Tree of Savior Forum

kTOS General Thread (keep all in-game discussion here)

My problem is SPR scales too low with Magic defense. 1 SPR gives only 0.2 magic defense. Even 400 SPR only gives us 80 magic defense and Wizard can laugh at that. Even 20k HP isn’t enough to save you from classic Fireball-Hangman Knot combo.

Regarding Cryomancer, IMC can do these things :
-Cryomancer’s Snowrolling alternative effect
Currently, Snowrolling has 10 AoE ratio (ridiculously strong) with 3 seconds casting time. My suggestion is, Snowrolling will have 10 seconds as maximum casting duration. Every 1 second casting time will give 1 AoE atk ratio bonus, but the damage stays consistent. You can only achieve that 10 AoE ratio if you cast it at 10 seconds. If you only cast it at 3 seconds, that means you will only have small snowball with 3 AoE atk ratio. The duration will be reduced from 8 seconds to 6 seconds, but the damage will be higher from before. Each skill level will determine the damage dealt and max casting duration. At level 1 it will have 2 AoE atk ratio and 2 seconds casting time, at level 2 it will have 4 AoE ratio and 4 seconds casting time, until level 5 with 10 AoE atk ratio and 10 seconds casting time. While Snowrolling or casting Snowrolling, Cryomancer is still vulnerable against any form of CC and damage, so it can be interrupted.

In conclusion, Cryomancer can still use Snowrolling in PvE with fast casting time and more damage, while they will need to have a good timing to cast it in PvP.

-Cryomancer’s Frost Pillar alternative effect
Reduce the max duration from 10 seconds to 5 seconds. It will have 3 seconds casting time, not instant like before. It will inflict Freeze status to all enemies who get caught for 3 seconds after the 5 seconds duration ends.

In conclusion, Cryomancer can still CC with Frost Pillar for 8 seconds in grinding because of Freeze status. In PvP, they can at least CC for 5 seconds if the enemy has Oracle or PD or dispeller. They will also need to have a good timing to cast this skill in PvP because of 3 seconds casting time.

-Cryomancer’s Ice Bolt
Freeze duration will be reduced from 5 seconds to 3 seconds. Ice Bolt will only have 25% chance to inflict Freeze status. Ice Bolt : Chance of Freeze will only have bonus 25% chance to inflict Freeze. Each attribute level will increase the chance to deal Freeze by 5%, starting from 5% to 25%.

In conclusion, Cryomancer will have 50% chance to Freeze the enemy with Ice Bolt.

-Cryomancer’s Ice Pike
Freeze duration will be reduced from 5 seconds to 3 seconds. Ice Pike will only have 25% chance to inflict Freeze status.

This skill is pretty much the same except for its reduced Freeze chance.

-Cryomancer’s Ice Blast
This skill will deal 50% bonus damage against enemies with Freeze status and make this skill as AoE.

Cryomancer can finally use this skill for combo.

Seriously if you think having high ass chance to freeze someone for 3-5 seconds is ok idk what to tell… This should be tweaked one way or another.

Having immunity to certain cc’s after you receive them, lets say after 2 times would be kinda balanced in group pvps. Cuz after watching that video imagine the game play experience you have as a melee when you cc locked till you die, gay af.

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I’d say to try to those things sometimes if you have free time. I killed 64 monsters that hit from 1.5 to 5k on my character. Results: Learned some new tricks =).

… RO had stats the reduced cc durations or plain prevented them at certain thresholds, with out such a system pvp requires diminishing returns.

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The balance game is hard, because a lot of classes legitimately have no function other than to perform status effects, If they swing too hard the other direction, those classes which should be good will have little to no value in pvp. Realistically, if cc that renders you immobile broke when you took damage, I don’t think it would be too bad.

3 Likes

I don’t see why it is required as long as there are classes that can break CC. In RO it was because all skills were spammable to an extent so getting caught in a full length stun = death. We have very limited data on how things will go down in this game, especially since there is a class that can not only negate CC but prevent it as well.

All it would take is 1 Plague Doctor with beak mask, and 1 linker with spiritual link, and bam your whole team is immune to rank 1 and 2, and 80% immune to 3.

EDIT: looks like spirit only links 1 person, but plague can use bloodletting too.

And with that we circle back to the mandatory class issue discussed on the forums many times.

I don’t see that as an issue. Certain classes should be optimized for pvp.

