Tree of Savior Forum

[Class] Official Sadhu Thread

I tried out the mace thing and it does appear that you get more damage after walking through a ground buff vs using a rod and doing the same.

i also made a small table to compare these up to about 40 int, all on the same monster, white pino. sorry that it’s messy though i hope it helps in some sort of way. [BH] means barehanded by the way, so anything with that tag was done without a weapon. guess it’s kind of wrong since i didn’t multiply the hits by 3, i guess i’ll see if i can adjust it to look like that tomorrow

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Where are these good Sadhu grinding spots you speak of? Hook a brother up.

Also what gear would you recommend if money isn’t an objective?

Shouldn’t there also be columns of Physical weapon damage and total physical damage?

Retracting this after taking some time and testing myself it does appear to be true. Had to go out and painfully grind out mats because the auction house has been down for over a week, but a Rune Mace does give about roughly 40 more damage in out of body with the buff compared to my +5 Alter Rod when buffed. I’ll go out and farm a better mace later than compare it to an actual high end upgraded rod and see what happens.

Unless the physical damage on the mace is being included somehow, then upgrading the mace would have teh same effect. That would explain the damage difference, to some extent.

Edit: Wait, what? Look at the Chart Gwenyth posted, the Shield Breaker mace and the Runed Rod have the exact same magic attack, but the mace does 50 more damage in every tested case. It is completely true that maces deal more damage than rods.
So will the Arde Dagger, probably. Check out the last three lines of the chart, You can see how +9 poison damage is more damage than +5 magic attack. There is no reason to think the +fire on Arde Dagger will act differently.

atm i’m just using a mace i bought off the market when it was up, but i forgot to get a rod for leveling purposes. i also forgot that upgrading rods increases the matk, I’ve not touched the upgrade system much so a lot of this flew over my head. i do think there’s a certain limit to this supposed damage bonus from maces, the difference on how much damage slowly rises for rods and declines in maces ( in my own table of course ) but i don’t have enough data to show that this could be true

i actually wanted to try out the arde dagger thing too but i’d rather hope to get a drop myself and spend money in attributes.

@dmhamilt
I didn’t think to add these, when i looked at str i didn’t notice any changes in damage at all, it could be possible that there is some physical damage from the weapon added after becoming buffed? i will make a note of this to add to it tomorrow .

Hmm common i also did the test and mace really do give a better damage i use rod +4 Grinas rod Magic attack is 170 with 2 level 4 blue gems(Total magic attack is 198) VS Valtas morning star(Magic attack 128) without upgrade or gem added to it. Valtas out damage the rod in every damage in enemy heal or cure or out of body even astral explosion…

what numbers did you get? was it a large difference? :smiley:
i’m going to try to grind for some money tomorrow or just setup a repair shop too lol, maybe i’ll be able to get a dagger sometime this week. too many deadlines for assignments though ¬_¬

In every damage?

Is there some hidden bonus for maces for the entire cleric class?

When i tried it im on sadhu c2 level 130 full int around level 40 or 50 body basic attack enhance i killed Terra imp in Residence of the Fallen Legwyn Family… i use monstrance for land buff…First i use +4 Grinas rod Magic attack is 170 with 2 level 4 blue gems(Total magic attack is 198) the damage from using Oob is 1000 -1100 damage per hit, times 3 then its around 3,300 damage… Then the Valtas morning star(Magic attack 128) without upgrade or gem added to it i did 1200+ damage… it did not went below 1200… (total would be 3600+ damage)

After seeing this I also tried the Str stats if it gives something nah did not help did not increase my damage it just went weaker because i lost int stat for str

For those that will ask why i do that big of a damage… i do that damage on certain monster… maybe if the monster armor is cloth or something i usually do damage like that on monster that have hoodies on them like a ghost or a death reaper world boss included… my damage on other monster is around 800-900+ damage in Oob per hit

I’m a cleric3>sadhu. A short review.

lv15 safety zone, lv1 fade, divine might 7. 20 con rest int.
I can essentially rotate between the safety zone and fade to be near untouchable in pve farming. Because my fade is only lv1, i do have around 10 sec in between CD that I am touchable (didnt bother resetting yet), however mobs are generally dead by then.

Few issues with fade: If there is nothing for monster to aggro after receiving damage, it start to heal up. Having a pet that can survive the area is extremely helpful to holding the aggro while u fade. I do believe as long as there is something that can be aggro’ed in sight of the monster, it won’t regen hp (like another player that monster didn’t aggro); further testing needed.

