats. cannot be used redundantly. increase the probability of concentrate. slightly increase the dmg of previous magic

    Cspd:+(mp consumed/20)%
    Crit rate:+(mp consumed/50)
    crit dmg:+(mp consumed/100)
    concentrate:+(1*skill level)%
    T3 magic skill multipliers:+(0.25*skill level)
    T1-2 magic skill multipliers:+(0.15*skill level)

    3. Arcane Aura
    Lvl 5 skill; staff/Magic device only
    Mp cost: 300
    Maximum Cast range: Infinite
    Base Cast time: 3seconds; affected by CSPD
    Skill Duration: 20+(1*skill level) seconds
    Radius of Aura:3+Lvl/2 M (from the spot it was cast)
    Knockback distance:4+skill level/2 m(50% effective on bosses)
    Skill effect: Creat a ring that regenerates Mp. deals knockback to mobs around the user upon successful cast but no dmg.
    Mp Gain:25+(player level/4)every 5s
    "motion speed increases tick rate up To a maximum of 3s"

    that was about all of could think of, the last skill was an idea I had for magic devices specifically but it sounded too good for it not to be included again. not trying to hate on your ideas but they sound way too far fetched and I have a hard time imagining them implementing anything even close to that powerful in the game at the current moment.
     
  6. kousunpo

    kousunpo Well-Known Member

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    Just halved the constant and also added in a division formula for the maxmp, so its now just right for tier 5 magic skills, being much stronger than tier 4 magic in power but in a more reasonable realm of power gap now thanks for pointing those out, also nice ideas you have for tier 5!!
     
    Last edited: Jul 15, 2021

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