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Guide : Numerical MP Management

Discussion in 'Toram Online Game Guides' started by Monochrome, Aug 11, 2015.

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  1. Meddina

    Meddina Active Member

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    What do you even mean by MP Mitigation? Cancelling use of MP in order to cast more abilities? Tenacity and Save are your options. Or are you referring to reducing MP usage by the primary in a combo? I don't think that's something any class has. In a sense you could see having a fast attack speed as MP Mitigation. "Attack super fast and regen MP nearly as quick as you can use it". I'm curious to see if we'll end up being able to regen more MP per strike through skills in Survival or if we'll be receiving a Life Steal feature at some point (fingers crossed, but doubtful). I think a skill such as "further increases MP gained per attack" would be excellent for auto-attack classes and would take away the idea that people seem to have about MP Charge being almost necessity.

    Even still, this isn't the thread for MP Mitigation. This thread is for Numerical MP Management.
     
  2. Monochrome

    Monochrome Well-Known Member

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    Judakou, Arcara, «HVGEEK», No. 88/17, Monochrome
    Guide updated.
    Full information about Sober Analysis included in Attack MP Recovery section and the section about skills that provides MP during fight.

    At least you can have more Attack MP Recovery with Sober Analysis.:D
    It's not that strong, and has no MP mitigation effect on skills though.

    Waiting for your Combo Guide~!:rolleyes:
    I'm quite interested in the algorithm of Consecutive Effect.

    Hope you haven't had Sober Analysis level 2 yet.:p
    I found the bonus Attack MP Recovery has no change with skill level.
    So if you're focusing on only Attack MP Recovery, then put just one point on this skill should be enough.

    Also I recommend you to try focusing on equipment with Attack MP Recovery bonus too.
    Theoretically, Attack MP Recovery can be built up to 97 MP per hit with current-in-game items.
    And can be even 153 MP per hit if you're using sword.
    I guess pure ASPD with 12 MP per hit can hardly reach that OP point :D

    I may be less active from now on.
    Good luck everyone ;)
     
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  3. Kimesato

    Kimesato Elite Member Elite Member

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    Its funny but lets go at it ;) since you imply the need for an answer xDDD.

    Mp Mitigation for a Ranger, is how fast you earn your Mp Back. Which in a Ranger case, is harder than normal, for the lack of AGI, and lack of ASPD.

    Mp Mitigation as of today, Rangers have no other way to get an MP Mitigation other than Attack Mp Xtals or MP Charge. Currently Rangers only way of recovering MP is by Mp Attack Recovery or by the useless 5.7 seconds MP Charge.

    Since we have no AGI our only way of getting ASPD is through Dex, which we gain only 1.566 ASPD per 1 Dex = 161 x 1.566 = 252 Innate ASPD, which is useless as up to date version of the game. This means any xtal or crafted gear with ASPD will give and provide close to no aspd(5% aspd from crafted = 12.5 aspd). G.Skell Xtal can only be equip on Add Gear so that means, +300ASPD. This means you have 252 + 300 = 552 ASPD. Add 12.5 x 2 = 25 ASPD more, add 40% from 4 Minotaur Xtals = 252 x 40% = 100.8 + 252 = 352.8 + 25 + 300 = 677.80 and thats IF and only IF you have 4 gear with 2slots. you will get that 40%.

    This means your MP Mitigation would be hella fast. = 677.80 and if you want too you can cancel the 5% from Crafted Armor and go with FW Boss Dropped Garb and add an additional 200 ASPD = 677.80 - 12.5 + 200 = 865.30 ASPD now this is more a reliable ASPD and great MP Mitigation.

    Consider this, as a Ranger, until new content on the US server comes out, we ain't reaching 1k ASPD, and this 1k ASPD means we will lack Crit, EVA, Dodge, Skill Dmg, and many other things.

    Hope this explain my point.
     
    Last edited: Aug 24, 2015
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  4. Kimesato

    Kimesato Elite Member Elite Member

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    Btw @Judakou sorry to have rained fire on your thread My sincere apologize, sorry mate.
     
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  5. Monochrome

    Monochrome Well-Known Member

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    Judakou, Arcara, «HVGEEK», No. 88/17, Monochrome
    Eh, I didn't have any problem lol
    Btw, what does to have rained fire mean ╯ω╰a ???
    Sorry but I'm still not good at English idioms ^_^¦¦¦

    If it was about this, I was glad you explained it. cuz at first I misunderstood when you were talking about MP Mitigation too lol

    If it was about your informations on ASPD then it's okay since I'm interested in ASPD too. ˋ▽ˊ

    If I understand how ASPD relates to my attack delay then I can calculate the Attack MP recovered per second.

    So that I can optimize and make the fastest MP recovery with appropriate bonus Attack MP Recovery and bonus ASPD y^o^y
     
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  6. Kimesato

    Kimesato Elite Member Elite Member

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    Basically someone went head on and banged at me cus they dnt know sht for giggles. So I had to rain fire on your threzd cus of somebody elses fault.

    Back on topic.
    Thats how you build a Aspd ranger. And thats the only way to generate Mp mitigation for a ranger.
    Thats pretty much how the algorithm works like.
    Also almost done doing the Combo guide.
     
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  7. Flaneur

    Flaneur Well-Known Member

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    If both aggravate and hidden arm activated together, does that make it 3 atk mp recovers at the same time (including initial hit)?

    Thank You
     
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  8. Monochrome

    Monochrome Well-Known Member

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    Judakou, Arcara, «HVGEEK», No. 88/17, Monochrome
    Sadly, Attack MP Recovery occurs on normal attacks only.
    Aggravate and Hidden Arm has no effect on it.
    Example: (base Attack MP Recovery 12)
    • you gain 12 MP when hit once with neither Aggravate nor Hidden Knife
    • you still gain 12 MP when hit once with Aggravate activated
    • still 12 MP when hit once with Hidden Knife activated
    • and still 12 MP even if both of them are activated
    In my opinion, Aggravate is forgivable since it still deals proper damage.

