Tree of Savior Forum

How to nerf murmillo

Remove all their attack skills and replace it all with defence skills that do no damage

Murmillo is supposed to be defence not ill just headbutt your face for 200k

2 Likes

Reduce attribute bonus for lower rank classes (rode/pelta/hoplite) of Cassis Crista will do.
With those attribute they are like multiple R8s in single circle.

Or nerf Shinobi’s clone which will impact more builds.

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Seeing as you posted a few other threads this is a bait thread.

1/10 you made me reply.

Silver sink build that doesn’t do damage with sub par investment . On the other hand broken with funded gear and high tier investments.

Nerfing the helm attributes still seem the most viable option

I like devaluating hehe

Not only the damage, their immunity to magic and missile is overwhelming too. Reducing the uptime to wear the helmet seem fine also or like how scout’s cloak cooldown works. e.g uptime 30 sec cooldown 45 sec

nerf finestra or nerf block mechanic

imc can change like ^0.7 to ^0.6 or ^0.65

helmet isn’t that op , real op one was Rod skills and Con (due to HP + High Block)

even it isn’t murmillo every class that have short range skills can easily do that much damage (except dragoon)

Significantly reduce Murmillos helmet attributes, reduce Murmillos skills damage, keep the Blocking and Resist mechanics, create an attribute that allows for increased aggro, make it into an actual defencive hybrid class that offers utility and high survivability.

(Also improve current aggro system to more accommodate such a class role.)

Yes capped block is a very good idea , much like evasion at 70/80 can’t rmb

Benefits for loooking ugly

Imc balance logic

2 Likes

Lots of the power of murmillo is due to shinobi clones, simply reducing the dmg attribute wont do â– â– â– â– . Ya gotta do something about the fact that clones can dupe 2 super powerful rodelero skills.

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It is actually capped, had an experiment with 1300 block and 300 block penet. The 300 block penet can still hit but low chance, thou basing on the formula it shouldn’t

(1300-300)^0.70 = 1000^0.70 = 125.9%

Block should still capped at 80%±

125.9% but you forgot about Passive Helmet and +7% from shield

it will be like 160-170% block rate :haha: (over 100% lol lol )

I wonder if we can make like 200% block rate (enchanter buff) vs Sure Block penetration skills (like Musketeer3 or Goon3)

That 1300 block I used to test is from non murmillo, like what I said it doesn’t block 100% even if it’s the formula result is over 100%. To show that there’s a cap.

I’m not sure about the numbers, but it comes mostly from debuffs in worldboss situation too.

  • Lethargy 50% strike damage (wizard 1)
  • 50% strike damage from double punch (monk 1?)
  • 50% physical damage (in melee?) from dragoon serpentine
  • 50% physical melee damage from storm calling with attributes (taoist 1)
  • 50% strike damage from decay maybe? (necromancer)
  • https://tos.neet.tv/attributes/305003 Hunter gives 100% to slash and strike
    I’m not sure all can stack and I forgot miko and maybe others, but we can assume they get 300% bonus damage from others players while archers get 30% from scout + jolly roger still bugged?

This is no wonder a team of 5 murmillos can get easy worldboss cubes.

delete shinobi class

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now block already have cap about 85-90%.

Block need a Hard Cap or remove it from con.

Even 80% block is way to high.
Cap Wiz block at 30% Cleric at 40% swordy at 50%.

And Murm shouldn´t out dps cls like Fencer/Doppel seriously wtf? xD

Cleric/Wiz are still masterrace in this game ~.~

Give a skill point invetsments restriction, like attributes restriction on minimum level, so murm can’t invest on all offensive and defensive skills at once, they must choose their way.