Tree of Savior Forum

Game Mechanics Discussion

Hey all,

Didn’t see any topic to discuss the inner workings of stuff like damage calculation, recovery, block/hit/crit rate formulas, etc. So I figured I’d get the party started! I see a lot of people theorycrafting based on skill and stat description alone but it is very hard to get a good picture without more knowledge into the inner workings of the game!

Anyone can participate in this, even those out of the beta, by watching streams or videos and picking out elements. Even after the beta, hopefully we can keep figuring things out!

I’ll get the ball rolling. All observations and conjectures are based off my Rank 2 Peltasta.

Damage and Hit

  • Dodge is calculated first based on Evasion vs Accuracy, if Dodge, skip rest
  • Block is calculated next based on Block vs Penetration, if Block, skip rest
  • Damage is equal to the skill damage plus base attack ± variation
  • % modifiers, such as type/element weakness bonus, Peltasta’s High Guard skill or Attribute damage bonuses are applied afterwards
  • Flat modifiers are added at the end, such as Swordsman’s Concentrate or Peltasta’s Guardian
  • Defense is applied at the very end as a flat rate

Notes/Todo:

  • Exact formula for Evasion/Accuracy unknown
  • Elemental/type based attack/resistance unknown, probably flat in damage/defense steps
  • Critical unknown, assume acts as % modifier based on Critical Attack stat, unsure if Critical Resistance reduces damage or chance, may bypass Dodge or Block?

Targetting

  • ‘AoE Attack Ratio’ refers to how many targets can be hit by standard (melee) attack
  • For melee skills, ‘Range Attack Ratio’ refers to the same thing
  • Enemies choose target based on a provoke value, max provoke value can be raised by skills like Peltasta Swashbuckling
  • NEW - Provoke decreases over time while not attacking the enemy (Thanks @warbreed)
  • NEW - Provoke increases due to proximity and attacks (Thanks @warbreed)

Notes/Todo:

  • Unclear how ‘AoE Defence Ratio’ affects you as a target of a skill that hits more than one target, perhaps related to character/monster size?
  • More information on how provoke value changes specifically

Cooldowns

  • For skills with charges, cooldowns begin after expending all charges
  • Waiting any period of time before expending the last charge does not reduce the cooldown
  • Used charges on a skill will recover 1 minute after the last time that skill is used if not completely expended

Regeneration

  • NEW - While standing (and not attacking or moving??), HP and SP regen every 20 seconds at 100% rate
  • NEW - While sitting, HP and SP regen every 10 seconds at 100% rate
  • NEW - Sitting next to a bonfire recovers HP and SP every 2 seconds at 50% rate and does not stop the regular sitting regen

EXP Rates

  • NEW - There is no penalty for killing monsters above your level
  • NEW - A gradual penalty is introduced once you are 5~ levels above a monster, eventually reaching <50%
  • NEW - There is a EXP bonus for party play

Notes/Todo:

  • Exact EXP reduction chart for being over monster’s level and testing no penalty below with super high level monsters
  • Exact EXP bonus for 2/3/4/5 player parties

Some other areas that could use investigation that I can think of: success rate of upgrades over +5/+3, verification for the above with magic attacks, exact effects of status points in each stat, and further verification at higher levels for things like defense to see if its all flat or if there is some % reduction.

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I know a case in which provoke automatically decreases with either time or each hit done to their target.
I was testing the difference between plate and leather armor and stood there for so long that the provoke gained from swash buckling had been removed and the panto archers just proceeded to walk around.

So I believe provoke values increases on 2 occasions, proximity (when mobs spawn because u walked near their spawn point) and attack. I do not know exact values but these clearly add provoke.

Swash Buckling most likely adds max provoke possible stacked with its own buff.

Great post btw.

Bumping for great justice due to new information and with the beta being over, more people are talking about this stuff instead of playing. :smile:

Thanks for the info @warbreed!

@robkyuur Hello! Awesome thread! I have some questions though, some information are unclear to me:

  • ‘AoE Attack Ratio’ refers to how many targets can be hit by standard (melee) attack
  • For melee skills, ‘Range Attack Ratio’ refers to the same thing

So are you saying that “AOE Attack Ratio” is only applicable for normal “auto” attacks? Also, what is this “Range Attack Ratio”? I have yet to see a stat like this on a weapon.

Thanks in advance.

This is slightly outdated now. As far as I am aware, the AOE Attack Ratio in your stats only affects auto attacks, not skills.

Range Attack Ratio was changed to AOE Attack Ratio in the skill translations.

Hope that helps!

Gotcha. Thanks for the clarification! :smile:

I was/am looking for content like this for some time. I think create, or translate, something like this for portuguese and to post in foruns.
There is a lack of content about game mechanics I think and its very important, IMO, principally for discussion and questions about stats balanceament.

(Sorry my bad english.)

Ty by your post.

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Date: 10/11/2015: Yesterday, I did count:
HP and SP regen every 15 seconds at 100% rate
While sitting, HP and SP regen every 8seconds at 100% rate

Need confirmation.

Does AoE Attack Ratio work with Out of body basic attacks?

for aoe attack ratio i think it works on skills but i’m not sure if it works auto attacks. i put velniup +3 aoe attack ratio & vubber fighter gauntlets +2 aoe attack ratio for a total of 5 then i get +5 aoe attack ratio on the tooltip on my skills and the same on my character window.

Please, don’t mislead people, defense applied as flat before any % modifier’s come in to play including crit.

Sorry for the necro. Does this still hold true (dodge comes before block)? Or was something changed along the way?

Dodge comes before block yes.

Should be in the old Tree of Savior Mechanics pdf too.

https://github.com/vyne1/tos-mechanics/blob/master/ToS%20Mechanics.pdf

This is not up to date. But still holds some useful information

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