2 Likes

And Oracle can protect from level 1 (wich include all the most common ones, like frost, stun, sleep, etc)

And there still some classes to launch, runecaster for example, don’t give immunity but it’s a new class that grants some good resitance against CC, wich combined to SPR natural CC resitance might make players very resistant to it

I used 6x Enchant Scroll and they only gave one option in my headgear. Is there a chance to get 1-3 options or they changed it for be only one per headgear?

What rank 2 status effects’s are there in this game?

What rank 3 status effects?

Bloodletting, assuming it works now keeps all rank 2 status effects out and anything that sticks can get fumigated (unless there are rank 4 CC’s?)

Also, how big of a deal is magic and elemental resistance in PvP?

seem, we got the same question xD

Magic damage formula = Character’s Magic attack + Skill damage - Opponent’s Magic Defense - Opponent’s Elemental Resistance

Let’s say, you fight someone who takes Pyromancer c1 with level 5 Fireball (145 skill damage). He is at level 200 with 198 INT and he is using Maledoom that will give additional 22 INT and 286 Magic attack. 198 INT + 22 INT = 440 Magic attack.

At level 200, people usually have around 200 Magic defense (including bonus magic defense from ring & necklace) except if they increase their SPR by a lot or use any other equipment that gives more than 50 magic defense such as Sage Wall (it gives 99 magic defense). Anyway,** let’s say you have 200 Magic defense.**

Final damage to you = 145 + 440 + 286 - 200 = 671 damage
Don’t forget that at level 5, Fireball can deal 5 times damage per ball = 671 x 5 = 3.355 damage
Don’t forget that Fireball has overheat and can be used twice = 3355 x 2 = 6.710 damage
Don’t forget that we haven’t included attribute damage modifier. Let’s say you have level 50 attribute damage modifier for Fireball which gives 50 % bonus damage = 671 x 1.5 x 5 x 2 = 10.065 damage

If you have Fire elemental resistance, let’s say 60 resistance against fire = (671-60) x 1.5 x 5 x 2 = 9165 damage

Rank 2 :
Priest’s Exorcise
Oracle’s Death Sentence
Hunter’s Growling
Wugushi’s Jincan Gu
Featherfoot’s Bloodbath
Musketeer’s Headshot
Elementalist’s Rain
Rogue’s Feint
Druid’s Chortasmata
Warlock’s Invocation
Warlock’s Pole of Agony

Rank 3 :
Plague Doctor’s Incineration

Debuffs that can’t be prevented even by Plague Doctor & Oracle & Dispeller :
Linker’s Joint Penalty
Bokor’s Ogueveve Decrease Strength
Scout’s Scan
Hunter’s Coursing
Chronomancer’s Back Masking
Corsair’s Iron Hook
Druid’s Telepath
Sapper’s Collar Bomb

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I NEED THIS

https://images-2.discordapp.net/.eJwNi0kOhCAQAP_CA1iabgQ_YxAQTVQIMKfJ_H1IHaou9WWfdrOVnWPUvgoRrx5Ki7yP0nxOPJeS7-Tr1Xkoj_Bj-HA-6R1dKGnIWCSnp0miBqFwYnFBULhYkoCCtDx2Y2C2k-pwQRMQ-XhYE3dIcVM4fzR6sZt0Cnh9M_v9AR5QK-w.aHy5yU6o-mgO5AKdcoa-zMfF9nE.png

4 Likes

and that is…

?_?

:white_medium_small_square:

Joystick for movement use with keyboard. It’s on the official site.

EDIT: It’s actually a fan (owner of TOSCamp) selling it, so unofficial. But I don’t know why it’s on the official site.

Can someone who knows on the matter say if these kind of thing are usual in Korea?
Because it’s a wee bit… not very useful for anything besides extra pushing in Nexon sponsored cafes.

Edit: lol, probably as a shoutout of ‘‘Yo look at how rad you guys, our fans, are!’’

I really hate it, when games that aren’t really meant for PvP that have it, that classes have to be adjusted for PvP and it ruins them for PvM. People are always complaining about classes not being “balanced” when there’s going to be like 80 of them and therefore making balancing impossible.

Example: Cyro too OP in PvP? Welp, let’s just nerf it so they’re next to useless in PvM now.

2 Likes

True story. well, what really grind my gears is the fact that pavise could block all range skills, MAGIC included –

and I was like, wtf, how the hell did that puny shield manage to block a meteor o_O