Tree of Savior Forum

Archers seem a bit underwhelming

Granted i’m not fully knowledgeable on how the game functions as of yet, or any rpg for that matter. (I mainly play FPS) But the archer class in comparison to something like the swordsman class seems underwhelming. then again i play mine as a crit spec with a secondary into strength, to me it seems the Archer does significantly less damage than other classes even with a high crit rate.

If it’s quite the opposite and they seem to be on par i’d love some help adjusting my build.

try going all spr and spam oblique shot, keep it low lvl, 1-5, i sugest 1

That might be, probably, because of the damage penalty bows and every other missile weapon have.
You need to enhance your weapon with anvils, or you’ll suffer full damage penalty as shown below:

Missile
Suffers a 25% damage penalty against M size enemies.
Suffers a 50% damage penalty against L size enemies.
Suffers a 50% damage penalty against XL size enemies.
Note: Bows, crossbows, pistols(?), muskets(?)

But, may I ask for your current build? Classes, level, status, attributes, etc?

Thank you, i had no idea about the range penalty.
I can see why they keep it though, so archers don’t become the dominant force and it’s just sit back and spray all day but those damage %'s are a little harsh.

This makes no sense…
The reason some archers go full SPR is just to be able to max lvl 15 Oblique Shot and still spam it. Otherwise, it’s a waste going full SPR.

archers are late bloomers, they take till around rank 5 to get noticeably better in my opinion which sucks because it discourages a lot of newer archer players who aren’t committed enough to grind that far for results.

You can kind of negate this if you level up with a party though, but the fact remains that archer is pretty horrible until late game and no one wants to grind for countless torturous hours on a weak character just so that they can be standard or slightly above average at max level, especially when the majority of players won’t even reach max level and will probably quit before then.

1 Like

When enhancing bows and crossbows, resistance is mitigated on medium-sized monsters by 2% per upgrade up to 20%, and on large-sized monsters by 4% per upgrade up to 40%.

So you kinda have to +10 your bows to mitigate those penalties to 5% on mid and 10% on large monsters.

1 Like
      Current build,(from what i remember, i deleted my archer because of poor damage output)

Lvl 42
Con: ~6
Spr: ~6
Str: ~ 26 (?)
Dex:~ 43(?)
Int: 3

Attributes and misc: N/A

There is your problem archers are late bloomers they get good at like rank 5 which is annoying but they do get good.

u cant spam lvl 15 oblique low lvl, u need to be like 120+ to start considering it, its too expensive

considering you would have more than 2k mana at lvl 90 going full SPR, then you can use Oblique Shot lvl 15 around 50 times before running out of mana, and that seems pretty much a spam for me.

the wiki mana cost is wrong, i know it costs more than 40 each shot, dont remember the number
my archer is at 105 now with 2600 mana, and i use oblique lvl 8 or i get out of mana really fast
the thing is, if u shot a monster with lvl 8 and deal 750 dmg, and with lvl 1 and deal 600 dmg. but in the end u need 3-4 shots to kill it, its better to have lvl 1.

Warped back to town just to buy a ability reset scroll and test this out to make sure I wasn’t going crazy.

My lvl 1 oblique shot does 500 dmg for 15 mana, while the lvl 15 does 1500 for 45 mana. Which would be around three times damage and mana.

I’m sorry, but your assumptions and/or calculations are wrong…

that really depends on level/gear. Better gear or on higher level it will be more skewed toward lvl 1 oblique.

Then i’ll have to hit lvl 200 before to say.
@nizidr
Would you care to elaborate? What calculations you take into account to state this? Because simply as you put, it quite doesn’t make sense.
If i get higher lever and better gear, damage tends to increase for both lvl 1 and lvl 15 Oblique Shots equally, or no?

No, because this game doesn’t have % scaling when it comes to stats, everything is “flat”

Each level in a skill (or most skills) will only add a flat damage bonus.

For example:

lvl1 100 dmg
lvl2 150 dmg
lvl3 200 dmg

now add to that whatever amount of +atk you got from equipment and STR and substract whatever amount of defense you face.

So lets say you have +100 atk from gear right now and you use lvl2 vs lvl1 and the enemy has 50 armor.

You’ll deal 100+150-50 dmg = 200 dmg. (lvl2) vs 100+100-50 dmg = 150 dmg (lvl 1 deals 75% of what lvl 2 does)
now let’s assume you have +300atk from gear.
300+150-50 dmg = 400 dmg. vs 300+100-50dmg = 350 (lvl 1 deals 87,5% dmg)

As you can see, the more gear you have, the better the lower level shots become compared to high level skills, all up to the point where they are barely any different.
They are cheaper too.
Which is why going full SPR and using low level skills only is a huge mistake, at least for single-hit spells, you don’t get the benefits from going full str/dex and also not the flat bonus damage from using a higher skill level.

Multishot, Rapidfire, “Circle” (whatever it was called) Arrow are skills that scale really well with gear AND skilllevel however. Because you gain additional hits which each level.

that means our “300+150-50 dmg = 400 dmg.” calculation gets multiplied by 2,3,4,5 (whatever level you choose).
That also means that you won’t do much damage without good stats and gear.
Why? because instead of having 1 huge skill, that does a +1000 bonus damage, you get 10x +100 bonus damage, which are all affected by mob-defense
Thus Archer will scale really well with good equipment and offensive stats, and will do very poorly in the beginning (on top of the -20%-40%ish dmg reduction you face early on, which is a freaking joke imho)

They should’ve made that stuff distance dependend, each tile adds -5% dmg or something like that.

1 Like

lets simplify skill damage calculation:
(Skill damage + character Patk - monster’s def) = damage per skill usage
Lvl 1 Oblique: 102 atk, 10 sp (15 with attribute that you dont really need during grinding)
Lvl 15 Oblique: 446 atk, 40 sp
Default ratios:
Lvl1: 102/10 = 10,2 damage per SP spent
Lvl15: 446/40 = 11.15 damage per SP spent

Lets add a 40 str and a 120 atk(average) bow:
Lvl1: (102+40+120)/10=26.2 damage per sp
Lvl15: (446+40+120)/40=15.5 damage per sp

Character’s natural atk rises with levels, you can have much more powerful bow - all that will skew even more.

Just for fun:
Lets say we are freshly leveled up 75 archer with no gear +str or +atk and no points spent in str = 83 natural atk
+5 Arbalest = 174-189 atk = 182 average
Arde dagger = 153 fire property attack
And we are facing pumpkins in Zachariel’s crossroads (Tontulia, 87 def)

Lvl1: (102+83+182+153-87)/10 = 43.3 damage per sp
Lvl15: (446+83+182+153-87)/40 = 19.5 damage per sp

I think i proved my point.

Note: damage calculation used here is very simplified and doesnt take into account size modifiers or armor type modifiers or crit modifiers or element modifiers/resistances.

1 Like

I got your points, but i’ll really have to reach higher levels and take my own conclusions.

It still makes little sense to me, because this way, it should just be better for everyone to take only lvl 1 of each ability and have them all instead of maxing any (specially taken the fact that you don’t get much rewarded for going C2 or C3 in a class, save for being able to get higher than lvl 5 abilities and certain attributes which only unlocks on C2 or C3), since you’ll have more offcooldown options with few damage penalties.

At some point, you might have enough SP to actually use higher skills
and as mentioned, some skills get additional hits for each level, additional hits are huge with good gear.

Oblique just isn’t one of them, imho

1 Like