Tree of Savior Forum

Critical Build Scaling with Level

Based on the formula revealed in the kToS patch notes and in the reddit thread (https://www.reddit.com/r/treeofsavior/comments/3puw0d/critical_rate_formula_discussion/), we understand that the critical rate formula is as follows:

Actual Critical Rate = (Critical Rate - Critical Resist) * (42 / Character Level)

As you can see, as you level goes up, your critical rate against the same monster actually decreases due to the multiplier getting smaller and smaller.

I have run some calculations and you would need ~2.4 dex per level up to maintain the same critical rate against the same monster. Archers will need need ~2.2 dex per level due to the addition scaling with dex.

Do keep in mind that this is assuming you are fighting the same monster. If you are fighting other monsters that scales accordingly to your level, their critical resist will increase as well and you will need even more dex to maintain the same critical rate.

With that said, it seems critical builds are highly infeasible in the high levels due to the level scaling working against you and it will be hard to get enough dex to cover this ever widening gap.

To me this feels like a character build to crit most of the time (e.g. Full dex build etc) will suffer greatly in the later part of the games when the level cap is slowly increased unless there are changes to the crit formula.

Feel free to chip in and correct me if I am wrong. Cheers!

TLDR: Game punishes you with lower Base criteria rate as you level up.

it needs to be (56 / Character Level), because the intended end game level is 600

crit rate is ■■■■■■ up if it remains 42

you will also gain more from gems, as more levels on them become feasible; and presumably you will get higher amounts of crit on other equipment.

I think instead of adding a multiplier based on level the crit rate should be a static formula entirely dependent on
Crit Chance% = (attackers crit rate - defenders crit resist)
without level having any influence in it (100 more crit rate than enemies crit resist = 100% crit chance, each 1 dex or crit rate higher than enemies crit resist = +1% crit chance), thus making dex and crit stat equal at every level. And while monsters could gain crit resistance with each level players can work against it by investing in dex and crit gear/gems.

Obviously this would require the reworking of all monsters and equipments stats, but it would be quite fair for the players.

The only gem that adds crit rate is the green gem on the main and sub-weapon. In the perfect world, you would have perhaps 3 or 4 green gem adding to your crit rate.

However, I don’t think +10 gems can come by that easily. And the amount of dex you have to invest would mean that you will have low base and crit damage.

I agree with you as well. Seems counter intuitive to have your level working against you in crit rate.

To me, it seems more logical to maintain your existing crit rate against the same monster regardless or level. With the existing formula, if you stop adding dex or crit rate, eventually you will stop critting even against the level 1 mobs that are in the tutorial area.

On a real endgame (with the current levels) you can get 300 crit rate from gems alone, and if tosbase has the right data about crit resistance, it doesn’t increase at all. Lv 260-280 monsters still have 13-60 crit resistance.

To add some info at the current max level:

42 / 280 = 0.15
You need 333 from [crit rate - crit resistance] to get 50% crit chance.
Current end game monsters have an average of around 30-40 resistance, let’s consider 37 to round it. We need 370 crit rate.

For archers specifically, as of using Swift Step, 296 crit rate is needed. I’m not taking into account the bonus archers get, as I don’t know exactly how it works, so it’s even less on reality.

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That’s dope info, thanks. Let’s hope that tosbase is somewhat reliable in that regard.

May I know which monsters you are referring to? I am seeing monsters with a con stats of 90 and above which translates to 90 crit resistance.

The scaling might be minimal for now, but as the game progresses and the level cap is increased, the monsters will get higher stats and that translates to higher crit resistance.

If we take the true end game level of 600, the crit multiplier will got from 0.15 to 0.07 (42/600), you will need to keep piling on more dex or dex gears to keep the same crit rate. This means that stats that can go into strength for better base damage or con for better survivability.

Archer might have the better end of the stick with better dex bonus with rank up, % increase to crit rate and additional scaling with level to crit rate. For classes such as swordsmanship or cleric, achieving a high crit rate (>50%) is almost impossible unless you go full dex.

for an example, storage monsters: http://www.tosbase.com/game/world-map/1841/

40, 13, 27 and 13 again (critical resistance).

I’ve seen some monsters out of the curve, like in Alemeth where we have a monster with 22 con and another with 120. But this is not usual on the highest level maps.

Unless they change it, the monsters don’t scale crit resistance, instead it’s the level that turns crit difficult.

This means that those classes as Swords and Cleric don’t even need a single point in dex to achieve 50% crit rate, but high level gems. If we count buffs like monstrance and few points in dex, some gear, etc, we start needing less and less levels in gems to reach it.

Is 50% chance the crit rate cap or why are you guys using 50% crit rate for your calculations?

it’s the bonus for hitting a crit. crit damage is a separate stat added after.

It’s not like the game is punishing dex but that it is balancing the stats so dex (a percentage based attribute) work similar to others like str,int,con (flat value based).
Str gives you +1 to min/max and crit attack no matter what level are you.
Int gives +1 min/max also.
If you see the contribution of dex in your dps at several levels range you will check that its kinda a flat value too.

A quick example (not so accurate one)
At lvl 75- 102 weapon damage + 300 skill damage+100 str =((102+75+300+100)*0.5+100)1/7542/100=2.1756 damage for +1dex

At lvl 280- 268 weapon damage+1000 skill damage+400 str = ((268+280+1000+400)*0.5+400)1/28042/100=2.061 damage for +1dex

obviously this change alot based in weapon damage and skill damage but you can see my point

50% is not the cap, it’s just a number I chose as an example. I see it as a pretty decent crit chance for a build that is not investing on DEX.

it should be having a higher critical chance against monsters lower level than the character, while having a lower critical chance against monsters same level or higher level than the character