Tree of Savior Forum

[Guide] Detailed Mechanics Overview

There is a reason: you have limited party slots. It’s better to just use Thaum and get another caster in the party.
I agree it is a good skill by itself which can potentially be used in several ways, but getting 3 circles for it never worth it. You can get priest 3 instead and get revive and mass heal. Or you can get Paladin and get Barrier and lots of useful buffs (and triple damage vs demons smite).

Other Sadhu skills are not superb either, so going for circle 3 is really a pain. If they added at least one or two new skills, then it might’ve worth it. But in current state Sadhu is out of viability.

Every other cleric class right now is better then Sadhu after all the nerfs he suffered.

I’m not sure what difference in damage you are talking about. In video you posted above I already explained where the difference came from.

Magic ampl is the same as maximum magic damage. Simply talking, it improves your max matk. And it is multiplied by T1,T2,T3 and enchancement so it can result in pretty big variation (for example in this video T2 is 2 and enchance is 1.65, so his magic ampl is multiplied by 3.3)

This is exactly the result of magic ampl: it imroves the highest damage skill can deal. So the damage range becomes larger.

Actually it’s explained in the thread you posted. You just misunderstood the explanation probably. For example we have a 3 damage multiplier (attribute/damage type/etc).

If we have 100 matk, and 200 magic ampl. Then you can deal any amount from 300 to 900. So it basically improves max magic attack. Average damage becomes (300+900)/2=600. So 200 magic ampl simply adds 100*3=300 magic damage, or 100 magic attack.

The same applies to Zalciai. But lets assume we have 1000 matk. Then with 48 magic ampl we will have 1048 max magic attack. So average would be 1024. Sure it’s not 0, but you won’t feel it at all when your skill deals 2k damage. So in most situations it’s better to NOT cast Zalciai and do 1 autoattack instead.

Talking about late game monsters, that’s exactly what I mean. Invseting in Zaibas you will make your late game weaker, because you will have less skillpoints for useful skills. As the game progresses Aukuras becomes much more useful, as it more then quadruples your HP regen. And Zaibas will do NOTHING in Earth tower and future content, because it’s not even AoE, it will just deal 14 hits split between mobs and stop no matter what.

And Magic amplification from Zalciai becomes useless already at level 200. And yes, it’s totally possible to get 300-500 damage split if you have maxed multiplier and hit ice attribute enemies. (300~300+4822)=(300~492). So yeah, it’s pretty useful at low levels.

Just remember that by chosing skills that weaken your end game over potentially strong end game skills you permanently make your character weaker.

Super-simpified version (ignores enemy stats resistances and element type for fast calc)
100 int
200 matk
lvl 50
lvl 15 zalc (19x2 but doing 1 hit)

(356+100+200)* 1*1.5 = 984 per hit

Zalc 48 amp (assume 100% amp)

(356+100+200+48)* 1*1.5= 1056 per hit (72 difference is the result of the 1.5 damage attribute multiplier times the 48 amp)

The actual numbers are higher in actual practice because the general stats tend to be higher. The 48 amp in the beginning is great, but does fall off as the enemy hp scales highers. That 48 amp is like a free lvl 170 cloth glove at r2.

I don’t agree with Dereal on the point that Zalciai is a subpar skill. The magic amp is a nice perk to have but the main point of Zalc is supporting your physical attacking teammates given enough spr. The nice thing about the crit reduction is that it can send the enmey critical resistance to negative (basically increasing overal crit chance).

The usefulness of any skill can be up for debate to be honest.

You mean to say Zaibas wouldn’t do much damage in future content, not Zalciai, since Zalciai is the buff not the attacking skill, and Zaibas will always be extra damage on bosses. And at rank 15 it hits 19 times not 14.

I wasn’t fighting ice element enemies when that happened I was in the Royal Masoulem and there weren’t any ice elemental enemies in the mix when it happened (there are none there).

That’s ok guys I’m going to wait until the OBT to recheck. Thanks for responding.

Yeah, I’ve misspelled) All those Z’ish words confuse me somtimes)

Feel free to check it yourself, but damage formula was checked and confirmed by several people)

As for Zaibas, bosses are the easiest part of the game right now, so a bit of extra DPS won’t make much difference. If you are aiming to level as fast as possible in late game I’d suggest you to invest in Aukuras instead, since it will help you to regen much faster and even regenerate in battle quite effectively.

