Tree of Savior Forum

Bokor's Mackangdal damage reduction Attribute is Useless!

Basically -200 damage at it’s full 100 ranks? No one is going to take this. IMC can we please get this changed to something like -.75-1.0% damage reduction at each rank instead? Making it block 75-100% damage at max rank.

Priests get a skill that not only resurrect a character but gives them 100% invulnerability for 10 seconds at max as well as heals them for 50%.

Dievdirby’s get the statue that makes you invulnerable for 18s.

I think it’s fair for Bokor’s to be able to get 100% invulnerability or at least be able to block most of the damage outside of having to cast safety zone to block this.

This attribute needs a well deserved buff.

Have you tried the attribute?

Is it only -200 dmg from the total or -200 dmg per hit you’ve taken?

Also I’ve heard you can pop safety zone right before mackangal ends to not take any damage at all.

It subtracts from the total accumulated damage:

skill description:
“Throw a talisman to an ally that temporarily suppresses pain. The ally is invulnerable to any damage when the talisman is active, but receives the accumulated damage at once when the effect ends.”

attribute description:
“Decreases the accumulated damage from [Mackangdal] by 2 per attribute level.” (there are 100 levels meaning -200 damage)

And yeah I kinda worded it funny in my post but I do know about the safety zone thing. It just seems if everyone is only able to or wants to use this skill with safety zone it’d be nice to just flat out have an attribute that simply does this or negates most of the damage because unlike any other immunity it will kill if you if you screw up.

Have you actually tried the attribute, though?

Many skills translations are wrong / badly written.

I’m not disapproving of your topic, I think it’s very valid to change it if it is really only 200 dmg from the total. But would be nice if you tested and checked if that’s all it really does.

(I don’t have Mackangal in my Bokor so I can’t try it for you)

Having it block even 50% damage is power-creep to be honest, since it already gives immunity that allows your party to move around freely during the duration. 0.25 each for 25% total sounds better, but regardless of how they balance it, it needs to be fixed. Even when you unlock the skill at Circle 4, you’re getting getting hit for at least 100 something per hit, so we’re supposed to pour silver into maxing this just so we can negate 1 hit with a 1-minute cooldown?! Fast-forward to end-game and now that damage is dealt tenfold.

This is really how it is.

Idk how much of a power creep it’d be. I mean people use safety zone to make it a 100% immunity anyways. 25% total really isn’t enough when you have free moving immunity like Revive and Statue of Goddess Ausrine. I mean revive alone is a free moving immunity, death proof, AND can heal the target without having to even begin to target the person. Mackangdal has a spread but you have to be close to get it to work unlike Revive that is simply cast on the whole party. The statue has to be circled but that is a really long immunity that is free moving as well. Any change to the attribute would be good though since the class in general needs some buffs, but this is what’s catching my attention the most.

I haven’t personally tested it no. It’s something that’s difficult to tell without getting many ranks in it and I really rather not waste my silver on it. Maybe one of the devs can shed some light on this.

@Staff_Julie @STAFF_Ines @STAFF_John
I’m sorry I didn’t know which one of you to ask. Can you please tell us if Mackangdal’s attribute takes off 2 damage total of accumulated damage or for every hit? Thank you.

If they’re on it, I’d like them to check whether or not the skill is actually supposed to prevent the damage in a way you wont get staggered anymore.

Supressing pain but getting you staggered? Sounds wrong. I don’t want my channelings to be canceled anymore q,q

Gonna try bumping this. If anyone that has this skill and attribute could please answer it for us, since the devs are busy that’d be great.

For now I’m just going to assume the translation is correct. Bokor is pretty buggy in general and needs a lot of fixes but this skill’s attribute is just really lacking.

Still nothing done about it

So any news about it?

-200 damage is actually a lot considering the increase in defence with it scaling with Rank, additional def increase by 4 slotted armor from new hunting grounds combined with the yellow gem def increase values (+10 def per star on the gem) and the defence rate also scaling with transcendence of the item (the yellow gem values excluded) to up to 275%.

Then there’s Aspersion which increases you defence by up to 52% currently on top of that and plate armor attribute to further reduce physical damage taken.

