Greetings Saviors!
We have made an announcement regarding ‘Combat System Changes Dossier Pt. 4’.
You can check the details at our official website from the following link.
Link : https://treeofsavior.com/news/?n=959
Thank you as always for your continued support, enthusiasm and love for Tree of Savior.
Sincerely,
IMC Staff
20 to 30% reduce … It still not worth IMC (if not like KR does)
[reduce 4m from Unique to 2.8m , don’t make me laugh imc]
and blessed shard save ? … Not worth the potential neither.
Rebalance in a nutshell
Making itemization of cleric and Magic class more convenient than already is while nerfing the physical classes to choose between crit, evasion, accuracy, hp eetc on their equipments.
Balancing my as s lol. IMC clearly dont know how to balance their game because they clearly dont play.
IMC why do you remove “min {1, f(x)}” function
It would scale the imbalance of attack/matck stacking even more. Please put the function back
Thanks for these posts, they help to summarise the information flooding over from KTOS and KTEST, keep them coming.
I have a concern with Leather armour though. IMC has said in the past that they wanted to expand it to be a viable option to Magic based classes. This is a good idea as their gameplay is already quite simplified compared to the Physical classes. The problem is, is that Leather has no advantage for Magic classes, making Plate or Cloth a better option in every scenario. Crit Rate and Accuracy are obviously useless for them, and since DEX has little to no advantage for them, you can’t even really stack Evasion. Other than some nice stats on a few select pieces of Leather armour, they are not a viable option for Magic users. This is a disappointment as it limits their options. Preferably, DEX would become another potential combat stat, even for the Magic users, but seeing as that’s unlikely in the short term, at the very least make the Leather set bonus incorporate MATK/MAMP, cast time decrease, CD decrease, or something else to make it an actual option.
you didn’t saw youtube?
every class that got well-done equipment is strong even they didn’t cri.
Melee class got HP buff and Magic class got HP nerf.
even that Quick Cast att was remove so no benefit for more matk like before.
There’s always a discrepancy from what they are saying to what is really in game.
Leather armor will have lower physical and magic defense, instead including critical rate-increasing attributes.
That’s unfair. The leather pieces themselves have lower stats than plate and cloth just because they 4-piece bonus give crit? Oh, guess what? plate and cloth also give you a 4-piece bonus. Each piece of equipment should have the same overall value, but leather can only compete with plate or cloth if you equip the whole set. The set bonus shouldn’t weight the individual stats of each piece. Leather equipment should give you more physical defense than cloth and more magic defense than plate so the statvalue/piece (or equip slot efficiency) be the same than the others types, instead of being less effective; example:
[?] Plate top: 100 PDef + 50 MDef = 150 mix def
[?] Cloth top: 50 PDef + 100 MDef = 150 mix def
[?] Leather top: 75 PDef + 75 MDef = 150 mix def
And it also makes sense, since leather is more physical-resistant than cloth but it also is more light than plate (more light = more magic power film logic).
Jynxie08 is right.
Physical Damage => at least needs 2 physical stats Accuracy and Block penetration. If you add the optional ones, it reaches 4 stats.
Critical attack is useless unless you have crit rate. With the new critical formula it is nealy impossible to reach high % unless you are a rogue. On a 0 crit res monster (that is nearly impossible to have) you need 2154.4 crit rate to reach 100% critical chances. It is clearly impossible to reach that value even with 5 Maxed green gems, 4 leather pieces and the 50/50 mastery, you will end with a whooping 50% crit chances…
Meanwhile Magical Damage => Magical attack.
They also removed one of the good thing from the game, the 0 CD skills from physical DPS. It was clearly overpowered in an always out of SP environment ! .
Cleric classes were already overpowered, it was really important to make things more convenient for them. They add to choose, now it is free ! . Can you explain me why they have also crit rate on their weapon? Dual stats weren’t enough ?
Thank god they removed 0-CD skills. They were boring, a pain in the ass to spam due to repetitive one-finger button press and required a lot of SP, not to mention that most of them overshadowed a lot of others skills.
something wrong ?
Lets say with your example of “well-done equipment”
Why the hell a physical DPS class cant afford to wear a full solmiki leather set or plate set without compromising it’s physical potential over magic classes (crit rate). You can only achieve that if you wear 2 sissels, 4 pcs of new HG leather set and Headgear crit rate.
Clerics on the otherhand could use full solmiki plate set without worries.
Basically, a cleric with Legendary full solmiki set vs a physical HG set.
Another example of disparity:
Skull smasher:
Regard horn PIke
Why the hell IMC would give another buff to that blunt weapon where in the place it overshadows physical weapons?
Your logic is that. You want physical classes to not use crit rate because non-crit is already more than enough. Then what is it for? Why the hell is it still in the game if you cant use it to your advantage without any sacrifice at all? If Physical cant use it to their advantage then remove it lol. Then remove all the advantages of Magics too, let all the Magics and buffs of clerics have Casting time. So their stats will be split similar to that of physical stat allocation.
IMC dont want to promote full one stat allocation, then why the fck clerics could still go fuill con.
B-but this was changed already.
Skull Smasher:
Regard Horn Pike:
Plus you already could transcend Regard Horn Pike while the Phys Atk on Skull Smasher didn’t give any P ATK nor could be enhanced with anvil.
Yea they changed it to also have physical and magic attacks so Magics will have easier time? So meaning another buff?
I honestly find that change good so mixed classes can improve both of their attack types which wasn’t quite possible before.
Plus I’m honestly totally fine with people not being able to achieve 100% critical chance, lol. It just doesn’t feel right to be “Crit all the time you can” combat if you think about it.
But I do think that Leather x Plate benefits are kind of complicated when we talk about optimal damage and trade offs >.<
Then what is it for if you cant use it to your advange? Why not delete it instead?
Because like in almost every other game critical chance isn’t 100% and it still works and is used to your advantage anyway? What’s so bad about it?
I’ll agree 100% isn’t a good thing for a game, but making even 50% almost impossible to attain without a ton of investment…that’s the problem here.
No ones talking about 100% chance lol, stop putting words in my mouth.
The idea here is decent crit chance on equipment without sacrificing other stats allocation for it. Example HP and Con on accessories.
Clerics have luxury because their stats arent split into dex and blockpen.
Then we’re discussing for nothing? Because it seems you answered to my statement about 100% critical chance, lol.
To be fair I don’t know how much critical chance is “balanced” and when it’s not when some classes are doing way more than 100k (1-shot most PvE monsters) per critical hit on AoE skills. Maybe they could make it easier to reach 60-70% instead of a full critical chance oriented gear to get 60%. But easily higher than 80-90% may be somewhat too high IMO.