Tree of Savior Forum

KToS General Thread v4.0

Those are just the averages. It’s not that on average, stats will be that spread out for cleric, it’s that cleric has so many unique paths within the tree which rely heavily on 1-2 of those stats.

Unless you pick up 1 phys and 1 caster and 1 really supporty class in cleric, I think your stat build will look a lot more like the others.

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ToS is slowly turning into a mobile-like game :joy: as expected of nexon korea :money_mouth_face:

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you do know ToS Mobile exist right?_?

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Yes, I know but this PC ver. is slowly turning into one lol

Maybe this time it will get good skill factors. I hope.

I don’t know how you equate this to being mobile-like. The systems are being shifted around, but it’s not like this has stripped a whole lot of functionality or complexity from the game.

I mean wow, they are giving Alchemists new skills. I thought it’d never happen.

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ok… just coz i kinda feel bad for not sharing this… i will do it :smiley:

Its basically a kinda builder with additional info…

Just bear in mind… it kinda follows the info where it takes the average of all the modifiers and transform them into stat… also i put some of the non green stat that comes from the green stats taking account the rest of the info… it may be wrong, i hope it isnt, but its something… Also it contains what i believe will be the weapon that each class will use, and again, it can be wrong here and there… basically tree of savior you will marry a weapon instead of a build now, where depending on your weapon will determine what builds you can use, and having a list of weapons with the classes that can use it i believe its useful…

Finally… if its wrong… so be it… if not, at least it gives some kind of idea of what each build could offer in regard of stats…

Depending if its too wrong i could update it, am lazy tho, but can do something :v

Enjoy and have fun :smiley:

To change the values just copy the google doc…

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Ok so they are tailoring scout to be aa centric with the aspd modifier skills being transferred to classes under that base class. Running shot getting deleted sort of supports this theory. What happens to non scout aa builds then?

Running shot deletion is best change ever.

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What I want to know is, how will Bullet Markers be able to run around quickly and shoot? That was a pretty integral part of their character fantasy. Will scouts who use pistols be able to move while shooting? That’s usually an archer thing.

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That’s probably going to be one of the reasons to go for BM but perhaps with the same movement limitation as archers, same goes for SR’s Limacon as it adds full movement to C pistol.

Let’s be frank here, nobody likes homing attacks in games, ever. Especially if the game has PvP and the homing attack is fast.

hp total should be ‘=((400x0.8)+((389)x80x0.8))x(1+J18/100)’

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Archer having the highest STR and the lowest DEX of physical classes…
wat?

most of attack speed user move to scout now

Yeah, archers are looking like they’ll be shifted into ‘physical casters’ who rotate high damage ranged skills instead of being the auto attack crit mougles they once were.

delete Running Shot and move Hacka to Swordman
why IMC? Why? :sad:

My main is QS3 Fal3 Hacka2 and I really enjoy playing it :sad:

now IMC ruin everything :sad:

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Ah, now that I hear people saying “Scouts are support” I remembered that Granado Espada Scout was a support that even heals.

Yeah, this make sense.

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Nope, seems like you didn’t check out the modifiers. There aren’t even enough Classes with a high STR or INT modifier to make a single good INT or STR based build,and that’s with only 3 Classes to choose.
One of the reasons is because Cleric is all over the place while Scout,Swordsman and Wizard only have 3 stats to spread their factors towards.

Worst thing is that Wizard on average even has a higher CON factor per build,which is pretty much unacceptable.

That is until you realize that every 10 base stats you receive +5% patk/matk(these boni probably only affect the patk/matk gain from base stats and not equipment stats], so on average Swordsman, Scouts, Archers and Wizards will have double the attack boost from stats.

I hope that’s considered when the Cleric skills receive their modifier/CD so they will be 1,5 times or 2 times higher.

I can’t understand people being happy about Cleric being weaker anyway. If you take a Cleric in your party and he’s weaker now, you will take longer on average to clear content.
There is no reason to wish for a weaker party member other than being either indoctrinated by other MMORPGs or being unable to see that this is an unfavorable outcome for everyone, since parties with mixed Class trees will now be weaker.

It also disables any diversity in the Cleric tree since you only have very few Classes to choose from if you want to have a good build that promotes good stat growth.

In my opinion,they should have re-balanced stats in a way that you can benefit from all stats regardless of Class so Cleric will get a lower average benefit from some but a higher total stat benefit than the other Classes.
With only 3 stats mattering now, it became hell for them.

A lot of complexity was just lost. Summoning became a Wizard-only thing, there is no more Safety Zone or Deprotected Zone, meaning now you face-tank everything and tactical gameplay is dumbed down.

As mentioned above,now you only need 3 of 5 stats (before you needed 4), a lot of stats give less sub-stats (they are reduced to increase ± 3 sub-stats) and stat modifiers are random for Clerics because IMC logic.

The new Class tree Scout is completely useless if not for the Wizard Buffers that went there, and Classes that would’ve fit in there like Falconer and Hunter randomly stayed Archer although they don’t even have any bow/crossbow-related skills at all.

Falconer and Hunter are the essence of what scouting is like, fixing enemy positions, making it easier to hit&intercept them, increasing the attack range, intimidating/shocking/stunning the enemy.
They can quickly intercept and then retreat.

I guess one thing we will see now is longer boss fights because bosses at least dodge hits now (maybe even block), the damage is reduced and modifiers also seem to be reduced while attribute point costs are overall increased by a lot (more than Rank 7 attribute costs, so have fun farming your 800000 to 1200000 attribute points required to max most enhancement attributes now), which made the game even grindier.

Also, damage taken seems to be reduced (again) because of higher defense modifiers on equipment+CON, being more in favor of face-tanking instead of evading. Even Evasion became better so you take less damage on average, and since the developers diluted the effect of block, I guess a lot of boss attacks that were unblockable before will now be blockable.

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Absolutely hate the playstyle. The playstyle is based around “usually” redundant skills that were created for the sake of creating a new skill. New skills are either copies of old skills with a new name or straight up “better or worse” the older skills.