There’s practically no need for them to increase the value of Mackangdal attribute as the skill only lasts for 11-21 seconds, and it might be hard to take so much damage during that time considering the other possibilities to negate damage by dodging, blocking, etc. and the possibility to have really high defence…

Flat amounts of reductions is NEVER a futureproof thing. They came up with this when ppl had like 5k hp max, making this for sure expensive attribute a nice-to-have. But now with r8 you cant even call that outdated anymore.

Its flat ridiculous and needs a rework asap.

This game works with flat reductions, though. Defence is a flat reduction and this attribute also provides a flat reduction. The problem is that the skill is currently quite bad. Maybe if they extended the lasting time a little it would be worth more.
The best thing they could do is if the skills attribute would actually provide 200 damage substraction to every hit recieved for the skill duration, but even that would scale badly with current Rank 8 content where many enemies hit like a truck…

Bokor is one class that needs extreme overwork.

Effigy is maxed at x3.7. It pointless to get monster gem or any skills that go higher than lvl 6. It doesnt increase damage.

That means ur level 6 and level 8 of effigy is still x3.7 (costs ton of mana and is only strong as 1 attack with running shot) their should be increase to damage also reduction to sp cost of this skill. Mana cost vs damage you get out of it is not worth it.

Also abilities are pretty much flat damage no % increase. Useless now with mobs with over 200k+

Hexing effect doesnt create zombies unless ur zombies kill them, which shouldbe changed to anything that dies under hexing makes zombie(which they do 500damage at 280+) vs 300k mob… that one mob will kill 20 of my zombies before they kill that one mob. Also hexing debuff should be changed to % like -30 to 50% mdef vs those people with 2k+ magic def. Also last part hexing is terrible to aim with i had hit nornal crystals with hexing so many times i lost count. Make it be circle effect were i can aim perfectly at group of mobs. Cause right now plaque doctor ability is best way to spread hexing at level 1.

Bwa attack that makes them dance and follow you is useless above 1 point to raise just to gather ur zombies. Also it scales from physical damage… this skill needs to have % added like 200% increased base damage by x10 to x20 times. Also make it a buff. Were you use the skill and zombies dance around the player in a tight circle.

Zombifi should have 3 times bigger circle and should create buff were zombies in circle attack 4 times faster.

Also maybe zombie archers (due to alot of times the normal zombies will bug out were they just stand their after getting hit by a boss or a mob.)

and decrease health loss on zombies. Or let them last at least 8mins

Magnal should have damage reduction be 25 to 50%

Damballa that explodes zombies should attract zombies to it for 15 seconds and make them explode at higher damage with 25% chance of making a zombie.

Let the monkey skull head damage either increase damage of zombie that picks it up. Or let it turn normal zombie to unique one like large zombie.

The two buffs for zombies should be combined. Also add to zombies 1000 str. (Ends up being 1000 to 2000 more damage per hit for a zombie, so with 20 zombies it like 25k damage, which is not alot at r8 when you got muskteer with covering fire do 200k+ every 30 seconds. And 200k with snipe. And 100k each with headshots all within a 10 seconds or less.) Flat hp increase should be at least 5k to 15k ( caster gets 2.5k to 7k more hp), amount of movement speed you get is fine. Instead of aoe attack increase it should make zombies do splash damage or make them glow like they do with the dance. And everything that is close to them or attacking them should take damage.

This class is the most beeded class that needs alot of love to fix.

It would also be nice to have a 270+ lvl version of effogy mace were it makes the x3.7 damage be under second effect or create one were it those it at first attack.

All this changes might seem extreme but it not this is just to get the class ready for current level of pve and not be useless for future

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Bokor is by far not that bad as you make it seem, even with all the basic problems. I think the current Hexing is fine, but there should be more benefits spending points into the skill than normally. Maybe giving the skill a chance to create a zombie if the monster is killed based on the skilllevel of Hexing (1-2% chance increement per skilllevel e.g.).

