Tree of Savior Forum

Elemental property necklaces

After reading about this necklace that increases fire damage, it reminded me of this game i used to play, Darkages Online. Keep in mind though i played this a long time ago and my memory might not be 100%.

In this game we had property necklaces. Fire necklace, earth necklace, dark necklace, etc. What these did was change your attacks to the property of the necklace. So if you fought in an area with monsters of a certain property you would equip a different property necklace to increase damage.

What if we had something like that here? So swordsman who equip a fire property necklace would get 50% bonus damage on ice monsters for example. Dont think it would work on skills that already have a property, but wizards are already getting these cool necklaces.

What do you guys think?

Another small idea i had was to give one of the wizard classes a skill to change the property of monsters. Dont know which class would get it or anything though.


This section down here is some other thought i had about property damage. Anyone else find it strange how holy and dark properties work? Why would dark do 100% additional damage to holy? To me it would make more sense to have reduced damage vs holy or maybe 0 damage and extra damage vs everything else. So maybe 25% extra damage on everything and 75% reduced on holy.

The way holy works is fine though imo.

It reminds me of RO Renewal where they try to balance classes and skills with equipment instead of adjusting the skill mechanics.

Inb4 this is not RO you ■■■■

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inb4 TOS Tree of Dressing, Hello Kitty Online Successor !


Skill still imbalance/no scaling at core

TOS add attribute for other class doesnt work as effective

if you add wugu poison to swordman, it does not make 3k bash skill suddenly becomes 4.5k

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Im not sure how that skill from wugushi works, but if it actually changes the property of the whole attack to poison it should add 50% to earth monsters.

im not too sure as well, same as pyro enchant flame to swordman

as far as i realize from blessing, it only took the blessing dmg and add the %.

normal bless do 200 dmg, then against demon, it deal 400dmg

not sure, could be wrong, waiting pro to rectify this

You know i just thought of a way they can do the same thing without the property necklace.

Enchant fire just adds small property damage to your attack, not change your whole attack to fire. It also adds another line of damage to basic attacks.

What they could do is make enchant fire actually change your skill damage to fire. Last rights skill on chaplain says “makes attacks have the holy property”

So pyro has enchant fire, enchanter has enchant lightning, wugushi has poison, chaplain has holy. So we would only need one for ice, earth, and darkness.

IDK though. Right now they dont work that way and i dont know much about chaplain and if it changes your skill damage to holy. The problem with this is that you would only be able to do this in a group and solo youd be out of luck.

inb4 magic swordman is new rank9 class!


imho, with real elemental attribute enchant, real as in making 3k skill suddenly 50% more dmg to 4500dmg, similar to how armor weakness slash/strike/pierce works.

it would give so much love to current sad swordman.

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Wugushi zendu doesnt change your attack property. What zendu does is that it adds a buff that lets you put a debuff (DoT) on the enemy you hit.

Priest, enchant fire, and chap buffs can be seen as extra elemental damage on top of your damage in its purest sense

I believe only enchant lightning has that change to lightning thing its got going for it.


Though it’d be nice to have more skills with secondary attack property like energy blast, SR skills and wugu poisons as well as ones that change attack properties.

This game really do need a proper elemental attribute enchants instead of ‘oh hey i’m adding ‘x(shit)’ flat elemental final damage to your overall’.
Most if not all damage buffs/enchant even with stat scaling cant keep up with the game’s absurd monster hp/damage spike.

Playing D&D on paper together with the forum hueknights and @kinyau87 as DM probly makes more sense than any of IMC balancing idea.

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Hurray!! So instead of fixing the core issues of the game like flat damage of pyro etc class, IMC makes elemental necklaces that forces every player to have it so you can match R8 classes with absurb and OP damage scaling…

Genius IMC, really genius
/sarcasm
/huehuehuehue

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