Tree of Savior Forum

Better skills descriptions

Chosing your skills is a major part of the game, and speding every point carefully can make a huge impact on your perfomance, thats why this requieres much better skills descriptions because there are major flaws:

  • Skill almost always only display its base damage/heal/bonus, rarely including the modifier by stats. This makes it hard to know how effective the skill will always be.
  • SP cost is only displayed on the skill menu, not on the skill itself.
  • SKILL BEHAVIOUR is PLAINLY WRONGLY and/or POORLY described in most skills.

Lets see for example, Magic Missile as an example

Actual description:

Magic Missile
[Magic]
Attack continuously with magic bullets. New bullets are shot if successfully targets an enemy.
Level 5
Attack: 373
Attribute Damage: 0%
Bullet Count: 5

Does it shot 5 bullets at the same target? Does it shot only 1 and repeats if it hits? Does it shot 5 and repeat eternally if it keeps hitting?

The redaction is plainly bad, if you looked at the description like programming instructions, it would be an awful and poorly written piece of code.

Now, lets see an example of how it would be better described:

Magic Missile
[Magic]
Attack nearby enemies in front of you with 3 magic bullets. If an bullet cast by you hit an enemy it will split into 5 (I think this is what changes with levels) bullets that hit another nearby enemy.
Level 5
Attack: 373 + Magic Attack x X (Or whatever that indicates the actual total skill damage)
Attribute Damage: 0%
SP: 35 (No idea of the actual cost, trying to connect)

Boom! Now you can have the right idea of what the skill does by just reading the description, no need to jump into many sites, watch videos, and ask for the damage formula in forums.

I know you have MANY issues right now, but I leave this here with the hope that someday the game will be better.

– EDIT –
There might be mistakes on my description due to not testing the skill enough, because it’s hard to see all those bullet jumps.

– EDIT 2 –
Further testing shows that it does not even start with 5 bullets, only 3… I wont level another wizard to test lower levels.

– EDIT 3 –
Apparently the bullet count is the amount of bullet it splits into after hitting an enemy, changed description to match it.

– EDIT 4 –
There is an idiot trolling the post so I edited the example so the troll can leave.

4 Likes

Formula? No, since the formula can change for a balancing issues. Constantly changing the formula in description will lead to even more work.
Also many games don’t provide it for some reason (like figure it out yourself).

What is actually important is additional info about the skills(like this skill cant be used in dungeons/doesn’t work with link and so on).

There’s some people that think that bad skill description is good and encourage build test (error and learn)… Ok, so what you learn from leveling Barbarian’s seism, for example? That it doesn’t give only one hit, which the description don’t tell nothing about it? That it does a unknow damage value on the other hits that you will never will know accurately, don’t matter how much you test? That you will never know the stun chance?

Seriously, even i, a ordinary player, could make better descriptions than this. I don’t know if this is a translation error or it’s just a bad design decision, but it needs to be fixed; there’s no logic of not knowing what you are doing, what you are leveling/investing. If they want to keep the player busy and active in the game, make good contents like events or game modes, not making them reroll again and again just because they trusted on the skill description.

I thought the game was all about leveling characters.
People rerolling after new balancing patch.
People rerolling after understanding that N class is no longer required at higher levels.
People rerolling after understanding that their build is bad.

Why shouldn’t they reroll for trusting in skill description?

For example now I know that Barbarian’s seism is strange, but I don’t have to reroll the character now.

isn’t the translation done by players? why don’t you contribute to the project for jobs and skills you have.

I thought the game was all about leveling characters.
People rerolling after new balancing patch.
People rerolling after understanding that N class is no longer required at higher levels.
People rerolling after understanding that their build is bad.

Why shouldn’t they reroll for trusting in skill description?

For example now I know that Barbarian’s seism is strange, but I don’t have to reroll the character now.

I’v seen, video game companies hire people to troll positive feedback just like you, it’s a real thing.

Now, in the case that you were not such kind of troll, here is the proper answer.

Have you ever played D&D or another role game with your friends, and have a dungeon master that is a complete ass and changes rules? No one likes that, and faulty skills descriptions is the same as those &%#$ that no one wants as a dungeon master. The rules have to be clear.

Formula? No, since the formula can change for a balancing issues. Constantly changing the formula in description will lead to even more work.

