I don’t understand why koreans don’t realize the two aren’t mutually exclusive. I honestly didn’t have much of a problem with the cosmetic gachas except for the terrible implementation (removing normal skins from the store and having a 50% chance to get something pretty much worthless), but p2w gachas are just stupid if you give a ■■■■ about your game at all.
So with keeping the new headgear values in mind, which is better, raw physical atk or elemental property damage?
For some reason, always heard people say elemental because it affects each hit on multi-hit skills, but wouldn’t physical atk as well on multi-hit (and it can crit as well)
The advantage of elemental headgear in my mind has always been that you can share it between characters if you have an archer/swordsman and a wizard/intcleric.
In general, as you near current endgame you’ll want to stack on raw pAtk/mAtk stats.
Elemental property stats are still nice for leveling at early levels.
I think someone in another thread summed that up nicely:
Of course, these things can probably be bought via AH if these players are willing to sell them or really need silver.
But then again, unless we don’t have other things to do in life other than play this game, would we be willing to grind out the silver to acquire these while these players can just throw money at IMC to pump themselves up like crazy? Or should we just become like them?
Thanks for the link. Can’t really find a suitable place/thread to put my thoughts though, but since gacha is in ktos already I’ll just put it here.
Disclaimer
What is mentioned in this particular post is purely Nekorin’s speculations and overthinking. So do take it with a pinch of salt and hope the post doesn’t get deleted or vanish in thin air.
Like what @lladocspark said it might be what is actually happening behind the scenes. Aruchan posted a video about damage on high mdef monsters with a +15 lv3 transcended windia rod a few hours ago and still unable to kill the monster with a full rotation of spells. Crosslink the post here for those who have yet to see:
Given such a big problem with regards to high mdef mobs in both itos and ktos, and with IMC’s lukewarm response to the matter, it really seems that this imbalance of gameplay might be actually intended instead of being a mistake. The devs are smart people too, and this imbalance shouldn’t even be a bug or anything but instead carefully researched and implemented.
Perhaps this is the way to indirectly push players to actually ‘acquire more stuff’ just to be able to perform adequately in the game now.
Another thing which I’ve been wondering about are those skill video showcases of R8 in which IMC has prepared previously, all are with weapons that are glowing red (+20). A way to indirectly market that to achieve those damage and clear the new content efficiently, glowing red equipment are necessary. Where to get glowing red equipment mats? Gacha is your savior.
Just hope it doesn’t come to a point where the only way to clear new content is to ‘purchase enough’ materials from the TP shop to get enough atk and def. Right now it does seem to be like that case, solo wise.
That web comic making the rounds here in the forums is starting to become more believable to me. 
Seriously though, I’m still hoping IMC can make a U-turn despite all these. Same reason I haven’t really ragequitted (e.g. delete characters, uninstall TOS, leave forums for good) even though I have stopped playing for the 2nd time.
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Sounds very much like the Granado Espada that i know; easy, manageable leveling till lv100. Once 100, can only progress if you buy a promotion scroll to veteran(cash shop item). Power creep starts at veteran level, along with insane grinds, rinse repeat for elite and master levels(all cash shop items). Oh did I mention the gacha in that game yet? and also massive paywalls for new content; both the content itself and gear requirements :3
So far, the content is still doable until rank 8 (320+ content), if you are talking about party play.
If ToS’s style of game balance carries on towards R9 and R10, we will be expecting monsters with high pdef too, which like the R8 high mdef mobs, require a certain level of patk from the player to deal more than 1 damage. With this kind of exponential growth in monster hp and defense and a linear growth rate of our skills damage… where else would you turn to to get more atk/def?
Our only % damage increment is through item transcendence and it is a time + amount limited resource without going premium. Anything else that can be acquired without being limited are all flat increases (+anvil, +squire buffs). All these is a coincidence? I don’t really think so.
And yes, imho given the trend and no balance chances, by R10 if the game is still surviving, end game content will be premium players only.
PDef can be completly ignored using pelta3 for exemple, magic resist on the other hand are going to make wizz a sad classes if the trend keep going like this.
I expect elite mobs on rank 9 to be as tough as world bosses on lv 280.
its more that physical damage has so many buffs that can stack.
lethathy, warriors with their own defense breaking skills, and then every other class has ways to dramatically boost it. taoist storm increase melee by 50%, falcon3 has chance to repeat physical and missile atks, crit damage boost with fencers. like nearly every class ends up providing a small buff to increase physical damage to themselves or party dramatically
While magic just has…err quickcast and chappartion cards.
I don’t think Rank 9 will have another Power Spike. The Power increase between R6 and R7 also wasn’t that big. I guess it continues where it stopped and R9 content will start with 200-400k HP and scales to about double the amount.
Holy moly
Rank 8 content and mobs (and some ET mobs) were tuned down in kTOS a while ago. We have yet to receive these balance changes. Magic players should have an easier time dealing with the new mobs accordingly (not easy still, but definitely easier).
The problem in mention is already being addressed, fortunately. The video @Kuromuko linked above for example are the new Timerys Temple mobs’ highly reduced holy resistance.
I still dont understand how is it possible his cure/heal can does 20k 10k++ o.o
I know 100 con rest int , mob maybe afraid of holy but still o.o
I dont think ive seen any holy dmg reach tht much lol let alone 7k i think
Hmm. My Heal and Cure hit about 20-25’000 per tick on Dullahan, who is dark and ghost. These skills are quite strong given the many multipliers available (+50% on ghost, +100% on dark).
They’re particularly good since they and Zaibas are some of the only skills in the game that receive direct intelligence scaling (so that every point of int counts twice for these skills).
I actually very much doubt this. Given that there are mobs with very high physical defense as well, it seems IMC has simply forgotten there are so many ways to reduce physical defense by a huge amount or even to 0 while there is no such thing for magic defense. I think they’re just retarded and implement bad game mechanics and try to bandaid fix everything instead of correcting fundamental issues with the game’s design.
do you know the price for those gacha?
100TP for the 11 box, or 10TP for single roll. The gumball looking one with cosmetics was TP30.
(so far only the cosmetic gacha is confirmed to be planned for iToS, without details of what non-cosmetics may get stuck in it)
