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a guide to the mechanics of ToR
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Hello, Buckethead here again. I originally dont plan to write a guide on the box event, but since so many ppl still seems confused about the logistics of the event, I'll write a rough guide.

I have wrote a general rant/talk about box events here. You can have a detailed look if you want, here's some of the relevant points:

  • score does not matter for boss ticket gains in the mob stages
  • score does matter for the amount of box tickets you get during a boss stage. if you are complaining that you get very little box tickets from a boss clear, it's because you are not getting good scores in it
  • when using skip tickets, the only score you get is the base score of stage completion with the unit multiplier. So whenever you are using skip tickets, always put as many bonus units as you can in the party.
  • in mob stages, the thing that impacts the score the most (aside from bonus units) are turns used, overkill dmg and dmg type/elemental weakness exploitation
  • if you hadn't figured this out yet, your friend unit also accounts for bonus during mob stages, so bring a friend if you want a better highscore for mob stages.
  • critical hit are actually quite nice for the highscore as well, since you can repeated retry stages to get the perfect critical hit procs
  • in boss stages, the thing that impacts score the most (aside from bonus units) are overkill dmg and highest normal/elemental chain count, and since you can do a lot of dmg in one skill with a long chain for the overkill, you want to have a long chain(highest chain score increases dramatically when you have a longer chain, so you get way more going from 14 chain to 15 chain than from 4 chain to 5 chain for example)
  • following up on the previous point, the best parties for boss stages are a mono element and dmg type party with 1-2 fast CT stealers, in this raid, it's mostly dark slash with vinera or xiza
  • consistency is the key for boss stages, you dont want to rely too heavily on RNG to clear since your 30 boss tickets are spent the moment you enter the stage, not much room to hope for better results. so when strategizing, a big part is to reduce risk
  • if you cant properly clear the hard boss in one run, a 2 run hard boss costs the same amount of tickets as 3 normal boss, and you are taking a huge score hit if you fail to one run kill the hard boss, so it's probably better to run normal stages instead

for this specific boss, here are some tips:

  • the boss has 4 skills that it uses and 1 counter you should already be very familiar with. normally, box event bosses' active skills arent a big concern when you manual with a semi optimal party since they rarely get to use them with all the CT thieving
  • on the less threatening side of things, it has 2 aoes that imperils either ice or fire res, since the boss itself lacks any of those 2 elemental attacks, they are for the fire and ice mob to use, and not really a major concern.
  • it also has a ST paralysis dmg move, it can be annoying when the debuff lands, so having someone that can resist paralysis or can dodge tank this is nice, jeweled ring helps here
  • the most threatening active move is his summon move, a 2 tile range aoe around itself that deals light dmg and chance to blind/silence. being hit by this just causes more RNG with blind misses or straight up kills your run with the silence on a healer
  • the worst ability this boss has is got to be the aoe counter. the boss' counter only hits units standing directly next and 1 tile away to the boss, units with a bit of innate range in their kit can bypass this simply by standing away from the boss, but understand that they will still proc the counter, just that they dont get hit by it
  • for units that have to be in melee range to work, the best way to build them is build for evasion. with a steal vision ability from monks on the fat dragon, it doesn't actually have that good of an accuracy and since most of the good units for this boss like ssterne, vinera and shadowlynx innately favors evasion, they can successfully dodge most of the counters
  • it is highly recommended to craft a lvl 50 fairy ring( 0 is fine) for the silence protection if you want to bring a healer, it doesn't fully block out the silence from procing but it helps. raising a downed unit does not add to the KO count but healing dmg units doesn't improve your dmg received score, so the general consensus for this raid is to not have a healer at all for the most optimized teams
  • when you are manualing the boss, the bonus mobs(cactuars) are almost never worth it to try and kill, just leave them, use other mobs to generate ap if needed and just focus on killing the boss
  • for auto/semi-auto clears of the boss, a healer is almost mandatory due to the rng factor but be careful about who you bring, some mages with healing have an ai where they would stop healing entirely when there is only 1 enemy left on the map. while this helps in raids where you want them to go full dmg, this cripples their ability to heal on auto runs. Looking at you here Ildyra

8 weird tricks to trivialize this boss:

  • stunning a target fully disables its counters
  • chickening a target fully disables its counters
  • why are you even reading this
  • remember what I said previously
  • consistency is the key
  • can you even consistently land a stun or brave down?
  • whisper's brave down only reduces it by 40 at max, not enough to make a fat chicken alone
  • work on your strats instead of looking for weird tricks
  • the most important secret weird trick is to sacrifice your heart and soul (and most importantly your wallet)

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3 years ago