I sure you never play the real classic Ro. Probably you play that garbage call renewal. In classic ro the stats were not like one int = 1 matk. At several times you have a bonus which grows exponentially. The same with str, every 10 points you got a bonus. And of course the gear was important, but they not were overpwered compare to the stats, they are equally important. Please inform yourself before talking. Im play ro since 2004, i know the game in every aspect.
Str boni Pre renewal:
every 10 str so 100 str = 100²/100= 100 bonus atk
70 str = 70²/100= 49 Bonus atk
But that system wouldn work in Tos we got to many status points and diffrent stats.
Dex is like dex/agi/luk in one
Yes thank you. The int was different and scales in a rare form following the table http://irowiki.org/classic/Stats#Primary_Stats
No I was using pre renewal Ragnarok, I never played renewal.
The bonus stats were always incremented linearly and you can see the relationship is a sum of a linear sequence of 1+2n. It doesnât really matter because it was built around keeping players within those boundaries.
Int and Str scale in the same manner in different intervals. Int max and min 5 and 7 int intervals respectively Str 10. The consequence of adding the summing up the sequence is the only thing you could say is exponential in the whole of ragnarok and thatâs really mild.
Ironically it also just so happens that putting 100 Str = 100 bonus damage in our late game as well.
I played the real classic, in 2003 when it was complete barebones.
stop the lulz with RO, most mechanic in ToS derive from Ragnarok itself, just a little more complicated shitty.
RO damage elements:
- weapon atk (flat number)
- skill (RO skills are mostly % base)
- modifiers: (cards, gears and elementals)
ToS damage elements:
- Weapon atk (flat numbers)
- Gems (flat numbers)
- Skills (ToS Skills are fvking Flat, in exemption of some skill)
- modifiers (SKILLS ATTRIBUTE, WEAPON TRANS, and the fucking %modifier cards. minor elementals, minor from gears)
most MMORPG follow the same pattern, same mechanic, same gameplay. the only difference is that ToS doesnât offer any versatility when it comes to STATS. as previous patch (R7), only DEX and CON exist. and when R8 comes, instead of changing INT mechanic, they improved mobs MDEF to make it even. making INT a valuable STAT now. which for me is a good approach.
Welcome to Swordsman 6 months ago.
LFM for Truffles/Evac/Storage ONLY WANT ELEM!!!1111! NO SWORDIE ââ"âDPSâ"""
Maybe because that person had a really bad experience with some wannabe DPS swordie. Some builds did just fine as DPS for r7, most people didnât even care whether you had pelt or not.
Swordiesâ primary role is to tank. The situation is not even comparable cause wizards couldnât tank, they were only good for DPS, now they canât do â â â â and swordies can do BOTH things.
yes they are, but as of now, the only thing we know is that nexon signed the right to publish the TOS mobile Globally. and no im not talking about the chinese knock-off of TOS. its a legit TOS mobile. only the signing of rights has been announced. no gameplay videos or anything.
IMC might be pouring some of their resource to the mobile version and just fvcking up the iTOS. lol
I think another element that helped RO feel more consistent or give a sense of better balanced progress is the fact that you do not get the same returns per level up if you invest all the time on the same stat as each time it costed you more stat points to gain a point in a given stat; that way you have to commit more to having a stat at a high number and everything can be balanced around that.
Here on the other hand most people arenât even really sure why they are or are not able to damage some mobs
wipe your tears man, i have elememe warlock2 friend and heâs not even having problem dealing damage⌠you people playing half-baked magicians got HIT the most with this setup.
just for comparison:
imagine a 99 VIT high-wiz dealing 10k per tick damage using storm gust without a single INT invested. you dreamt of this? you might be on drugs.
You know, the wiz problem (and some cleric classes) doing 1 damage on elite mobs because they donât have too many offense skills on rank 8.
Look! another retard who thinks the reason every wizard is doing 1 damage is because theyâre full CON!
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Yes although that wouldnât solve any problem here. The quickest way to solve this would be to add magic pen mechanics (maybe on gear or skills like lethargy?). They would have to add more magic def on armors though.
This is assuming they donât have something already in mind.
I used to think this way too but then I remembered the reason why Iâm still here, the hope that we get woe-like content here in ToS. That said, if mages and clerics get some form of magic pen, then mdef gear becomes even less desired for players. Players canât reach the numbers elite and special monsters have.
Unless IMC plans to introduce gear to make players equivalent to elite and special monsters.
Tos doesnât seem balanced for pvp at all. For starters it desperately needs a sight/ruwach mechanic to reveal hidden players.
But yeah imagine defending castles and stuff, it would look so pretty in tos style.
Taking too long to balance is bad sure, but introducing obvious imbalance is even worse. IMHO any form of defense just canât compete with offense unless you âfudge the numbersâ (if you get my meaning). Thatâs what we are seeing with the high mdef mobs.
The logical thing to do wouldâve been to add a new armor type that is the opposite of Ghost, which takes 50% more from all physical sources and 50% less from all magical sources, and then sprinkle these anti-Ghost elites through the maps to give mages some trouble. Reducing damage by 50% for every magic user is a lot more fair than reducing it by 50% for some and 100% for others.
I put all my points in SPR, Iâll one shot everything with my amazing Energy Bolt skill!
Iâm liking the game and see a lot of potential. All the new updates ktos just got is exciting.
