Tree of Savior Forum

kTOS General Thread v2.0

Who gives a ■■■■ about rangers single target it’s supposed to be an AOE class and its AOE has historically sucked ass.
If Ranger still can’t wreck a group of mobs it should lay down and rot.

Has anyone tested evasion yet? Can you still dodge 90% of physical attacks if you have a high DEX build?

I think templar is more viable now, level 10 strength buff (50strength) means : +150 atk / 65 accuracy.
+150 atk on the mortal slash itself means arround +1K per hit
Since three hits and three overheats, it means +9K dmg on mortal slash every 38sec.
It may become a really good buff for a lot of physical classes, be it your own templar itself and your previous/next ranks. Or be it your allies. ^^

This isnt enough.
Mortal Slash itself is bad and restritive …

bounce shot hits A LOT in aoe, every monster in a wide area is hit for something similar to 4 barrage arrows without needing to stack em up, barrage has aoe ratio limitations but is ok, high anchoring is ok not special but can be used as a filler, dont expect 1 single class to cover all your aoe needs, wugushi 3 has godly aoe capacity with wugong gu, throw gu pot and jincan gu goes rather good with mergen if you want aoe. mergen has good aoe burst but lacks consistent aoe dps (wich bounce shot had since it 2 overheat on 15 second CD).

ranger 3 gives you 2 good aoes(barrage(610% if everything hits) and bounce shot(426% per target wich caps at 7)), 1 decent aoe(high anchoring(ok scaling but requires levels for increased aoe proficiency and damage) 1 single target burst(spiral arrow) and 20% more damage for 10 seconds with 150~300 aditional damage. the 3 aoes have an ok cooldown (18 and 15 seconds). you should be able to play decent sustained aoe dps with ranger 3, if you pick fletcher(crossfire) or mergen(everything really) you can fill the gaps of aoe dps with some burst dps

the link broke in no time T_T
The damage is too way high, i got a 310 Featherfoot bud jundging by base attack damage he got i will never have the same weapon attack :smiley:

Does someone have any info about priest? I didn’t understand anything written in those links. I am curious to know about how will the blessing damage be calculated.

0.2 * SPR per level ( 3 times your SPR at lv 15)+ skill bonus(140 ish at lv 15)

Attribute adds a % to that instead of a flat +.

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Anyone here wanna volunteer to do a math job?
I confirmed Enchant Lightning at lvl 5 scales with 33% of your MATK as extra lightning damage.

And I said earlier Enchant Fire was the same, but with just different (lower) %. However this seems to not be exactly true…

I tested (and recorded, can upload later if anyone wants) level 1, 5 and 15 of Enchant Fire with 4 different values of MATK, and the % of fire damage increase was not consistent across those values.

Here is the BONUS fire damage numbers i got from different levels of EF and MATK values. (BASE fire damage bonus was not included -> 7, 15 and 34 damage from levels 1, 5 and 15)

190, 674, 1189 and 1673 are the MATK values tested. the numbers below them are the bonus fire damage i got from each of the three Enchant Fire tested levels.

I am not very good at discovering formulas, so if anyone wanna give a hand with this…

Info: Base level 309, base matk 190, weapon is a vanilla rod with 999 matk, afterwards raised 200 points into INT to get base 674 matk. No other equipments or buffs.

SR Limacon+appraiser devaluation.

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I couldn’t find any relation between matk and ench fire damage, could it be that it scales with int ?

Your rod gives int ?

Looks promising if you think about how underleveled and shitty geared that SR is.

I mentioned in my post it is a vanilla (white) rod. It doesnt give anything besides matk.

Only the collums “674” and “1673” have INT allocated (200 points), the other 2 collums I only have the base 8 INT.

You can see that the bonus fire damage increases with more MATK, however it is not a linear increase. Also, leveling EF to increases the unknown coeficient.

The problem is that I dont know why the bonus is not linear across all collums.

Too sleepy to math atm, but one thing I immediately noticed is the damage increased by 10, 50, 150 (for lv1, 5, 15 EF respectively) as soon as you use your 999 matk rod (before adding 200 int).

Numbers get a bit messy as soon as you start adding int. We’ll probably need to know your current total int (after you added 200 points) before we get more clues.

huge level gap. <<<<<<<<<<

Well i feel it good alreadyn maybe should be a little more stronger, but if you calculate with overheats + number of hits, it’s 9X 670% factor > which mean a full 6030% factor on a full rotation of it.

Where are the new hg location?

There are no bonus points anymore. No bonus from rank, nor from dumping X points at the same stat several times.

I had 8 base INT from Wizard and allocated 192 points to make it 200 total.

Tried to make the sheet more readable:

You are right about the increase based on the weapon alone, basically being 1% per Enchant Fire level. This also happens when just increasing INT and INT + weapon.
The only problem now is the base value, but maybe that is just the tooltip being outdated or something? :confused:

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got my daily stat reset potion.
267 str, 50 spr(love the sp regen :3), 8 dex
Attack: 1747~1916
sub attack: 1659~1742
critical attack: 32
backstab lv 5: (REALLY HARD TO GET A NON CRIT FOR THIS THING)
15k non crit(2 hits of 7500~), 22k frontal crit(2 hits of 11k~), 34k back crit(2 hits of 17k~)
storm bolt lv1: 27k~28k non crit 41k crit
bounce shot: 8k non crit, 13k~14k crit
fulldrawn lv8: 7700~ non crit 11k crit
barrage lv15: 2400 non crit 3500 crit per arrow
heavy shot lv1: 4500~4900, 7300~7700 crit
skarrthingy lv5: 17k~ non crit, 25k crit

high str: upwards of 70% more damage on non crits compared to high dex
high dex: 20% more crit damage than high str

@yurichalps @Sakuya_Iza

edit: the difference should become way lower however if i get a stronger main/off hand that would make the difference between both even more irrelevant(with str being the more consistent option)

edit2: for those worrisome hackapelles, the damage of skarrthingy is actually double to triple of that but monsters dont survive the first hit for the second to apply and also dont survive storm bolt for the extra hit bonus

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Okay if int does not effect it and the only thing that effects it is matk than the formula for lvl 15 is:

(Bonus damage does not have flat bonuses in the formula.)
x = matk
Magic Attack Scaling = 1 - 0.1 ln(x) <- unrelated.
Bonus Damage = 42 + 0.15(x) <- true for lvl 15 only.

I am not %100 sure of the result but this is the closest I got. Also, are you sure I have subtracted the 34 from the final value ? Bonus damage formula seems linear but has a flat value, did you have sacrament or something while testing this? Did you have any source of elemental damage about 40~41?