    But Hidden Arm, even though it has tiny amount of damage, still has no Attack MP Recovery effect too. π_π
     
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  9. Flaneur

    Flaneur Well-Known Member

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    I see, thank you for your clarification
     
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  10. makOi

    makOi Elite Member Elite Member

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    I just want to make sure with sober skill. So this passive gives you a solid +3 mp recov per attack?
     
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  11. Monochrome

    Monochrome Well-Known Member

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    Judakou, Arcara, «HVGEEK», No. 88/17, Monochrome
    yes y^o^y
    and sorry for being inactive >_<¦¦¦
     
  12. makOi

    makOi Elite Member Elite Member

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    thanks! appreciate it!
     
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  13. Howein

    Howein Well-Known Member

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    It realy helps honestly..as a newbie me..2h warrior needs more mp and mp recover to cast combos :) thanks bro ..it helps ;)
     
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  14. connection

    connection Well-Known Member

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  15. Grievous

    Grievous Well-Known Member

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    Thank you so much for such Info bruh! this will help us ALOT!

    Kudos!
     
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  16. Smoke

    Smoke Well-Known Member

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    Ok now im pissed ^_^ ive spent 5 skill points on sober analysis on my 1h warrior so it means i just wasted 4 skill points then ??? so if this is still accurate after the recent update ???? do we consider this a bug ???? if yes why is no one filing a report a ticket or a complaint about it !!?? if no why the fck does that skill has an option to be leveled up ?? ?!!!!!! WHY !!!!:mad:
     
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  17. Grievous

    Grievous Well-Known Member

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    It seems like it has the issue with the Parry skill, cause I haven't felt any damage reduction with having it. so it's still not applicable to the current update, but in the near future, it will definitely be a must have..
     
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  18. Monochrome

    Monochrome Well-Known Member

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    Judakou, Arcara, «HVGEEK», No. 88/17, Monochrome
    I knew this from Kanameru, thanks to her ^_^¦¦¦
    Well, I'd rather say it +100% than it doubles the Natural MP Recovery cuz,
    if you had 6 based Natural MP Recovery + Short Rest LV 10
    you would gain 18MP/3secs when not sitting
    but only 24MP/3secs, not 2(18)=36MP/3secs when sitting

    Read the green section, you'll see that the auto mp recovery scales with skill lv
    So increasing it to lv7 or lv10 to make the skillpoints more efficient
    well, its up to you (^O^)
    When I was playing my brawler, I prefer just level 1 cuz my aspd was already high enough (auto mp recovery is good for characters with low aspd imo)
    Well, one thing to be noted is that
    Sober Analysis gives you both Attack MP Recovery and Automatic MP Recovery during fight
    So if you wanted test it, you would need to record both number of hits and time spent in testing

    For example
    Having Sober Analysis 10, you gain +3 Attack MP Recovery and +3MP/3sec
    So, if you started with 535 MP
    used a skill and had 335 MP left
    Had hit a monster for 10 times before your MP became 500+ again
    If it took 21 seconds during the battle,
    it means you gained 21MP from Automatic MP Recovery
    So the equation would be
    335MP + 21MP + 10Hits×( m MP/Hits ) >= 500MP
    Then m >= 14.4 MP/Hits
    Consequently, it would be about 15 MP/Hits

    If you didn't concern about Automatic MP Recovery when calculate this case
    The incorrect result would be about 16~17 Attack MP Recovery

    Not sure if this help, just want to make sure I clarify this thoroughly since I left Toram already and may not play it anymore

    Thanks for reading

    Same here π_π


    All the informations I gave you guys had been tested thoroughly and calculated carefully using mathematical techniques including Significant Digits, Numerical Methods, and Single-Variable Calculus such as the Interpretations of the derivatives, Chain rules, Definite integrals, etc.

    If anyone had questions or is being curious about the informations please ask me candidly so that I can clarify your questions completely

    You can ask me either in this thread or via private conversations if it makes you feel more comfortable

    Best Regards
     
    Last edited: Sep 6, 2015
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  19. Ceruulean

    Ceruulean Member

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    Hi, your guide says natural MP recovery is 6 per tick but I don't think its a flat number. I notice that with 4 bars, recovering a bar takes forever but with 11 bars (magician ring) I recover a bar sooner. This is with no MP recovery gear nor skills.
     
  20. TheShadow

    TheShadow Well-Known Member

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    Bullet
    Yo @Kimesato, I aint a bow expert ( I don't even have a bow or bow gun character). So, Im doing this out of curiosity.
    I'm gonna list a bow gun build. Plz rate, evaluate, and critique it if posible. It's pros, if any, and cons. (It will probably be a vague and horrible build)

    STATS
    Agi, Dex, Crit
    EQUIPS
    Some bowgun (Since I don't know my bow guns)
    Storm Dagger
    Forest Wolf Garb (boss version, light)
    Fluffy Tail
    Magic Swordsman's Ring
    (Slot anything possible with crimosh xtal, or miracle potum xtal)
    SKILLS USED
    Guard Skills: Light Armor Mastery
    Shot Skills: Moeba Shot, Bullseye, Bow Mastery, that other passive that increase dmg at farther distances
    Dagger Skills: Hidden Arm, Intense Knife, Spike Dart, Double Stab
    COMBO
    Moeba Shot> Spike Dart (Consecutive)> Bullseye (Consecutive); total cost: 100 mp
    Spike Dart> Moeba Shot (Consecutive); total cost: 100 mp

    Ok, tear it apart kime XD.
     
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