Tree of Savior Forum

[Guide] Damage formula

Thank you for information, this is video:
Moment when they change stats, please compare before and after.

can you link to specific times? this is a poor video for comparison there are tons of times where he either sits around doing nothing for 10+ minutes and times where even mid fight he seems to be distracted, running around in circles doing skills only now and then. find me two points where he is completely focused and serious that actually show the difference. im not gonna watch 5+ hours for something im pretty sure doesnt exist.

STR:DEX=190:75

STR:DEX=93:160

white = normal
red = return
yellow = crit?

this looks exactly the same to me

Some statistics: Bosses(on ~200 levels) average 50 crit_resist.

N=0.3 (for ex.)
on 200 level Hoplite_C3 with Finestra level 15 (DEX=128), CritChance = ([128+150]-50) * 0.3 = 68.4%

N can be calculated based on (number_of_crits in 100 hits) and date from:

interesting find. I had a feeling it was crit - resist with some kinda modifier, just going on how every single stat works in this game.

so N isn’t consistent though? see this is the problem with crit right now, we don’t know all the variables.

Actually now I’m pretty sure N is constant. When I tried to find it out I went into starting area (I supposed that lv 1-6 mobs have crit res somewhat close to 0 so it may be excluded from formula thus easing my life :smile_cat:)
Now when Flash added monster’s stats to the database I know that their resistance actually varies pretty significantly (from 1 up to 11-12) and thats why results on different mobs were inconsistent.
Gonna remake on next beta anyway (evasion too as it was nerfed) but N is probably 0.4

Hi, quick question on the wizard 1.5 Magic Amplification factor–is it present on all wizard magic attacks, or was it just Energy Bolt? Is it possible that the 1.5 multiplier is from a full-charged cast? I guess what I’m asking is if skills like Earthquake that don’t require charging also get some kind of amplification like Energy Bolt does.

as far as i know its just energy bolt. other attacks have elemental properties that can boost them by 50% though and higher skill base attack values. the only attack that uses the base magic power is the basic attack with staff. if energy bolt didnt have the 1.5x bonus I think it would be useless at lower skill levels and also higher skill levels would be pretty crappy later on too. but we know from the description that meteor uses your base matk at 3x as well so there may be others

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Cool, tyvm–I’m hoping that there’s base amplification on more skills for wizard classes; a skill based class should have scaling abilities imo.

well they each have elements which is a 50% bonus and attack mdef not phys def so theres more than enough reasons to have them. but on a side note wizard gloves and weapons tend to have magic amp so you get some extra bonuses there too.

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Most physical damage and wizard skills have a static skill attack. However, many cleric skills, at least on ToSBase, have skill attack dependent on INT ( http://www.tosbase.com/database/skills/40104/ ) or even spirit ( http://www.tosbase.com/database/skills/40201/ ). Does that mean, those skills benefit twice from INT?

Total damage is based on sum of matk and skillatk. Does that mean that for each point of INT clerics gain two ‘points of damage’ (one from m.atk and one from skillatk) or is this just a different conversion used to describe cleric skills?

I did some experimenting today with my Pyromancer and I thought I’d share my findings. Mostly it confirms what has previously been mentioned, but there are some fine details that I want to point out.

Mainly, I found there was an interesting interaction with stacking elemental attack modifiers in the damage formula. Here is what I wound up with for the basic magic attack damage formula:

MAtk - MDef + [ElementAtk * ElementModifier] + ... (for each element)

As an example, my current Magic Attack stat (wearing nothing) is 247. I hit a Yekubite (MDef 30) with my basic attack and it deals 217 damage (247 - 30). Very straightforward.

I put on some boots that give +9 Poison Attack. Yekubites are Ice element, and as Poison hits Ice for neutral, I now deal 226 damage (247 - 30 + 9). Still straightforward.

Still wearing the boots, I cast Enchant Fire for +24 Fire Attack. Ignoring the second hit from Enchant Fire, hitting the Yekubite now (or a fresh one since the first one is very dead by now) deals 262 damage (247 - 30 + 9 + 24*1.5). Note the 1.5 multiplier for hitting Ice with Fire.

The key takeaway here is that on the basic attack, elemental attack boosts are modified individually. The base damage is neutral elementless damage.

With skills though, things get kind of interesting. At first I assumed it would use the same formula and simply add the skill base damage, but experimentation yielded something slightly different. Here’s what I got:

(SkillDmg + MAtk - MDef + [ElementAtk * ElementModifier]...) * SkillElementModifier * AttributeEnhance

This is a mouthful, so let’s break it down in the same way. My Flame Ground is at 171 base damage per hit, and I have the Enhance attribute at Lv37. Naked cast yields 797 ((171 + 247 - 30) * 1.5 * 1.37, rounded down). Note that the skill’s elemental modifier is applied after both my Magic Attack is added and the enemy’s Magic Defense is subtracted.

Put on the +9 Poison boots. This time I hit for 815 ((171 + 247 - 30 + 9) * 1.5 * 1.37). It’s starting to get interesting, because the Poison attack bonus is converted into Fire damage along with my Magic Attack stat, which all gets sent into the 1.5 elemental modifier.

Here’s where it starts to get really silly. I cast Enchant Fire and try the Flame Ground again. I deal 889 damage. This stumped me for a while, until I figured out the elemental attack boosts also get their own elemental modifiers. The math is (171 + 247 - 30 + 9 + 24*1.5) * 1.5 * 1.37.

This double-counting of the elemental bonus doesn’t make any sense to me, but whether or not it was intentional those are the numbers that the game gives me. Feel free to try to replicate with your own skills and stats.

EDIT
I forgot to mention, but I did a bit of additional testing and confirmed that Magic Amplification ranges from +0% to +100% of the stat. I didn’t do extensive testing but presumably it goes with the rest of the flat attack buffs.

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mmmh i didn’t read all post, but i have a doubt with “concentrate” as i did some test and with concentrate active my crit went up (concentrate lvl5 + 36 attribute level = 83 damage added) from 400-550 to 600-700.

yeah ive mentioned that a few times in other places but i guess i need to update the main post to reflect that.

do it without a weapon or your results are useless. i will tell you straight up 100% of the time people told me i was wrong was cause they just assumed doing 1 attack with their weapon on gave them a proper picture. take off your weapon and punch stuff till you crit record your crit and non crit punches THEN use concentrate and punch till you crit with concentrate on.

I do the test, here some pictures for example of each case:
NO BUFF - Without weapon

CONCENTRATE(lvl 5 +40 attribute) -Without weapon


here the icon buff dissapears but you can see the text of damage added at center

Maybe formula change for each class? idk

no you did your math wrong, its adding 89 damage that is not 83 x 1.5 you just dont know your concentrate or something. if concentrate was critting it would be adding over 120 damage.