Tree of Savior Forum

Dear IMC, help useless INT attribute. Make INT great. ´¬´

+4% MATK per 100 INT would be better than 0.75 mdef pen per 1 int the moment you break 4k MATK.

With the orange staff and full int I think a wizard should be able to get 1000 INT, so let’s assume that for a 40% MATK bonus on said wizard with 5k base MATK, that adds 2000 MATK, yes 2000, waaaay better than 750 mdef pen.

The bonus would get even bigger and bigger as you enhance and transcend the staff. I thought you wanted wizards to stay at the bottom? This will not do it.

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Why do you want to create unbalance by adding mdef penetration to INT?
So that casters just need 1 stat (INT or CON) to be effective?
I have 3 caster classes and I know what I talk about if I say that INT doesn’t need an aggressive buff. Monsters with high mdef exist for a purpose: to deal with caster classes.
If you can penetrate their mdef then where’s the fun?
Why wouldn’t you want to equip that staff that lets you physically attack for twice the amount of your matk e.g.?

There are already ways around mdef for Clerics/Wizards, but people seem so fixated onto their casting stereotype that they want their spells to nuke everything. All you’re going to do is making TOS even more generic and boring.
INT needs to do more, yes, but not offensively. Either utility or defensively.

Meanwhile SPR needs some offensive value to make people want to spend their points into SPR.
Also, skills which reduce mdef that scale with SPR (Hexing e.g.) need to have their value increased. They need to scale with multipliers (e.g. Hexinglvl*SPR mdef reduction) of your SPR so that you can decrease the mdef with these skills by more than just 50-100 points.

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they make server great by reducing channel

i must say that is brilliant(Not a troll)

huehuehue

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LOL you’ve got to be kidding me.

This is already the reality of the game, and not just for casters.

Yes, dealing 1 damage or 1k on that 400k HP mob is a lot of fun, right? Not like I need 4k MATK to do ok damage on them. So easy to get 4k MATK.

What the ■■■■?

And those ways? Physical DPS or Agny. The only way for other DPS wizards to do decent damage on R8 mobs is to get high MATK. Wizards are supposed to be nukers, at least DPS wizards. Nowadays swordie does that instead.

Have you ever played r8 content with those mages?

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deletes away thoughts

I was attempting to write about how skill base damage kind of makes stats like STR and INT have lesser value then I realise from calculations that each point of INT actually has more worth than STR in terms of damage depending on the skill that is used. The more hits a skill can do, the more worth the value of the stat is, since 1 point of INT currently translates to 1 matk which is of 1~2 damage (depending on attribute level) per hit of the skill per monster.

If we have a skill that deals 3 hits to 10 enemies per sec over 3 secs, every point of INT translates to an additional of 90 damage in 3 secs.

That said, the reason why INT and perhaps STR looks so mediocre as compared to the rest of the other stats is how easily we can get patk and matk from our equipment. Transcendance kind of spoils and breaks a lot of things. A lv6 transcended weapon with 1500+ patk/matk makes investing in STR/INT looks really small.

Another factor is most skills only look at patk/matk values and not the base value of the stat itself. It kind of makes investing in such stats not as meaningful as investing in a 3 piece headgear of 120 matk which will net the player an equivalent of 360 INT.

This leads to builds which are skewed away from the 2 damage stats, with physical builds preferring to go DEX (where 50% crit damage in percentage is worth more than point damage given in STR) and CON builds for magic classes due to them having nothing else worthwhile to invest in. Since CON build with high level equipment can deal nearly as much damage as INT builds, there isn’t any point in going INT unless one is chasing the highest dps numbers.

Personally I do think this has to change. Skill damage shouldn’t decouple from the base damage stat at all, it should be used to determine the skill damage instead. As least this will allow a more diversified stat building where players have to weigh whether they choose to deal more damage or have more mitigation. And with skill damage tied to base stats, skills also become more scaleable without needing external trinkets like Agny.

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Yes, I hope IMC redistribute the power / damage that factored in Stats / Equipments / Skill Damage.
Reduce the gap between underpower and overpower, currently is too huge to keep the game balance and please lower down the grind wall.

Stats - Increase atk/matk raised by stats, especially INT, at least raise (m.atk, m.amp+2) or just m.atk+2. For other stats, do same for each Rank +10% bonus to make them more relevant.
Equipment - Reduce the transcendent bonus %, or at least make them not scale with Red/Blue Gems, an orange weapon with 3xlv8 already on par with the original atk/matk which suppose not intended.
Skill Damage - Depend, but if above 2 done I think this not important, because for a 400k HP mobs doesn’t matter if u can few hundreds.

At lv330, with 900INT it should rescale to give ~1800matk instead of now 900matk only.
Remove Trans scale with gem to cut potential Orange with lv7 Gems = 14435.5 = 2376 and Purple with lv7 Gems = 14425.5 = 1584

Not to mention remove Cards effect synergy with Meltis

Advantage:
Make the game less grinding dependent (waste time on wrong reasons), able to do good in game
Make players to think more and analyze how to distribute stats effectively
Make the mdef wall easier to overcome a bit without rely on huge grind wall > transcendent stage 5
However, if want to challenge ET, Transcendent are very important too.
It basically redistribute the power bind more on Character-Stats, to make lower rank class relevant by give more character power, while bring down the huge grind wall which is unhealthy and meaningless time spending.

IMO the easiest way to deal with it it’s using wizzard atributes that would be unlocked at some ranks(or other specific class).

