Tree of Savior Forum

Consistency In Naming Stats?

I know that everyone playing comes from different gaming backgrounds with generally the same stat types, and going through a lot of the already translated lines, I’m starting to see a trend of different names pertaining to the same thing.

For example, I have seen Critical Occurrence, Critical Chance, Critical Rate, Critical Probability, and hell, even Critical by itself. Depending on who you are, you might even opt to use Critical Strike for your go to stat name.
Here are a couple examples I’ve found demonstrating this point.

SKILL_20150714_004518 When [Swift Steps] is being activated, Critical occurence will increase by 10% per Attribute level.
SKILL_20150428_004106 Critical rate of [Thrust] is increase by 5% per level.
SKILL_20150317_002247 Critical probability of skill [multi-shot] is increased by 1% per Attribute level.

Another stat inconsistency I’ve seen was Dexterity vs Agility.

SKILL_20150317_002037 Agility is increased. Affects ranged Physical attacks, chance of critical, and evasion.
SKILL_20150317_001460 Dexterity of allies is increased and randomly create magic circle that cause evasion and Physical damage of enemies to decrease.

In addition to stat nomenclature not being explicitly defined, I’m finding it quite difficult to contribute/proofread when I’m not even sure IMC knows what they want their stats/key terms to be called.

A guideline of sorts outlining ,with examples, a basic sentence structure for how they want there skills to be written out or something like “conditionals, description of skill, damage, additional effects” would also be a very welcome thing.

An example I could think of would be of changing the current

SKILL_20150317_001269 Multi Shot
SKILL_20150317_001270 {#DD5500}{ol}[Physical] - [Stab]{/}{/}{nl}Quickly fire multiple arrows to specified area.

to something along the lines of

Multi Shot Rank [skill_lvl]
[Physical] - [Stab]
2 Charges - Chargeable
Cooldown 14s - SP Cost [((9+(skill_lvl-1)2)]
Charge your bow to quickly fire multiple arrows, dealing [(33+(skill_lvl
10))*atr%] [Physical] damage per arrow
[skill_lvl+1] arrows at Full Charge

Remove the next rank text from the hotbars and just keep it in the skills/attribute tab.

Probably went on a bit much, but this has been bothering me ever since I started going through the current “translations” in an effort to fix them.

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Keep in mind that this is still work in progress. There are translators with different backgrounds, who all have their own way of translating. Even if it means proofreading, Google Translate or making the description better for the sake of the English grammar.

I’ve taken a look at the Korean strings for these skills. In English it should be this:

SKILL_20150714_004518 Increases your Critical Rate by 10% per attribute level when [Swift Step] is active.
SKILL_20150714_004518 (스킬 [스위프트스텝]이 활성화 중일 때, 자신의 치명타 발생이 특성 레벨당 10% 증가합니다.)

SKILL_20150428_004106 Increases the Critical Chance of [Thrust] by 5% per level.
SKILL_20150428_004106 (스킬 [쓰러스트]의 치명타 확률이 레벨 당 5% 증가합니다.)

SKILL_20150317_002247 Increases the Critical Chance of [Multi Shot] by 1% per attribute level.
SKILL_20150317_002247 (스킬 [멀티샷]의 치명타 확률이 특성 레벨 당 1% 증가합니다.)

The problem is that different users use different words.
I will pay attention to those who update SKILL.tsv on the Github repository so that consistency remains.

Oh so consistency issue exists from the original Korean?
Presuming that critical rate and critical chance do actually mean the exact same thing in those contexts.

I wouldn’t say it is really an issue in Korean. I have always translated 치명타 발생 as Critical Rate and 치명타 확률 as Critical Chance. It isn’t wrong. You could say that the outcome of these two terms are the same, but the difference is that both terms have different words in it.

When it’s in direct relation to the same value on your character information screen that has a specific name, it does become a consistency issue.

Unless one of those attributes actually does a different sort of modification to the value on the character info screen (i.e. multiplicative vs additive) then the same wording should be the same in both cases.

I agree with this. There is no reason to use different words for the same stat, it only leads to confusion.

When you write a fluent text, you might want to use synonyms in order to get variety into the text. But when we talk about skill descriptions or item effects, it’s better to stay with consistency in consideration of the players.

Also: The idea during a translation should be to get the idea of the translated text across, not to translate every word literally.

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