Tree of Savior Forum

iDreamy's Guide to Scout C3

From what I remember, there’s a limit at how much you can negate and +8 was enough for this. There were some changes on this penalty but I haven’t got the specifics, I just use a +8 or +10 weapon instead so I’m sure most of the penalty were already removed.

I don’t know if they changed it, but on the beta it was
20% less penalty per enhance

so at +5 the penalty was gone.

I’m pretty sure it wasn’t that big lol because 100% penalty means you won’t deal any damage against medium and large targets using a +0 bow. Also, the penalty differs depending on the size.

I can be mistaken on this one. But I did say % penalty, not damage. Otherwise you’d be correct.

It’s like you should do 100 damage, but you actually do 50
then each enhance you make, you add 10 damage up.

the numbers aren’t that exact, it’s just for example, but should give the idea of how it worked.

IIRC, the penalties were 25% on medium while 50% for large targets. There was also a limit at how much you can negate the penalty so +5 or even +10 definitely doesn’t remove all the penalty.

I see. Nice to know then =)

On my mind, each enhance would remove 5% from medium and 10% from large targets, if you get what I’m saying.

but hey, living and learning

Actually I think that’s how it worked but the penalty removal only starts at +5. I think I remember everything now.

+5 = -5% and -10% for medium and large penalties respectively.
+6 = -10% and -20%
+8 = -20% and -40% and that’s the cap.

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The penalty used to be 50% for large, 25% for medium. You could negate 4% per level (up to level 10) for large and 2% for per level (up to level 10) for medium.

Currently, the penalty is 15% for large and 10% for medium. I am not really sure if they adjusted the anvil upgrade’s mitigation in order to compensate for the lower penalty, but I find it very hard to find a difference in mitigation after +5.

Welp, I think we can just wrap this all up by saying +5 or +8 and you’ll do fine lol

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You do know that you arent getting pa to your main hand by putting it in your off hand its seperate pa for the offhand attack. Only benifit from off hand is ele prop attack and oher bonuses

im here again with another question since I really like the guide I decided to make a scout and explored some of its skill my question is since you can charge flare shot like multi-shot what does charging it do aside from it changing the flare color?

@Dream

How would you rank attributes in the order of importance?

I’m currently at scout 2, almost scout 3. I went oblique shot skill 1 attribute 60, barrage 5 attribute 60 (main aoe for leveling and beyond), flareshot 50 and maxed out steady aim. The rest is just bonus while leveling and can live without imho.

Yeah its a few millions worth of silver, but makes the pain more tolerable reaching scout 3. Only oblique shot is wasted silver for attributes, since im sure its removed from your skill bar at rank 6.

All bosses are not considered Large for this bonus purpose?

No. Gems that gives PATK on off-hand provides PATK increase for both main and off-hand attack.

Nothing.

Barrage > Multi-Shot (Because cheap) > Flare Shot > Split Arrow

Bosses are all XL.

how does this build fare in grind parties? is it good bad or just so-so and is faint a single target debuff only or does it have AoE in it?

  1. Of all the things you mentioned for level 15-119 should we enhance something other than the weapon? I mean armor pieces like Vubbe Fighter Gloves, accessories, etc. If yes how much?

  2. What’s the point in taking Oblique Shot, Kneeling Shot, Heavy Shot and Critical Shot at 1? Would it not be better to max High Anchoring/Full Draw or put them all into just one skill? I can see that having more options during early levels could be useful but those points will be wasted when reaching higher ranks.

Thanks.

i’m not Dream but, generally when you leave a skill at 1 it’s because you want to minimize its SP cost, for spamming purposes.

the flat damage increase of oblique and heavy shot for example pales in comparison to what you’ll get from the attribute later on, so you just want to keep them mana-efficient.

for kneeling shot, it scales with dex regardless of level, so if you aren’t going QS3 no real reason to put more points in for the range/speed since you’ll be using it mainly when you’re bored anyway.

What I know is I kill alot faster than most grinding parties even if I’m just duo-ing with my Chronolinker friend. My weapon breaks so fast though :stuck_out_tongue_winking_eye:

Feint’s max debuffed targets increases as it levels. It starts at 3 targets then increases by 1 per level.

I’m actually leveling an archer using my gearing guide and with full STR from the very start. I don’t really have problems on accuracy so upgrading Vubbe Fighter Gloves is unnecessary. I also don’t have issues with survivability so far at Lv70, I’m just using +0 Tenet Chainmail, +0 Light Plate Pants and +0 Scale Boots.

  • Lv1 Oblique Shot when still leveling and not have Split Arrow yet.
  • Kneeling Shot for “I’m so bored, I’m just gonna hold Z” purposes.
  • Heavy Shot for it’s utility, especially useful when grinding alone on Alemeth flowers spot where you can push mobs using Full Draw and Heavy Shot so they gather at 1 place then just Flare Shot the mobs to death.
  • High Anchoring just helps on lower level since you won’t have much AOE except for Barrage, it really gets useless though as you level.
  • Critical Shot is good if it has high attributes and you’re still not Rogue C1 yet but built with pure STR.
  • Max leveling Full-Draw is overkill, Lv7 is more than enough for me unless it’s PVP we’re talking about.

Is there a way to proc sneak hit with flare shoot? like placing it in the back side of the boss hitbox?