Example: rank 7 int atribute. X% of the int will become magic pen.( It can also change how it scale with matk too. )
So if you’re following my idea, they can adjust the damage according to each stage of the game.
In this way they don’t have to deal with int alone but can take the new itens and mobs in the math for the adjust.

don´t even try man…this guy is one of those “lv100” thinking that that 300+ is the same stomp =.="

This weapon solves all your problems as a Wizard if you have an INT build against high mdef monsters. With around 700 INT you can hit for 2k+ damage per attack, not counting any boni from Enchanter or Thaumaturge buffs.

Also, crying like a child because a few monsters have high mdef.
No normal monster until level 300 has more than 900 mdef, and only level 330 monster have mdef values as high as 3k maximum.

There are no normal non-ET monsters with a mdef between 1k and ~3k.

There are 61 special monsters with a mdef between 1k and 2,7k out there.
42 of these have less than 1,52k mdef, leaving 19 monsters with 2-2,7k mdef.

And there are additionally 4 non-ET elite monsters with a mdef value between 2 and 3,12k mdef.

That’s a total of 23 normal, non-ET monsters ingame who can reduce your matk to nothingness without transcendence. 23 monsters of several hundreds/thousands currently.

People cryed for hard endgame content, IMC gave them ET with monsters who have high block rate, high def and high mdef. You can’t argue with ET monsters ruining your normal gameplay. 23 monsters in total running around in the world on lvl 280+maps who make your normal matk without transcendence/weapon upgrade weak is not a reason to argue that caster classes are getting the short end of the stick, really…

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¬¬ jesus…

K

INT can’t really be improved due to one fact.
Magic attacks cannot miss (unless there are fields to block it).
The fact that it cannot miss only gives it one stat to be compared against (MDEF).

If you’re going to help out INT, enough parameters will need to be changed and it’s tough to say, but I don’t think many MMOs have even attempted to change the mechanics of magic other than it simply being a hit or miss due to distance or being outside of the area of effect and MATK vs MDEF.

just make int give 1.25-1.5 matk per stat and problem solved.

INT should be buff 100% sure, and STR has same situation. Both of stats are useless in late game, Highly expect IMC work on this especially change some mobs’ magic def. We total agree that making monster have un-normal Mdef is nothing fun and meaningless.

However, some players are too greedy on agny neckless and ignore its strong buff for top players.
Why do I mention top player ?
Agny is a retard design to solve problem. it didnt solve normal player deal 1 damage, but make top player too strong.
if u are planning on stage 10 in future, u will have 15k matk and time to 2~4, it will provide a huge damage, but if ur dmg is 1, it wont give you much buff for sure.

Why not nerf this necklace and fix the stat and mobs’ mdef ? so u wont see cleric and pyro get double buff.

BTW Pyro is a R2 class, and it is weird to take Pyro as an end game main dps class, but i agree we should buff his “SKILL damage” like what Sapper got or it will be a weak choice like sapper.

If you’re going to do a buff to INT, consider it contributing to negating status effects albeit at a lower rate than SPR

INT needs a buff that increases overall damage, particularly wizard’s damage, not some utility bs.

We need a poll. But I don’t know how to make it. ´¬´

INT = 1 m.atk

INT = 1 m.atk + 1 m.pen

INT = 1 m.atk + 2 m.amp

INT = 2 m.atk

INT = 2 m.atk + 2 m.amp + 1 m.pen

@windysama time to carry the zeppeli tradition of polling.

How to make int great again?

  • INT = 1 m.atk
  • INT = 1 m.atk + 1 m.pen
  • INT = 1 m.atk + 2 m.amp
  • INT = 1 m.atk + 1 m.amp + 1 m.pen
  • INT = 2 m.atk
  • INT = 2 m.atk + 2 m.amp + 1 m.pen

0 voters

@Kakorrhaphiophobia thank you sir.

Gung-ho and DOV ripped off(+etc) so wizes can also get cheap damage stats outside gears/enchant/gems, and to avoid giving clerics another bonus via stat rework:3


Alch lol, cos’ i can’t think of any other wiz class that can get a DOV like skill. (Absolutely not because I want a Mad Scientist like class)

Wizard

  • [Sleep] skill removed
    ^ [Sleep] attribute added to [Lethargy]
  • [not Gung-ho] added at Wiz C1
    ^ Focus the mind, temporarily increasing your magic attack, while decreasing your magic defense.
    ^ +matk, -mdef

Alchemist

  • [not DOVDemon Drug Pill] skill added at Alch C1
    ^ Ingest a dangerous pill to heighten abilities
    ^ All stats +3/skill level, matk= +[10%xSkill level]+[INTx2]
    ^ [Danger]: decreases hp&sp by 5% every 2 seconds, duration=5 sec+[skill level] sec
    ^ [Stabilized Drug] attribute, effectiveness reduced by50%, [Danger] removed
  • [Toss Potion] skill added at Alch C1
    ^ Toss a potion to recover allies HP in designated area and deals damage to enemies.
    ^ targets= 2+[skill level]
    ^ HP recovered= Base potion effect+[skill level]%+[potion level]%
    ^ [Toss SP Potion] attribute, recovery priority changes to SP from HP, catalyst item changed to SP potion.
  • [Briquetting] skill removed
    ^ [Briquetting] attribute now learnable from Alchemist Master at 5 levels per class circle rank.
  • [Tincturing] skill removed
    ^ [Tincturing] attribute now learnable from Alchemist Master at 5 levels per class circle rank.
  • [Briquetting] and [Tincturing] now usable while in ‘Rest mode’