BTW as a programmer (among many other fields I know) that it is not extra work at all, just have to link the formula to the description, which should be a piece of cake for anyone calling himself a programmer.

1 Like

Whilst it’s true, this issue has been brought up before in another thread ( however, it was also seemed like a general attack at translators), I’ll elaborate.

When the files are being translated, they often don’t contain information on what can be considered ‘hidden effects’. Korean versions of the skill are just as vague as the English when it comes to their mechanics, so it’s not good to just say ‘ah, translation is just crappy’ when the root of the issue lies with the original language (KR) being vague.

A similar topic too was in regards to the 50% Tax on services not being told in the skill tool-tip, someone has actually made a pull request for this to be displayed on the skill ( a few weeks ago ), but it hasn’t been merged and IMC hasn’t discussed about this topic in question.

The idea that OP wants would have to be a suggestion that IMC will approve of, which i guess his feedback highlights. If you feel as though the skills aren’t descriptive enough, continue to voice your opinions and make it known to IMC, their ears may be old; so the volume may need to be increased for them to hear.

1 Like

As i said, could be or not a translation error; in any moment i confirmed that this is a translation error. Right now i don’t have much time for this, but i already sent some suggestions about the skill hit count. When i get some free time, i will write a complete skill description list for at least base classes, even if they don’t repass this to the IMC central or just ignore (after all, this is the player’s job, send feedback and hold on hope).

Hi,

As one of the people who contributed to the English skill descriptions, I agree with @Gwenyth.
The mechanics of the skills are not thoroughly explained in Korean in their descriptions.
We cannot simply translate based on text that doesn’t exist.
IMCGAMES would still need to approve altered skill descriptions to ensure everything is correct.

Most players think this game was fan translated. That is a common misconception. While it is true that fans have contributed to the English translation, it is worth noting that several employees of IMCGAMES have taken part in translating the game as well.

1 Like

…

They just need to write additional damages provided by stats in color. Ex : Red for physical and Blue for magical. If they show those additional damages, when they change the formula, it changes the number in the description automatically. By many ways they can show us formulas even if they change it in a new patch, it is the base of coding, values.

In DnD you won’t get the patch that nerfs your build or changes skill description. It is balanced(well, sort of).

  1. Tell that koreans and “most likely” they will make this “top-priority” feature that will make users create less characters in a game that is based on leveling.
  2. Here is typical formula:
    (((((Skill Attack + Effective Attack) + (random(0% … 100%) * Magic Amplification)) * (100% + T0)) - ((Effective Defense * (100% + Level Penalty)) + Elemental Resistance)) * (100% + (0 or 50% if crit)) + (0 or Critical Attack) + Extra Elemental Attack + Enemy Specific Damage) * (100% + T1) * (100% + T2) * (100% + T3) * (100% + Enhance) + Bonus Damage
    Don’t you think that it’s a bit complicated for a casual players?
  3. What is the point of giving that formula if it can be change next patch?

Ok guys, give up, IMC is paying trolls over useful staff.

It’s not LoL.
I think that several skills shouldn’t be shown.
You have alot of info about formulas in the internet, but it could be outdated(as i said - patches).
Even in Ragnarok several skills didn’t have formula in description.

I’ll give you one more chance

No one, in his right mind would put the whole formula, just the simplified result of it. Now please, quit the post and come back when you have a brain to use.

Edit

OH and btw that’s not the skill damage formula, its the damage calculation when it actually hits. Awful troll.

It’s not RO.

/20charblabla

eh…whatever you say

I guess you are not reading.
Oh and btw reply to me if you are telling me smth.
Or it does look like you are secretly crying to OP about my words.

ikno
but apparently people want something like this

This skill only works on Undead property monsters, although it will cast on other types of monsters. Has a [(20*SkillLV) + LUK + INT + BaseLV + (1 - TargetHP/TargetMaxHP)200]/1000 % (with a max 70%) chance to do holy damage equal to current HP on an Undead property monster.
On failure, an Undead property monster will take Holy property damage equal to [BaseLV + INT + 10
SkillLV]. Does not work against Boss monsters.

Anyway not only “casuals” are asking for this.

it doesn’t have to be 8/80. Just the base damage + the scaling damage and a good description about what the skill does would be fair and give a good understanting of the skill