Tree of Savior Forum

Dev Interview: Random Item Stats

Click here for the dev blog post.

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staff: I can see it’s going to be a good era for Appraisers… Speaking of the future, what other plans do you have for after the random stat system is implemented?

IDev: Well, I don’t want to spoil too much – and please take this with a grain of salt – but if I were to summarize it in three words… Kite Moor, property resistance, Chaplain.

wat.
:tired:

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let me guess, we’re going to get a lot of trash drops with property resistances and you need to be a chaplain with kite moor set to turn those trash stats to something usable?

And still you will be a Chaplain - PvE AA funbuild. So who cares :smiley:

Staff: Whatever Kite Moor is, it sure sounds luxurious!
:unamused:



at least i’m glad it clarified the stats and socket question

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The random item stats is going to be the new cancer of the game, considering some builds are forced to farm 10-100 times more for decent stats due to inability to use twohanded weapons.

Also betting there is gonna be more pampering on twohanded weapons aside the higher average stat count and socket count, e.g. higher total random stats (e.g. staff has maximum of 100 INT while mace has only 60).

And the drop rates are surely not that good for the better weapons.
Loot chance is ok, but if it’s still random what you get, you have to farm several hundred times more. No whale is going to be able to afford a good weapon that way that is put on the market. GG, R.I.P. TOS, eternal farming hell until the new instanced dungeon and challenge mode are introduced.

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You do know that there is a Readjusting Stats System that supports this right?

You know that this is only useful to overcome one of the RNGs, the stat-RNG?
You still have to farm items to dismantle them to readjust stats, and every single readjustment costs items(and possibly silver since most ingame actions are silver-locked, even your own upgrade attempt with a self-bought anvil…).

Also, we don’t know if the number of statboni changes. If that’s the case, it’s even worse and basically the same problem as headgear accessory enchanting, going randomly from 1 to 3 and back to 1 stat e.g.

In all honesty, there is no benefit if you have to reroll several hundreds of time unless you actually upgrade the item first to +16 and then reroll the stats.
But even in that case you still have to farm several items to get to +16 if you’re unlucky, and afterwards you need to reroll the hell out of the item.

Additionally, Loot chance seems to be a pretty unbalanced stat, seeing how IMC balances their Classes; Schwarzer Reiter and Corsair might be the only Classes to really benefit from this stat (again highly unfair) while other Classes have less overall chance to recieve new items because their killrate/looting chance is smaller(especially after making Blessing unlimited, Schwarzer Reiter surely is the love child of the developers …).

I guess this is the typical ā€œIf you want to farm, create farm Class/character Aā€ MMORPG trope again. Weaker Classes need a loot chance multiplier to stay viable for playing casually. Otherwise welcome to the China-farming, more botting and RMT.

Also, since the new 350 recipe items coming in the future seem to have fixed stats, you might be in for a bad surprise after having rerolled x times.

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from what I understand about the readjustment system, it seems the number of stats and ā€œcolorā€ of the stat bonus is set. My guess is something like this:

before adjustment -> after adjustment
patk +100 - > matk +100
int+20 - > dex+20
whatever random stat 20 - > whatever random stat in the same color category 20

don’t even know if you can adjust each stat line individually but if it’s like this I don’t think it’s so bad?
perhaps getting a red weapon with as many of your desired color category stats at their highest values is what you will be looking for and then it’s just a matter of rerolling the stats over and over til you get what you want.

EDIT: reading again it seems there might even be a way to slowly increase the numbers on the item as well

When I saw that I was ā€œwhut ?!ā€ XD
Why. Just why ? I don’t get the logic behind this. Why do you make the Viena Mace +111 INT and the 2H version +67 STR only ?
It’s as if because the base damages were better they tried to ā€œbalanceā€ it by lowering the bonus stats. But it’s a 2H weapon ! Of course the damages should be better. 2H weapons are always better because they take both hands and restrict you from using a dagger/shield. That’s the point…

Property resistance and Kite moor make sense. That resistance only work like decrease damage in flat number… it nearly the words ā€œUselessā€ so if this change the Kite moor thing have to change too.

Chaplain , last rite was already change… next maybe Deploy Capella (it now become even worst because blessing now unlimited hits and Monstrance become easier to obtain from caster)

It worked in Diablo 3, so will work here.

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Reading the interview of the Dev responsible for items make me feel uneasy,
He seems like he have a sadistic personality.

Meanwhile alchemist awakenings are still crap rates to get good/reasonable rng stat(bad eg:crit rate on staff/rod or M.damage+ on bows/spears), and going to be obsolete soon.
All good on the new extra for the 2handers, tho, not particularly happy about the ā€˜use [x]gear set, it’s going to be OP’ idea the dev haves.

At least there is enough supply of premium awakening stones so you can reroll as much as you like/are willing to pay without burning the potential.