Tree of Savior Forum

GM Information Session - It's Mango Time - Now with Orange Flavour

Does Antidote heal vapors? If so, that’s a way to avoid the problem for now.

Yes, that is what I meant, sorry, it’s just that I was in a hurry to answer since I had to run an errand.

Indeed, a % damage modifier + basedmg modifier make things easier to balance, the % variable doesn’t need to be ridiculous like +4000% damage, unless they plan to make the damage system like Diablo 3 where you see set modifiers that increase a single skill damage by +12k% damage.

Also, the monster defenses need rebalance too, additions of white (common) gear (weapon and armor) on Lv ranges of 270-330 are required, at least that way, people are able to progress a little while gearing themselves up.

As for the potions, why not put 1% per Lv, Lv 15 pots can be 15% and so on.

There is no special agreement between companies, not in this case, I mean, why would a company accept a contract binding them to the host’s service quality?

When I worked installing softwares that had web based services, we picked the host that offered best servicing, if in other region we had to go with other host as bridge, we did normally, there is no need to inform the host of our actions.
The thing of using the same service is just a convenience to keep a bit organizational in the billing. At least is what happened here for me in most cases.

What could be done is the following:

  • Pots drop from any monster (1 monster-type per map, ex.: Infro Holder Archer is the only monster that drop pots at a small percentage and make them untradable also the CD is the same as the NPC pots, 45 secs).

  • The pots are deployed as the follow:
    -Lv 1-200 5% + base ticks/s.
    -Lv 201-300 10% + base ticks/s.
    -Lv 301-400 15% + base ticks/s.
    -Lv 401-500 20% + base ticks/s.

That way, not only you have a small option for survivability, but it also don’t cause Alchemist trouble.

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A staff reply liked by other 2 staff members, this is the first time in almost a year that I have seen so many staff together wow.
At the end of the day will be enough staff appearances until next maintenance or something lol.

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There is no avoiding it, when it poisons me its about 10,000 dmg a tick, you are dead before you can react, have disppeller scrolls, antidotes, beak mask quickslotted, never matters.

IMC cant be bothered to respond to it either, we’ve had threads on it for months, and countless tickets have been submitted in-game, but if I kiss a GM’s as* and then write a fluff piece about it in the forums I can get multiple staff to reply, funny how that works.

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Nice info man keep up the good work IMC.

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Good idea for damage, that’s probably the easiest viable scaling method. There’s a lot more to do than just that though.

The item system needs to be partially redone as well as there’s that weird jump basically between Grynas/Virtov to Hasta/Lolopanther.

Potion scaling should go a little more in depth but the general idea is sound and those numbers are reasonable.

There may be, there may not be, we don’t know. The benefits could include discounts for commitment, that’s pretty standard from my understanding. The important thing here is we have no confirmation, not saying that I mind discussing or guessing though.

Something like that. Additional drops could be from bosses as well. But why stop there? There are so many options and stats TOS can utilise. Potions that Increase HP + DEF, or HP + Stat. The key is balancing these things so Alchemists don’t suffer. A way to handle this could simply be more craft-able potions so Alchemists can buy/farm expensive materials and then sell them. Another option could be an Alchemist potion crafting shop and they allow you to craft these special potions at them. There is plenty for IMC to work with.

Thank you.

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It just occurred something here about Alchemists, instead of Alchemic Missile skill, they should had added something like Squire Base Camp:

  • A small shop interactive object that sell different pots with buffs like the ones you described and the duration would be around 15mins:
  • Depending on the skill Lv starting from Lv1 = 2% increment per level:
    -+2% to 10% HP + Phys Def.
    -+2% to 10% SP + Magic Def.
    -+2% to 10% STA + Crit Res.
  • These will be offensive/defensive status modifier that aren’t related to resources (HP/SP/STA), hence, lower values to keep fair balancing also will be different duration, the following would work for 30 mins:
    -+1% to 5% Critical Rate.
    -+1% to 5% Critical Damage.
    -+1% to 5% Elemental Damage (Poison, Ice, Fire, Holy, etc…).
    -+1% to 5% Elemental Resistance (Poison, Ice, Fire, Holy, etc…).
    -+1% to 5% Physical Damage.
    -+1% to 5% Elemental Damage.

Of course the things above can be reworked too, also, they won’t work in PvP environments (Duels and TBL) except GvG where I do believe the maps are big and the Alchemist would have time to setup the shop for the guild mates.

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That’s a pretty cool idea, my only concern is there are already a lot of buffs to deal with, and adding a whole other group may be too much.

These buffs could go on the second line, also, the time you die you lose the effects, like Pard buffs.

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I meant just having too many buffs to worry about, running around buffing seems excessive.

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@STAFF_Max @STAFF_Yuri @STAFF_Amy any info on rebalancing Missile Hole skill? xD

missile hole is balanced. Maybe a reduction in its duration.
Remember that archers can eat 50% of their pdef in 1 AA

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Missile Hole is not balanced. What’s the point on reducing 10% of their pdef in 1 AA if you still hit 1 on every party member?

is 50%
50%
half pdef
1/2
I said this is without cooldown?
0 cd
everytime
1 AA
8~10sec

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Yes, for 5 attacks not 1. 10% for each attack, buff stacks 5 times up to a total of 10 seconds. For Hackappel during a buff you can stack two more arrows which gives a total of 7, 70%, but the buff requires melee range to be used properly and can be prevented with debuffs immunity.

Did I say that Missile Hole have more than 100% uptime?

If you don’t play archer don’t pretend you do so.

Missile Hole is UNBALANCED.

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Should I talk about bleed?

What is the cooldown of your auto attack?
Did you see a wizard reduce opponent’s mdef with auto attack?..

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Yes, Level 1 debuff, prevented with any status immunity. Any cleric in your party can cure you.

Missile Hole: Level 3 buff, can’t be removed with Miko. You can’t do anything, you’re useless.

Did you see any skill that blocks all magic damage 100% uptime?..

cancermiko? Did you call the class that removes all your buffs from a distance with 1 skill?

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It doesn’t remove all. It doesn’t remove Missile Hole. Because it’s unbalanced. Not even cancermiko matches its overpowered abilities.

Great, I can get 11k Physical Attack and still hits 1 on Missile Hole.

(Random screenshot I have:)

You get 11k Magic Attack then you can hit those 6.4k M DEF people.

Again, Missile Hole UNBALANCED.

ORACLE




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