Tree of Savior Forum

Extremely easy way to "fix" swordies

Well it’s not logical your character isn’t one shotted from it to begin with… so… might as well have the shield do its job and negate most of the damage as a tank class should do…

i see, that makes much more sense.

The two problem i see with swordy is unless your p1 in your build and you can taunt your not useful in the pure sense of being able to control a mob spawn. That is all. 80% of the damage comes from mages with their crazy multi hit abilities.

They need to add other taunt like abilities to balance it out. Jolly roger should be a weak aoe taunt, warcry could also act as a taunt but it needs a lower cooldown.

That would add utility back to the class.

the game does not say that, if it does i wouldn’t be here. also a person has a made a lot more sense than you up above and has kinda solve the problem.

Forget logic if you want to talk about game mechanics. What does logic have to do with a videogame where we are able to use magic? Bringing the “logic” argument, or the “it doesn’t make sense in the real world” is just a simptom of narrowminded thinking when it comes to game mechanics, just because in the games we played before block only blocks physical damage, there is no reason to make it work differently in this game.

To the OP: what game balance are you talking about, pvp or pve? If it is pve, are you sure it needs fixing? Maybe it is enough to use all tools at our disposal, one example that comes to mind are blue gems on boots, increasing mdef, maybe on some pulls wearing cloth armor for the extra magic damage mitigation would help aswell?

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While i agree on your logics part, mdef itself is a useless stat. It only has some useful moments in the lower levels.

Once you hit 200+ your best mitigatin against amgic is just stacking hp,
And not enough.

Lets say you reached 500 mdef, while it would give good results against multiple hit attacks, it would still be useless tos trong 1 hit attacks.

Lets assume you step into magic attack that hits 10 times, 1k damage each hit. with 500 mdef, you would only take 500 damage per hit. that totals for 5k damage

However if a single hit has 10k damage, it would only do 9500 total damage.

Short said, mdef is flat reduction and its not worth depending on.

I went through every single item and just added up all the possible buffs a solo swordsman can receive from M.Def:

Silver Spear +39 mdef
Virtov cloth pants +24 mdef
Rokas Robe +29 mdef
Virtov gloves +11 mdef or forest gloves (accuracy)
Protas Boots +24 mdef
Sage Wall +99 mdef
Superior Sage Necklace +72
Glass Bracelet (+91 mdef x 2)

You would also have to have Barrier scrolls from a pardoner if you didn’t have a Paladin/Oracle in your party at all times.

You could get around 600~ish m.def this way, but it’d be EXTREMELY expensive due to Sage Wall and you wouldn’t be able to use a lot of the good requisite m.def gear until 220 (elkosh set if its in-game is 220, virtov is 220, sage necklace is like 170, glass bracelet is 170).

M.Def bonus from cloth set is irrelevant, but 10% damage reduction would be useful. Barrier 5/5 is +130 m.def and scrollable through Simony.

You’d have to always carry around a 2nd set of gear though.

Blue gems are irrelevant. It’s +1 defense per rank. Gems are expensive/difficult to rank and +5 mdef for a level 5 gem is a waste of time, money, and a gear slot.

I’m talking about PvE with magic mobs. You’ll be under constant assault. Ran 140 dungeon with 15k hp and was getting hit 700 damage by magic mobs, died in about 4 seconds after a suicide swashbuckling.

What do magic attacks hit for at that level?

Im in the lvl 190’s where regular mobs hits me for 3k damage with 1 hit.

26k hp isnt enough, neither is 300 mdef, atleast when playing solo.
Could tune up my gears i suppose, but physical damage in the same area only hits me for 1400 max, per hit

But you can just enter youtube to check old pvp videos where elementalist 1shot swordies with meteor.

There are probably newer videos with same thing happening.

However, there are more classes that 1shots in pvp atm.

the game kinda broken for stats wise. even DEX won’t let crits procs appropriately, or SPR give a PROPER mana recovery, or CON give proper dmg reduction, or anything so on and so on.
Honestly speaking, developer need to rethink with stats wise.
suggestion?

  • more sub type of stats , physical mitigation, magic mitigation, and more.
  • introduce AGI main stats to the game.
  • rebalance the Main stats mechanisms.
  • rebalance items bonus stats.
  • introduce critical to magic aswell.
  • scale magic resistant/element resistant properly. its too stupid right now, my mage build have all elements resistant, but the dmg it blocks like little ant dmg.

one more thing.
Currents main stats and sub stats only works for low level, once we get higher level, nothing make sense anymore. and developer need to rescale it properly.

Magic crit is a really, really, really, really bad idea.

Damage reduction needs to be evaluated though and there needs to be more flavor stats

I was under the assumption you were talking about mages being broken in PvP, or something along those lines.

Tbh, I don’t think there’s that much of an issue with magic in PvE. I just think it should all be dodge able. Like, you can physically run out of the AoE or line of sight and not get hit. That should be more than enough. And anytime there is non dodgeable magic damage, it should be a basic stat/healing check in a relatively difficult dungeon.

This seems like a pretty obvious solution to me? Also, I love that magic damage is the biggest issue in PvE because it makes being a Paladin super nice.

Play fencer.

(20 characters)

I might be missing something, but how does being a fencer help? @oddie @asphidel PvP is an afterthought. I don’t get hit by AoEs regularly, but a lot of magic attacks are homing/undodgable even by manual movement and they are basic attacks as well, so they get spammed pretty hard by enemies.

I’m willing to make an entire set of gear in addition to my main set, but if enemies are really hitting for 2-3k magic damage per hit as some people testify, that gear will be irrelevant anyways.


Zero cooldown, stylish as heck and even does damage in return. Bad thing is that DEX is pretty bad for swordies nowadays.

As I said, I think magical basic attacks should only exist in specific scenarios. Reasons it’s okay for developers to include magic auto attacks:

Stat check
Rooms with specific pull orders/amounts necessary to not die
As a timer of sorts (invincible enemies that deal small amounts of magic damage and will inevitably kill you in X minutes unless you kill a boss or solve a puzzle or whatever)

That’s about it. Every other source of magic damage should be avoidable. I don’t think anything else should be changed.

Totally irrelevant. It provides a buff for a tiny fraction of a second that blocks attacks. Even if you spam Flanconnade the uptime is tiny.

It also only blocks physical.

OP didn’t mention it’s supposed to be low-skillcap.

Irrelevant because it is literally incapable of blocking even a very large amount of physical attacks, it certainly wouldn’t be useful against magic.

Cute immature dig, though.