Also I’m not sure, but it seems that Aukuras and Paladin’s Restoration buff PD’s Healing Factor and Featherfoot Bloodbath (since those skills look like they rapidly proc regeneration, so regeneration buffs should work on them as well). But it requires some testing, will do it when iOBT starts.

never needed akuras for heals, either not getting hit due to safety zone + evasion or getting hit too hard for a regen to matter. The only thing I want aukuras for is the accuracy reduction and fire res. attribute, plus as a cleric you can set heals down and just step on them when you need to for instant big heals.

I know there are builds that utilize it, i’m not using one that does.

I have a question regarding evasion and accuracy. How much DEX needed to hit archer class in PVP?
How much accuracy % with 0 DEX against archers?
I’m thinking that DEX is an all or nothing stat because of ridiculous amount of evasion in PVP.

Blocking is worse… i mean you wont hit ■■■■. When an enemy priest decides to use stoneskin xD…

ATM pvp is unabalanced.

Do you think there will be a balancing for evasion/accuracy rate? So we don’t need to put points in DEX only to be able to hit archers.

Actually EVA is all for nothing, not ACC.

Because if you have more ACC then enemy DEX, you will ALWAYS hit unless he blocks the attack.
And if enemy DEX is higher, he will only have a chance to dodge. But yeah, as physical dd you MUST put points in DEX if you want to hit EVA characters more often. Just remember that DEX usually gives you less DPS.

Around how much hit rate % do we have without any point in DEX against high EVA class?

It depends. You won’t be able to hit fencer with 4 sec 100% EVA buff anyway, no matter if you put points in DEX or not.

You can check the formula in the guide and make calculations by yourself. For most classes dodge chance with high EVA will be around (60-70% - your hit chance).

ROughly 50% if you have zero dex + a good glove.

At 280, you have around 360ish dex~400 for maxing dex.
But 280 accuracy and evasion from levels alone … +glove + gems + stuff.

xD

Maxing dex doesn’t bring it, outside of +evasion skill builds.

so 0 dex for pvp purpose is enough and even better at higher levels? thanks!

Thanks for the wait guys! Finally got around to updating the guide, just in time for iOBT :slight_smile: I didn’t get to add all the content I would have liked since I was trying to make the document relevant again before the game released, however I will be more active with ToS now so it won’t be such a long wait until the next update :~) Again, if you see any errors or have any feedback please let me know!

Ver. 0.4.0 28/03/16

-Added Enchanting to Enhancement section
- Added new pets
- Changed Experience headings and added new content
- Added Team Level and Card Battle to Gameplay section
- Wording changes across document
- Updated starting stats
- Fixed stat bonus example calculations
- Removed critical % chance formula (needs further testing)
- Fixed block stat formula and added guard formula
- Changed companion MSPD bonus to 4
- Added new stat increase sources (primarily buff limit)
- Moved Death Penalty to Rank 1 Debuff, Hexing to Rank 2 Debuff
- Added note for Joint Penalty status
- Changed Iron Hook type to Incapacitate
- Added Flammidus card to Summoning section
- Added Running Shot to Spiritual Chain compatibility and mount compatibility
- Added information on auto-dismount and weapon swap mechanic
- Added Dragoon skills, Rodelero’s Montano and removed C2 Doppelsoeldner skills to mount compatibility
- Added Rogue Capture to skill-specific mechanics section
- Fixed Level 10 Gem experience
- Removed Future section, added TODO document
- Updated readme

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You, sir, are amazing! Thank you so so much for this guide. It really helps out new players like myself~!

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Hello @vyne_
That’s an amazing guide that you have done here ! Many thanks !

I wanted to tell you that you may have made an error regarding Briquetting.
I haven’t any first hand experience but I think that it now upgrades the weapon with a random value selected in the interval fixed by the skill lvl.
Look at @Tsuyucchi 's guide : All about Alchemist Crafting Skill (iCBT2 version)
After the first try, Short Bow has original minatk and 31 maxatk.

With the servers playing up I put some time into fixing/clarifying a few sections. Next update will most likely include new content on the TO DO list.

Ver. 0.4.1 04/04/16

-Fixed pet class restrictions
- Removed overheat tips related to waiting out duration
- Clarified experience card section
- Actually added Flammidus card to Summoning section
- Fixed Weapon Refinement Cost appendix formatting
- General wording changes

No worries :smiley:

Hm I think this is what my section says it does, improves or decreases the stat depending on the skill level. Is that what you mean? Maybe I left it a bit ambiguous that it is a random value between the ±%

Yep you’re right.
I just forgot that “±%” gives a range… (read it as + OR -)

Now I don’t even know if you should change it :smiley:
Well… While I’m at it…

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But it’s blue)

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Haha thanks :slight_smile: Not sure why I changed it…

Sounds good, I’ll change it into something like this.