Tree of Savior Forum

Int should do more than just increase magic damage

As it stands, Int only increases magic damage, nothing else. Adding in an additional bonus unrelated to combat, like more inventory slots, would make it more on par with the other stats.

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Like a magical storage instead of strength to carry a backpack or endurance to carry a ton and keep going? :smiley:

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Well, you have to be smart to organize your things, and make room for more stuff… :yum:

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Hm. INT is indeed underpower.

If we push foward without considering the available weight (I think this feature for STR and CON will not last, these stats are way too powerfull), I can see this : making INT & SPR usefull.

  • INT : Increase magic dmg, Increase magic based spells Crit rate.
  • SPR : Increase magic resistance, Decrease magic based spells cooldown, increase mana recovery.
  • DEX : Crit rate apply now only on physic based spells and auto-hit.

What do you think ?

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Spells don’t crit. I think IMC wants crit to be exclusive to physical damage.

SPR is fine as is. It increases max SP, SP recovery, and magic resistance. Having it decrease cooldowns would just make it broken.

I’m okay with STR and DEX doing nothing at all for spells.

Having INT get magic resistance and SPR having its resistance replaced with something else might be an option.

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INT being Magic attack only is fine. Mages are likely to have very powerful late game scaling percentages with weak early game, the way most MMOs deal with mages.

Also consider Magic damage do not miss, uses an alternate damage migitation (magic defense), have easy access to elemental damage (straight % damage boosts).

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Well, I think that Crit Spells would be cool.

You don’t like it ? Or maybe you find it useless ? What’s your point here ?

@CookyKim If magic doesn’t miss, then why is there an evasion build? I thought that evasion can avoid magic attacks?

@AkaiKiseki Crit spells would be too OP I’m pretty sure considering Wiz already do a ton of damage. Imagine a Crit Meteor. Looking at Steparu’s PvP video, a FULL CON Elementalist did 7k damage with one meteor without a critical. If that did a critical, it would be overpowered and would basically take an entire team down in PvP without ever giving a chance to anyone. Just get a Cleric for Safety Zone, other members to distract, and just cast your meteor to OHKO anyone on the enemy team and if they are grouped together, you’d win the round for your team.

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I have not missed a single spell (besides invulnerability) in my 74 hours of play through. I don’t think I missed auto attacks either (not entirely sure). However, considering RO1 mechanics, it is very likely magics do not miss in ToS as well. Another circumstantial evidence is that mage gloves have magic amplification instead of accuracy, presumably accuracy does nothing for mages.

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You are correct. You can’t miss with Wizard spells or auto attacks unless the creature is invulnerable.

I still think INT should at least get an extra perk unrelated to combat though.

Psycokino can lift things with their mind! But intelligence doesn’t increase their weight capacity.

Wellp time to start building an evasion or physical defense wiz but start stacking SPR for magic defense. I will become a god… or make that CON wiz like I said in the previous post… either way :smiley:

As long as it is unrelated to combat I wouldn’t see the problem with it. Combat wise having it only increase MATK is perfectly fine since physical classes have to spread their points into 2 stats just to be effective.

Be happy it is not like Vanilla WoW, where int increased only your mana pool :wink:

having a wizard class do crit is so broken for now , have you seen some high level wizard classes ?
they melt everything in their way w/o any crit including doing high level bosses with under a 30 seconds " which i think some are buged and some needs to be balanced" if they make the magic crits then the wizard base dmg has to be nerfed which is not fun at all
anyways i could see INT doing more than just raising the magic damage … maybe like giving you 1/4 the sp that 1 SPR gives

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You can do anything you want, I doub’t it will effect much since the stats seem to be pretty inconsequential, most of your substats seem to come from your level and class as far as I can see. When they said no hand holding, I didn’t think that meant puting everyone on rails. Pretty much it just seems like…

“total freedom to customise your character (because nothing you do will effect much change from the standard)”

=C

I think stats help a fair bit though. In the topic “Share your stat allocation,” a lot of people were saying that a crit/evasion build really helped with evading enemy attacks. I never seemed to dodge any of the enemy attacks with both leather and cloth armors tested and I was a full INT wiz using just the armors evasion stats. If it had it, nice but it barely helped. If it didn’t, I didn’t notice any real difference.

From what I can tell. A 0% INT Cleric, will still heal (as standard) for half that a 100% INT Cleric will. (Not taking into account Gear/attributes/circles/skill calculations)

0 INT heals… >_>

I really hope I’m reading these substats retardedly… Because that’s on rails as fak.
-_-

So understandably Cleric peeps have been thinking. Sweet! I’ll go all SPR and CON and be indestructable.
IMC’s responce: remove armour attribute Def and Mdef bonuses for Cleric.

-_- well played IMC?

But isn’t a 100% increase from 0% to 100% increase an insane amount? I mean truly, healing already does a ton considering that 5 tiles spawn at level 5 but I’d assume that the increase is a significant difference? Going Full SPR and CON would be useful for sustain and spell spam but if you’re a full support, going full INT would be very good.

Imagine a situation where your heals only heal 25% of a person’s HP bar with each cast with 0% INT. This by standard is already very amazing however you’d be using up both casts and still not fully heal them. If you went full INT however, you’d be doing double that amount and heal the person up to 100% entirely and if your team just wants to have topped off HP, they are able to split the tiles up individually and not waste tiles and time waiting for CD.

This is however only a situation where you were a full healer.

Int could increase magic damage and aoe range or charge speed for charge spells

Half of your base heal potential comes passively from your level. If you put every point into INT, there’s the other half. (Not including Gear/circles ect)

I was saying 100% Points onto INT vs 0%,
And no it doesn’t appear to do much. Have you looked at the stat calc?

Anyway like I said, I hope I’m reading it retardedly… Hopefully theres scaling somewhere to seriously reward investment into INT…