Greetings Saviors!
We have made an announcement regarding ‘Combat System Changes Dossier Pt. 1’.
You can check the details at our official website from the following link.
Link : https://treeofsavior.com/news/?n=948
Thank you as always for your continued support, enthusiasm and love for Tree of Savior.
Sincerely,
IMC Staff
damage = (% increase factor) x attack x min {1, log10 ((attack / (defense + 1))^0.8 + 1)} + (+ increase)
0.x factor finally revealed, and indeed it is (defense + 1) which to avoid armor break will hit infinity damage.
I only dislike the idea of flat damage in the end of your formula. In the old system we have real choice in hats in terms of customization.
For example hats with poison / lightning property were very good for linkers because of linker’s passive that may increase the property damage of certain types (poison, lightning). Customization process by selection the hats that may boost strengths of your class was very interesting.
But in the new system all elemental damage would be flat. And of course the phys. / crit and magic attack would be much more valuable then elemental ones. And this means that the final customization (in hats) would be less than before. Less customization cause less real choice – isn’t it? Because no one wants to equip hats with weak stats which can’t boost properly later rank skills with good skill factors.
The new concept should promote the idea of a percentage basis in general and not in specific cases. In my understanding, discrimination of the different types of damage is not appropriate here.
By your decision of making all elemental damage flat you just kill:
1) All hats with elemental property damage inside. Less good hats -> less real choice in customization process.
2) All daggers with elemental damage (include practonium one)
3) Weapons like Sarcmis wich now gives 500 flat dark property damage in pay of -72 con.
4) And many other good things.
Is it really necessary to kill so many good stuff? Maybe is it possible to avoid it somehow and not discriminate elemental damage properties?
But it’s actually a strong stat, since it’s just a + at the end of the formula the whole value gets added on top of it all. I think it keeps it more relevant this way. 
I just want to illustrate you why I am so sure that elemental damage would be treated like garbage in the new damage formula.
Please look carefully in the formula listed above. Which conclusion we should make after deep analyze it?
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Later rank skills have higher skill factor then low rank skills, therefore percentage based damage (phys. / magic attack) obviously more useful in later ranks. So percentage damage is always more “future proof” damage then flat (elemental) one.
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With better weapon, higher transcendence, percentage damage will has higher influence at the resulted damage output then flat one. That means elemental damage usually would be treated by players as “damage for newbies”. Because it would be very useful at low ranks with bad weapons and becomes less useful then you reach higher ranks and get better weapons with transcendence.
I don’t want to treat certain damage types as “damage for newbies only” and if you are serious solmiki farming player then stay away from it because with your powerful transcended weapon that flat damage in the end would be almost irrelevant, it has obviously low influence at high rank skills with big skill factors.
If you treat some damage types as “newbie damage” it is exactly that I call discrimination of damage types.
Okay guys. Very soon kTest system will reach kTos servers and we can see how much damage would deal exceptionally good geared Korean players. We will se the numbers and I almost sure that whey would be not that small as you may expect. And tiny flat damage at the end would be irrelevant.
It would be very funny for me if I’m not right. I will admit my mistake in that case. But for real I almost 100% sure that I would be right and flat damage would be discriminated and would has low influence on well geared players.
I get your point I do. It definitely will depend a lot on how high the damage will scale. Even when attack goes up so does defense so we’ll see.
However there’s things like enchant lightning/fire and sacrament that scale with the casters stats that can boost the property damage nicely.
I also believe that if property damage on equipment becomes irrelevant they will have to adjust it accordingly. I think it’s possible to balance in a way it works as a flat addition, I think it’s nice to have a different way of having more damage.
They really just need to balance it so it doesn’t become ‘only for newbies’ as you say.
I’m not saying you’re wrong but I think it they can make it work.
We also should clarify one important thing: “How flat is flat damage? Is it real flat or not that flat?”
I know it sounds funny and stupid so I want to explain myself.
That “flat” damage would be multiplied by Serpentine, Spear Lunge, High Kick, Cleave, Lethargy, Conviction, Epee Grade e.t.c or wouldn’t?
Would it be multiplied by armor type (leather against pierce e.t.c) if mob has weakness against our weapon or wouldn’t?
So I still don’t know how flat is that flat damage, lol.
If its real flat it is even worse then I may expect, if not – its actually not that bad.
As far as the formula goes right now, the flat damage at the end really is entirely at the end of it all, period.
Crits are applied to Attack directly (the Attack outside of the log part)
Skill modifiers like high kick, cleave, armor types etc all combine multiplicatively with the Skill Factor %
The damage of some weapons like Sacmet who give 726 attack against leather armor is a flat damage after the dmg calc?
Well, in that case elemental damage in the real danger…We will see it very soon.
As far as kTest is concerned they’ll be fine, but that’s obviously not very accurate in terms of actual ingame live server gear.
Depending on the final damage put out by actually geared people on live servers, it might still be valuable endgame; for the average player it’ll be viable regardless, especially for multihit skills like Sept Etoille, Stabbing, Cyclone etc.
I just want to remind you about flat elemental damage problem. As we already can see actual numbers in skills are pretty big even in multihit skills like Cyclone – actual numbers are something around 15-20k per hit.
Let’s try to estimate the contribution of the elemental damage to the total damage output.
Sarkmis gives you 500 flat damage in pay of -72 to your con. How much is that 500 flat damage if you can deal 20k per hit while Cyclone? Its would be 2,5%. Not that much if you pay for that 72 con. Isn’t it?
Now let’s try to evaluate the influence of elemental property daggers in that new system. In the old system as wizard or cleric you have the real choice between shield and elemental dagger. I know that usually practonium shield much more preferred then practonium dagger, but the choice is still real. In the new system even practo dagger that gives you 321 Fire Property attack (Lionhead dagger) is totally ineffective if you compare it with shield. Because we already saw the numbers and even in high multihit skills 321 flat damage in the end is too low. Since the elemental daggers move into the “trash-tier league” or “newbie league” if you want, we get a reduction in diversity in term of end game gear.
If you are fencer, in the old system Pajoritas Dagger may compete with new HG 315 dagger, because psycho damage is a serious argument even against valuable crit. rate. But in the new system that damage would be only flat and has low influence in total damage output (even in high multihit skills). That means we will get reduction in the diversity again – you have to grab that new HG dagger if you are fencer and no other real choice for you, elemental dagger no longer a thing.
I don’t know guys. After you moved the elemental damage into “trash-tier legue”, You just reduce the actual diversity in gearing by a lot. Perhaps it is time to reconsider your decision about elemental damage?
For a long time, both types of damage (phys/ magic and elemental) went hand by hand and were equally valuable and equally treated by players.
