Tree of Savior Forum

kTOS General Thread v2.0

That’s what I think as well. We obviously can’t simply assume all AoE skills will always work in their best-case scenarios, but nonetheless we can’t have them balanced as if they are single target skills, otherwise we’d be favoring AoEs even further (as if game mechanics focusing on clear speed of masses of mobs doesn’t do enough for that).

So yeah, I actually like the approach IMC’s taking on the matter at KTEST. If things end up simialr to how they currently are, just slighlty tweaked here and there to accomadate skill/classes singularities, we might finally see some sort of consideration going on whether to focus to focus skill points towards single or multi hits as well as single or multi targets ones.

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Why is this even being discussed in THIS thread. This is a matter or perception. Worse it is even just a matter of semantics. This does not discuss anything to do with changes being made in ktos specifically.

This is not the place to get “offended” because people don’t adhere to someone’s perception of what something should or should not be.

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I mean to be honest this whole balance thing offends me of what I would perceive as a valid way to fix the problems. Kinda why I tell people to just wait and ride it out because nobody here has any influence on what changes are going to be made over there. My biggest thing is wondering how many Koreans are left willing to test and give proper feedback because if they did it here most of the people who are hardcore enough got pissed off and already left.

If you look at it on a balance of pros and cons how many pros are they making?

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Back on topic, can anyone tell me how the new scaling for enchant fire works?

How is ^ 0.9 calculated for the above?

What is CaptionRatio2 for? seeing that its a value equal to 10% min-matk. Is that an additional scaling on top of the int/spr one, or is it for something else?

https://www.google.com/#q=x+^0.9

Captionratio2 is additional dmg, aka the base dmg of the extra hit added to your auto attacks. So yes it’s additional scaling, but for auto attacks only.

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I’m wondering what’s up with the hit delays on all of his attacks. Is this a new thing? It doesn’t look like a latency issue; his ping is < 20ms

I never though about this since it was always so “insignificant”, but what about the part of [enchant fire] that adds to skills?

The skill adds x damage 2 times if auto atk and 1 time per hit on skills the way it is on itos. Is that still the case in ktos or are these sort of buffs for AA specifically?

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I was wondering… did they ever keep attaque coquille armor break 100% on pierce attacks

This was answered twice in this thread already… No. It is 30% now

did miko gohei get nerf!?

Yeah, don’t know how most ppl can’t understand that.
I would take Catar Stroke any day over Flame Ground, for example.

Doesn’t matter that if you add up the tooltip damage FG would be stronger, most of the time mobs will just walk out of the circle (because of AI, too many monsters clustered, moving attacks, following you, etc.) or you need to tank them for the whole duration so they don’t move.

I would be much happier if it acted as Mastema, a single nice hit that inflicted burn on everyone for a set duration.

This means exponentiation in the formula. You can throw it on Excel/Google Sheets and it will work.

Yep, the “x damage” you mentioned is Property Attack damage, which is similar to the ones you find in headgear enchants. In ktest right now they add a flat value after the % calculations on every hit. They’re also directly (and linearly) reduced by Property Resistance.

Noone have tested if they’re still multiplied by elemental modifiers, but I’m assuming they do, since otherwise there would be no difference between the different element Property Attacks.

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Running around them in a circle works just as well. How else am I supposed to tank bosses with my wizard?

For slow/unmoveable bosses, yeah.

But it can be iffy with a pack of mobs, even if they are melee, or against bosses with AoE knock backs or several movement attacks (the pain of farming Ignition…).

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Thats not my ping, the real ping is 600 :weary:

@teyvanlwc yes, only removes 1 buff/debuff on each use.

Those considerations are part of skill balance along with Mana/sp cost etc.

I used high anchoring for a reason.
You aren’t going to hit 21 targets with it, it has a large charge time and a considerable CD for what it does. It’s not a good skill but it’s raw output can reach 12000% per cooldown.
Spit arrow deals similar total output but the way it deals that damage is undeniably more consistent.

Is total damage really that important? or the real damage dealt to each individual target?

Anyway, did they mention for how long they will test things?

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Simple way to end up this discussion:

The % skill factor works in the formula as for each hit damage which doesn’t distribute nor increase nor decreases any form of attack during AoE thus the AoE capability can’t be considered as a % for utilizing the formula.

AoE must simply be considered as a something to balance a skill somehow but not as % factors themselves which doesn’t fall into the same context of the one being used in the formula.

All damage is real damage. Excluding when you overkill something given that the excess is irrelevant.

Lunar you’ve missed the mark. It’s the exact same logic for why we multiply multi hit damage for skills both in ktest and in our current version. The Damage Output is being multiplied by the number of targets hit. Whether you hit one enemy twice or two enemies once you have done two instances of damage.
The amount of rebuttal is in itself shocking.

I mean this:

Enemy has 100 HP
There are one hundred of that enemy type. if you hit them all for 1 you’ve dealt the grand total of 100 damage, yet, you’ve only dealt 1 damage to each individual. in the end, does it matter if your cumulative did 100 damage?

Anyway, I’ll repeat my question because I’m actually curious, when will this testing phase end?