Tree of Savior Forum

Good bye Fencer?

Sorry, had to share it’s playing on my mind since I saw the notes.

(insert : Wiz Khalifa ft. Charlie Puth)

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@Op maybe you jump to conclusions too fast:

CON isn’t giving Crit resistance anymore so the amount of crit rate to obtain a huge amount (to get high % chance on ALL monsters) will be severly reduced.

Fencer is based on Rapier + Dagger combo so putting green gems in your weapons will help to balance the issue.
Your dex that was actually giving you 0 point of damage (ie no crit attack) will give you a part of the amount invested in the gems swaping.

On leather type will be added combat oriented stats (ie crit rate?) and wearing Leather on Fencer makes perfect sense to me as a warrior that rely on swift evasive maneuvers over defense.

My concern will be the same @gianzuin :
Crit attack given by Dex shouldn’t be a 1:1 ratio to remain competitive alongside STR (that will be in skill damage calculation).

Look at the table on the DEX entry: Normal attack speed (some skills)
It also possible that DEX will improve fencer damaging skills (think about concentrate scaling on DEX too) in some way that aren’t direct raw damage but could be a faster casting speed.

I’m also worried about my character ( a dragoon tank/support => 10 in Gaebulg for capped damage friends ) where I spent all my time and resources to obtain really high PDef/ MDef Values (10M nuaele cards…) that will be reduced to naught with the Def changes.

We finally have changes what we asked for! It is still in test so let’s hope for the best guys.

Fencers would become much more OP, actually. Sad that there are so many people who don’t even know how to read and analyze the information.

We dont know any dmg or crit formula right now. (this might change the complete game)

Given that we get additional Crit Atk from DEX and scaling PAtk from Str.
We´ll have to calculate everything from the beginning again. (I like to calculate with dmg numbrs, so i look forward to it)

They want to balance skill dmg - maybe we get higher Skill Atk values (Skill scales with Dex…?) - they DID it for concentrate

They balance the whole stat system - nobody knows how much Crit Rate is needed (to give an example, it might happen that we gain crit Rate with Epee Garde - NOBODY KNOWS, YET)

Equip shall give (specially leather armor) Crit Rate and stuff, which perfectly fits any Fencer. (I dont like fighting in plate armor - u dont see it on ur character, but in my head i cant ever imagine a Fencer in a plate armor…)

Attack Speed increase sounds promising, lets see how it´ll work out with AC spamming.

To sum it up: Wait for announcments, and dont judge them without any based informations besides this little announcment they made.

Dont forget that we´ll get new rapiers. (They should give Silver Anvils for every Fencer-Main…I cant count the number of Silver Anvils i couldnt even use…)

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Confirmed. Fencer is ■■■■ with these new changes. No reliable evasion, very low crit rate, and can’t deal DMG efficiently.
The only hope left is if the Devs reconsider their stance on the relation between DEX and Crit or provide actual gear that can compensate for the stat changes. It needs to be significant enough for Fencers to grab DEX for the Crit Atk + Evasion.

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Hey you never know, maybe IMC will implement special maps for fencers with mobs that have less than 10,000 health at 330.

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OP was right?

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Copy paste from my post on ktos thread. Really guys stop the doomsaying, or in fact continue it so it’s easier for me to get gear. Remember that epee guard doubles crit damage still. So you get a multiplicative bonus on crit.

The damage is updated now on the site for the two rapiers
The first one https://tos-ktest.neet.tv/items/314106

1146-1267 damage

1 aoe attack ratio
79 dex
60 accuracy
59 (a critical strike?) assuming crit rate

The second https://tos-ktest.neet.tv/items/313305

1008-1115 damage

55 (power?) assuming strength or attack
35 crit
198 block penetration

I really like that they seem to be adding accuracy and crit to these weapons for fencer, especially since dex is seeking more and more like it’s strictly auto attack speed and used as a bonus for crit damage to balance out strength damage/accuracy where you wanna balance the two depending on your effective critical rate. This goes doubly so for fencers since the epee guard seems to be the only way the new skill dmagage scales well, and should be a multiplicative scale which makes it very reminiscent of double dagger assassins stacking multipliers.

Edit: On further inspection both flanconadde and compossee both scale by a factor of 17 and 17.7 respectively per skill level, which means that flanconadde will get a base 255% at level 15 and composee will get 177% which should then be effectively tripled on a crit from epee guard instead of the usual 1.5x multiplier. Fencer will be kinda nuts with those kind of multiplicative multipliers. Especially since that’s without the attribute, pierce and the pierce/slash reduction modifiers.

It’s too early to throw a conclusion like that. Fencer’s got massive buff at last balancing, especiallly on 3rd circle skills scalling.

Now
Balestra is 1214% at max
Flash is 732% * 3 hit at max (still 3 Overheat)
Au fer is 2199% at max (most reliable nuke damage)

Now you get better choice to combo with preparation than just rely on Sept Etoiles (that is looks garbage right now).

But still… it’s too early to make any conclussion.

calm down dude

Since Dex now increases crit dmg, I have some hopes they’ll make:
-crit rates static
-crit resist stat reduce damage taken from criticals by x%(size dependent?)

Even with lowered crit rates. The new Dex=CritDmg gives EpeeGarde a more deadly spike damage(albeit still going by crit chance), if crit damage stat gets multiplied by the buff instead of flat addition to final damage.

On a side note I looked up Fencer skill damages at the ktest database… Lol, Lunge now add a flat Evasion instead of %, Equive is now stronger than Sept(by a small margin) counting both are true multihits and while Equive still keeping its %boost to Evasion.

Also ktest server wise, Fencer currently has the strongest swordsman tree skill in terms of raw damage.
Goon DT5= 619%*2hit, 2oh
Fen Flash5= 732%*3hit, 3oh

So sad that Flash is the only skill that don’t have damage attribute that will fall in late game.

I’m not even bothered with crit thing, but the sp cost (that will be a thing now). I saw videos that you won’t last 30s using skills after you pot.

some ppl don’t understand

its a TEST server… its SOO NORMAL change the values of skills or stats or base atk many times. they looking for a balance for all classes to change the whole game … making the game attractive for people who stopped a bit and for the new players.

(the patk for venier its a one of many examples that i told… at 1st day on ktest server the venier’s patk is 1000+ then, past couple days and 626~696… so now 380~420 … same happen at sept etoiles 90%x8 … now on 182%x8

Not counting the many other skills from other classes.

Just chill & relax

A late blooming build is not as bad as not having damage on later ranks. Pyro had this issue before Agny. What is the purpose of fast leveling early and not doing ■■■■ later with the character?
Many games have this kind of build, and I feel rewarded for leveling them. You work harder early, and get rewarded later.

I think that’s why Dex now increases ASPD. Even before the rebalancing patch got announced AA is a big damage filler specially for solo players that have builds with longass CDs(namely Barb3Dopps).

Composee1 is roughly 200%*2hits on 0cd, when ping goes bad you can’t even cancel the aftercast animation delay. On the other hand AA is free 100% damage per hit that purely relies on aspd.

I know the current ktest info looks bad news but it will likely still change in the future.

I think doppels already solve it before this massive rebalancing. They already had the +150% aspd thing.
Compose at max is 300%*2hits. Doing a total of 600% or 6 times normal attacks. Replacing it with normal attack will make fencer DPS deeply falldown.