Tree of Savior Forum

[Class] Miko Class Thread

I think it’s because Miko>Inq combo Pear of Anguish + Kagura Dance is based on Physical so Chaplain is pointless, since Chaplain is INT/SPR base.

So, any Sadhu 2 miko out there yet to give some feedback if they work well together?

So Clap does work only on Diev statues? Or not?
what about sweeping?

it works on diev statues
what i wonder is - should i use clap before or after i cast statues?

After

remember to always have Laima in active to have the infinite rotation of clap

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Looking for Rank 7 advice for a Miko-Taoist.

I’m originally a C2-K3-D2-Tao, which is great, but I don’t want to pass up the dps possibilities with Sweep and Hamaya, hence using my reset.

I was originally just going to take a circle out of Druid to make into Miko instead. But now I’m starting to think if picking Druid1 for a R7 slot is the best choice. Started thinking of some other combos.

Note that I’m building this char purely for pve. Dps is considered first and support secondary with no interest in PvP.

Cleric3 - Heal15, Cure15, DM10 is a pretty solid dps increase, especially now with blessing+heal combo. I wonder if that would do better than lv5 Carnivory?

PD - I have an okay amount of debuff for Incinerate. I’m mostly considering this because I hear Agni Necklace+Incinerate is pretty damn good. I’ve never experienced how good it was though.

Diev - It would give me something to use Clap on. How far would having -20% CD go towards dps? Problem is how statues are knocked back by most bosses and is not portable.

Priest - My own Blessing with Rez as a bonus. It seems more of a support/pvp choice though.

Oracle - A good choice for support. However, I already have an Oracle so it would be kind of redundant for me.

Does anyone else with a similar build be able to give me advice?

This was fixed. Statues can never be knocked anymore.

Cure 16 takes very long to use all hits vs 1 target (boss). Heal 16 will at most proc 9 tiles per cast when you directly spam it on a boss. 2 overheat, and doubled amount of hits with blessing & holy element.
DM10 is nice - especially with fletcher & fencer (0cd skills), but usually other cleric2 cast DM5 after I cast DM10.

I don’t know if this has been asked/answered already, but: what happens if you reset your class circles as Miko/Kannushi in order to change r2-5 choices? Do you have to complete pre-quests again? (and I wonder whether in this case it is possible to get another Powerless Gohei or not)

No need to redo prequests

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So I’ve been thinking about elemental damage lately. We know it doesn’t crit (wug [throw gu pot], [jincan gu]). If [kagura dance] converts part of the hit to holy, does that mean you don’t crit that part of the damage?

Kagura dance affects [melee physical] damage only.

Yeah, I know. But melee physical damage can crit, elemental damage can’t. [kagura dance] converts a portion of melee physical damage into holy damage right?

When does that happen, before or after crit. If after, “hell yeah”. If before, “well sh*t”.

Kagura dance adds an extra line of damage as Holy element damage.
So if you hit 100 with a melee physical hit + kagura dance, let’s take kagura lvl 5 for 50% damage convert bonus:

Result
100 melee physical damage (this can crit)
+50 holy elemental damage (extra line of damage on skills)

If you have any extra elemental damage, it gets added twice to the +holy.

Nekorin tested this thoroughly :grinning:

Cool, it’s not what I’m thinking then. That means I would still want more DEX.

Aside from this, does miko provide more “options” for non INT builds (that’s a hell of a lot though at 50% with [kagura dance])?

Same, I’m currently in a dilemma for cleric c3, PD or priest.

Priest is like an all rounder.

Cleric is more for party play.

PD is more for solo. Bloodletting would be awesome though… immune to everything including freeze, also considering you dont have to carry Miko charms. Since you need the weight for carrying Taoist papers.

Apparently not thorough enough T___T. (Solved by @greyhiem)

The more I look into the skill the more things baffled me…for example is kagura dance’s extra elemental hit is considered as a magic hit and is subjected to the mdef of the monster in question. Tested on a high mdef magic mob Kugheri Balzer which has a known mdef of 2404.

Note: As kagura is holy element, vs holy monster it doesn’t gain any bonuses in damage.

Note: As Greyhiem mentioned, the patch also brings forth the holy vs holy 25% reduction. Hence adding the 25% damage reduction at the end of the formula makes the numbers correct.

Normal lv5 wheel 3334 damage (slash bonus 50%)

When kagura lv4 is active the damage calculation should be 0.4 x 3334 which is ~1333.6

Normal lv5 wheel 3334 damage with lv4 40% kagura dance

However it isn’t the case. 999 damage, something is reducing the damage. A lost of 334 damage (approx 10%)

Equipping +209 fire element, base 3648

Calculation 3334 + (209 * 1.5)

Equipping +209 fire element, base 3648 + kagura dance lv4

Taking the calculation in wheel = 3334 + (209 * 1.5)

((3334 + (209 * 1.5) ) * 0.4 ) + 209 = 1668 * ,75 = 1251

Did another test with divine might, which pushes the wheel to lv6 and kagura to lv5 (50%), no elemental damage

Level 6 Breaking Wheel with lv5 Kagura dance

3648 base. 1824 (50%) * .75 = 1368

And some other funny and interesting instances… when the mob dodges the wheel, the extra hit will still register as 1 damage. This will need more testing to check whether the extra hit will still hit as per normal damage for mobs with low mdef.

Nekorin, I think we received the elemental patch from KTos.
Holy vs holy = -25% damage.
Dark vs dark = -25% damage.

We received new soul/psychic element too (for kino & sadhu).

Ic, the incompatibility chart in the help list didn’t reflect the new changes, it is still showing the old charts.

Adding the elemental damage properties of -25% makes the formula correct. Just reduce the damage by 25% and it is correct.

Many thanks for the information XD.

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We need the next new chart that KTOS gave out. the current chart we have is extremely outdated.

Also ghost armor kek.

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Charms cannot be extended by Clap (as expected).