Tree of Savior Forum

KTest Wiz revamp discussion

So, since it is a C1 skill, does this mean the lvl 15 shield absorbs 300% dmg with SP? I reaaaaally doubt that. I recall what you recited from the patch notes but I’d like to see how this shield really scales.

No, level 15 Shield gives you 20% reduction that lasts for 15 hits. The damage reduction doesn’t scale up with skill level.

Mm, that’s disappointing for this game’s “Mana Shield”, but I’m expecting too much from a Rank 1 C1 skill.

It’s not very bad. Stacks nicely with armaos card (1000 HP shield per card) to mitigate damage a lot.

You must spam jump + movement key after each thauma skill to get rid of the delay. Works for all thauma skills including buffs and swell/shrink.

Linker3 best damage buffer

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Btw, is spiritual chain matk can be self buffing?

I think linker/rc mdef reduction definitely will be reworked, it is too broken.

You cannot use it without party members.

Yes, the boss combo is RC + link3 + shadowman. Can also take featherfoot for curse debuff. Dark skills get x1.5 damage on curse debuffed enemies.

Alright, but is the 30% of MATK of yourself share to party members only and include yourself?
Let say you as linker3 have 6000 Matk, when using spiritual chain everyone get 1800 Matk include yourself?

Is it stackable on top of Miko’s buff / Chapparition’s Card / Thauma’s buff as well? or just your base matk.

I read ‘3% magic damage increase per spiritual chain skill level’ , so perhaps magic skills just deal more damage? I did not try it yet. Just spirit shock. I am thinking how to fit level 10 spirit chain into current build. Current: Joint penalty 15, hangman 10, spirit shock chain 10, 5 spiritual chain, 5 lifeline. Dropping hangman to 5?

Miko buff currently is bugged and does not work.

Has anyone did any testing with alchemist combustion with fireballs yet. something like Pyro2, Linker 3 and alchy 3. You can drop a couple fireballs link them to mobs then combust fireballs then go into normal pyro/linker combos until combust is ready again.

Also, pyro2, link 3, alchy(for combust), and thaum 2 may work for farmer explosion fun

mainly seeing if changes can make different alchy build do some decent damage.

After hangman knot nerf, need AoE attack ratio to test combustion, I cannot do it on ktest. Do not have gear for it.

since spirit shock is doing cap damage right now, maybe would be best to remove a few points from him, since losing 30-50% damage from skill tooltip should not be too much problem, and remove points from JP as well, (i do not believe i’m saying this, haha) but going less than 10 on hangman is not possible, at least for me is not, too short at level 5.
edit:
ops i forgot that if you remove points from spirit shock it also loses the amount of hit; so forget about it. it can only be done by removing Hangman or Jp :(.
yeah i would go with something like : jp 12 hang 7 shock 10 chain 10 lifeline 5.
if i can follow the google translation, the attribute would increase 30% of matk, so is too higher to lose :(.
the difference between jp 12 and 15 is only one mob, or two if you have gem /divine might, and since linker works better with single target nuke right now, the amount of hits is not important for most builds, since they will use single targets nuke.

diference between hk5 and hk 10 is 1 second. why spiritual chain 10? at lv 5 the cd and duration is already the same.
edit: oh i see, for 30% magic dmg

5-6 hours of jumping makes me nervous and tired, I would like to do the same without pressing same button every 2 seconds . 5 hours = 300m =18000sec = 9000 press jump button 8)

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except that the flames coming from fireballs don’t stack on top of each other. You can have 50 fireballs, and still it would only tick damage once.


At 1:40 there are 3 fireballs, and still it only hits once per tick

@Terry46 you’re missing the point entirely. yes, each fire ball you hit will only splash once per tick. but read my original post. you can hit fire balls belonging to other party members. if there are 3 people doing it, then there are 15 fire balls, right? they spawn 5 fireballs each, so there are 15. each of the players can hit all 15, resulting in 15 hits per tic x3. 15 hits for each player using psychic pressure. this means 45 hits per tic (0.5 seconds). this isn’t a solo build. it’s a party build.

I don’t know about interacting with comrades fireballs, but your own fireballs will hit only once, even if there are 5 of them. See the video, 3 fireballs =/= 3 hits per tick. It only hits once (even if the visual effects are of all of them sparkling flames)

@Terry46 are you sure? if they don’t have any magic amp (if they have a static magic attack stat) then the number will always be the same and just be ontop of itself visually. so it would look like only 1 instance of the damage

By new ktest mechanics, yes, he is. Also, afaik Sage’s duplicated Fire Balls are weaker / Lv.1, not sure (or is it based on Sage’s FB skill level?)

good call on sage duplicates being weaker. that’s not the nail in the coffin tho. i want to know if there really is only 1 instance of damage no matter how many fire balls, or not.