Tree of Savior Forum

KTEST] New Fireball

Yeap, i do not have 315 weapon(even not level for it hahaah), and i not use any buff of clerics, because u know… i wanna see the clear damage of classes, realistic one…

Ya, I think its fine. You were doing 23k on mobs that were 8 levels lower than you while the other person was 39 levels above them with higher magic attack. The log would scale that 23k really high if you were lv330. ;3

Dont forget the squirres are Earth, so they take +50% damage from Fire.

And you can’t just sum up numbers to say if some combo is balanced or not. How long does it take to duplicate 6 fireballs? How reliable is it, so no mob will pop your FB beforehand, or that you will have something near to do damage at all in an AoE? Etc. etc.

1 Like

Ya, i saw that. but if you take 50% away those fireballs still hit very hard on same level mobs (well 2 levels lower). Looks like one fireball took 80% of their hp.

Just a thought:

What if they makes it so Fireball is back to multi-hit but the damage is kinda crap (requires a lot of hits to do similar damage as the single hit)
And then makes Flare pop fireball nearby for explosion.

It’d allow you to keep any current combo that require fireball being alive to do (PP, duplicate), reduce the power of fireball itself, but still allow pyro the burst option by making Flare viable while at it. (They can have 2 value on flare, the normal damage on burning enemies, and the fireball explosion damage)

And if this is done, I wouldn’t be surprised if some people makes Pyro just for the finger snap (Flare)->explosion

1 Like

Yes, with (the now fixed) JP you can clear packs of field monsters with Fireball, but by itself it is very lacking.

You dont do 10% of a monster HP with Fireball alone, and since the attribute is not 100% chance of burn you can’t reliably follow up with Flare.

It becomes an awkward melee spell that no longer works with most of its old interactions (Telekinesis, PP, Snow Rolling, etc.) and needs another class to be relevant.

I like that idea too. Fireball could do 65% every hit and hits 10 times. Making it so the other combos work again. Or increase % to 130 and have less hits like 5.

@Satoru then they need to do something about sage and linker if they boost pyro damage more because ppl will abuse it. Maybe clone less fireballs or reduce link % power to 150% for that skill. Either way, one or the other has to change. =/

I think u guys have to forget the fireball and look up the flare damage, its pretty nice!

And guys, i like that new fireball, its quite nice, i think they need improve flame ground and barrier…This too skills can do something else…

PS: the burn that fireball is doing its quite op too, like 2.5k dmg

I do like the new fireball, but it isn’t doing well with combo skills like pressure and sage dope. It pops to quick.

That 2.5k is nothing. Someone did over 4k burns every tick :stuck_out_tongue_winking_eye: lol

1 Like

Against monsters, burn damage seems to always do 50% of your MATK per tick (with proper +% and -% from elemental table). Not increased by other elemental property damage sources, FB level, etc.

Looks to be different against players tho, since with 1.7k matk i did 2.2k burn DoT to someone in a duel.

Agree that burn is pretty nice now, but unreliable since FB only does 1 hit and attribute is not 100% proc chance. :confused:

2 Likes

2.2k on a player will hurt…ouch.

I don’t know how many ticks burn has x_x but 50% of magic attack is really nice. Maybe they didn’t want to burn things 100% of the time? idk…

You do know [flare] can be activated with just the [flame ground] status effect right?

I just can’t hope the things i want to kill will enter comatose whenever i cast Flame Ground tho? Considerably reliable only against bosses.

Also, flying mobs.

Would be great if Flame Ground actually applied [burn] debuff to everthing inside its AoE for a set duration on cast, instead of being what it is now.

Like i said, new fireball its nice, but they have to make changes in flame ground and fire wall, i mean the mecanics of those two.

Also, you make high dmg of burn in a player, have they some mdef equips, whats lvls he are? This count a lot…

I always hate pyro, because i dis not like fireball, besides the damage, it does not make any sense to me, at all. But with the new one, i wanna play with pyro, its god damm nice!

I do agree that it would be OP with Sage duplicate which is why I think they should adjust micro dimension instead of fireball as, again, it seems pretty useless with it’s current multipliers.

In the video you guys showed me, it took fireball+ flame ground + fire pillar to kill one group of mob which means you need your entire kit just to kill regular monsters, compared to other classes doing it in 1-2 skills or just a bit of normal attacks.

Another thought is that, I think having multi hits back to fireball, with lower damage than what it has now, would be better as it would have worse synergy with the new JP from linker as it would limit the hit count, making pyros unable to abuse the fireball + JP combo.

With the current fireball, it’s actually easier to abuse the combo as you would multiply the burst damage without breaking the link.

Here are also vids I found of the same guy (4k matk) testing out other classes. He was able to do a 400k kundela and 150k alche missile. I know it’s not realistic dmg due to his stats, but I just want to point out the damage difference between the spells:

I love this idea. Makes fireball + flare combo a thing, and gives pyromancer a decent combo without having to rely on other classes.

Based on what you guys are saying, it seems that lvl 1 fireball + maxed out flare would actually be better since the burn damage and flare burst seem to be more reliable than the fireball itself.

those tests are done to mobs with 0 def / mdef tho. So you cant really compare them.

1 Like

Did not know they ahd 0 mdef. But, all skills were used on the same mob, which means all have 0 mdef. Doesn’t that make it a legit test sample?

The only difference more mdef mobs would make is lower the damages, but doesn’t mean that it would change the differences.

I mean, the skills with higher damage would still do higher damage compared to the skills with lower damage regardless of enemy reductions right?

What I’m pointing out here is not the amount of damage, but the overall differences in DPS of pyro skills compared o other classes’ skills.

I know this post is 6 days old and hopefully someone has already pointed this out, but notice how hes fighting extremely low lvl mobs. The new formula causes damage like this when your far above your enemies. This is FAR from all skill damage.

New [fireball] is 8 sec cd. I like.