My safety zone at max lv + DM, there was only 2 instances that used up all SZ hit counts. One in Royal M 5F with alot of those claw mobs that multi hit. Another is against a boss that is a giant plant that can’t move.

I think the biggest weakness of cleric3 sadhu is the ground buff availability. Cure cool down is long and mobs can use it up, so if u cant finish mobs in 1 safety zone + fade combo (solo), ur dps drop. (this can be fixed by buying pardoner scroll)

My divine might lv being 7, I feel was almost just nice for majority of engagement. There are rare instance of me using it up completely before duration is out. OoB-SZ-astral exlposion-OoB-cure-fade (and similar chains). If I ever get hit in middle of that combo, my divine might will be used up for another OoB. Prakriti do seem to use up 1 tick of DM as well, though probably with no benefit.

Oh, and leveling cleric3 was quite the pain. Especially it being the 1st char.

I going to test out cleric1->krivis1->cleric2 to see if leveling is much better. Although I might reset my skills to test out lv10 safety zone and lv5 DM first before I consider if I really want to drop cleric3. I didn’t level cure fast, which might be one of the reason I level so slow… especially boss fight.

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There is definately something up with the double damage buff causing maces to do more damage when out of body. When I last tested it was at 75 and saw more damage from a Rod but that doesn’t seem to be the case now. Not sure exactly what causes this but will have to test out later with upgrading better rods compared to the mace.

based on the numbers in the chart, it looks like the hidden buff basically just doubles your matk - but completely ignores the matk from rods.
I’d say that’s a bug.

(also: white pino appears the have 38mdef. elemental attack is not boosted by the buff. the base damage of one hit is 70%matk, 140% buffed)

Alright so I’m back and had the luxary of doing some testing on basic things here. While the auction house was alive I went and bought a Morning Star and Cane Rover then upgraded each to +10 respectively. After that I got another pair keeping them at base where a Morning Star has 3 less MATK than a Cane Rover testing this again. The results are that a Morning Star DOES indeed out damage the Cane Rover at base, but after comparing the +10 versions the Cane Rover pulled ahead by a lot while the Morning Star remained same damage always upgraded or not.

So we have here something going on with a hidden variable between weapons type making maces do more damage for some reason. I’m still not exactly sure what is causing this but that part is true until you’ve got a Rod with a lot more MATK on it than the mace. Just make sure when you do this testing that you’re using Cure and not Zalciai since that gave me wild results from the +Magic Amp.

It can’t be from the physical damage on a mace because there is absolutely no change in damage from a 0 to +10 Morning Star when out of body. What exactly is causing this is unknown but it’s there and more testing has to be done to figure it out.

Not to be mean, but u guys seem kinda dumb. I have posted here 4 days ago, explaining how i tested the mace hidden power thing, i have explained how rods overpower maces at higher refining lvls and i also told u guys that the only exception is the best mace in the game(Galatunis Mace) wich is BiS for sadhu.

That been said, lets focus on things we don’t know yet. Does some1 know where to drop ignition? I would love to test that flame thing(maybe it is better than Galatunis Mace/Rod).

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Wouldn’t galatunis rod be stronger? wouldn’t all the elemental attacks apply to Oob like arde dagger?

I’m just speculating but i do believe the extra 170 matk, 40holy DMG plus the bonus would be a Lil better, but as i’m aways saying, those things must be tested.

PS: when stating ur damage plz does not use magic weak monster as exemple, u ill just confuse plp.
PS2: ill soon be switching for a rod on LVL 170(this weekend maybe?), ill be selling my +8 Arch Rod. :smile:

Edit: since Galatunis Rod ia a high end item, prob at +8 and foward it ill pass Galatunis Mace. I forgot how the stars affect the growth of the item.

Not to be rude, but did you ever figure out WHY it does that smart guy oh mr. all knowledgable of Sadhu knows everything calling people dumb. Obviously anyone can look on Tosbase and be like “Yep, that’s the strongest weapon!” but can you see what’s in Cinnamon Toast Crunch to understand and explain why maces do a bit of extra damage from the buffs instead of saying people are dumb for testing?

And the dumbest part is that isn’t even the strongest weapon you can actually awaken rods for more MATK using an Alchemist smart guy.

Or is the dumbest part that you didnt read his post.