Zombify should be more useful, as it’s stationary and only turn monsters into zombies that die within its AoE. Giving it a slowdown attribute [basically the same one like Dievs Laima has] for C3 Bokors would help a lot already and give Zombify some utility even on non-Plague Doctor Bokors that already have spawned all zombies.
Additionally, Zombify should give a considerably large chance improvement to reraise a zombie if it dies on it, be it due to damage or due to Damballa.

Effigy is already really strong if you have a high level Hexing as it targets all cursed enemies and has no CD time. The SP costs can be covered with either SP pots or by investing 1 Rank into Kabbalist for the Ein Sof attribute and increasing your max SP as much as possible with gears (item awakening, gems, SP increement from headgears, etc).
If we consider a high damage build with 75 points into CON and the rest into INT, your base matk at max level is already ~1k without any equipment.

If you got a non-transcended Vienerazis Mace with two 7* Red Gems (which is easily achievable by the time you reach max level/lvl 317+), this value is increased to 852+620+972= 2796 max magic attack and 972+700= 1672 minimum magic attack. Now you’ve got the attribute, the damage multiplikator, the base damage and the 30% increase from Hexing attribute, which can easily raise this damage very high.

Lets say the average damage from magic attack is 2234, this gets boosted by the skill value of 633(lvl 15 Effigy) to 2867. This will be multiplied by 1,3 for the Hexing attribute = 3727.

Now we’ve got the attribute multiplier, which should be around 80-90% (80% is only 9,6m, 90% is 18,9m), so lets calculate cheap with 80%. 3727*1,8= 6708 damage for the base hit, while every 3rd hit will do ~3 times the damage.

67083= 20,126k damage. All this is without taking into consideration possible 3120+ matk from headgears, any Archmage bangles, Terralion/Max Petamion and other gear INT and matk boost (I even forgot to add the 111 INT of Vienarazis Mace into the calculation), which would raise the damage even higher.

So, we have at least 11180 average damage per hit of Effigy [(20,126+2*6708)/3] at max level. Now if we consider that you can get much more damage output from Skull Smasher and transcending it, you can raise this bar to 20-30k per second by only relying on two skills, without any buffs included.
If that’s weak,look at the other classes with poor performance and talk again…

That 20k damage end game is nothing compare to what most classes can do. My muskteer those 100k+ per ability that costs me 1/8 of mana

Heck diev statues do 10k+ with crappy gear per second and you get two of them with great gear you doing 20k+

My auto attack on qs3 with runing shot those more. 5k+ per auto atk and costs me only 100 sp for 30 seconds.

Zombies need better ai. Quick fix is getting ability for range archer zombies. Cause alot of times when your zombies get hit by a boss or mob sometimes they just stand their for 20+ seconds not attacking or not wanting to start walking towards target at all and you got to spend sp just to make ur zombies attack or start moving again

Bokor should have some ability that turns ur basic attacks into range attack for certain amount of time that those dark property.

The bwa needs to be changed to just be a buff not channel spell that makes zombies run around and dance around you hitting everything that comes near.

Also zombies for the red buff should have like 200% atk speed increase make that spell useful to put above 1 point.

Also most classes have 150% to 350% already added in attribute skill for damage before you even start buying attributes

it’s not 20k, it’s 20k per hexed mob = 360k for 18 mobs + high chance to blind them + this skill is something you cast after you don’t have any other appropriate spell to cast.

I leave effigy at lv 1 cause we have too many awesome skills, the chance to blind alone is already very powerful. if you are rank 8 then by the time you cast plague vapors, incinerate, damballa, and hayama you hardly ever have time to cast effigy.

bwa is already a strong cc spell.

look at what this highly invested c2/bokor 2/diev1/pard1/pd2 soloed. bokor is more than fine. I don’t think he even bothered to use discerning evil.

thats not really showcasing bokor though that person can replace the bokor2 in that build and still prob do the same thing

he is spamming efiggy a lot but I suppose diev 3 could use the owls to do a lot of damage as well. miko does decent damage but their skill affects a tiny area and can’t hit as many things as owls or effigy spam could. it could be argued that bokor can’t be replaced with just anything and therefore bokor effigy spam is good. there is no doubt that PD is the main source of damage.