Tree of Savior Forum

KToS General Thread v4.0

They will probably run everything over one crit rate, one dodge rate and one block rate,because it’s easier.
Only the crit attack modifier is split between DEX and SPR.

What’s interesting is the fact that Cleric has a base crit defence modifier, so maybe monsters will now be able to crit,too?

@Wurmheart

the calculator doesn’t work on my Libre Office,sadly. But I already calculated my build option in advance.

I kind of like these changes. I’m going to miss my Bokor - Druid - Exor summoner, but I’m open to trying Bokor - Necro - Shadow/FF, for that nice spooky feel.

Also, Scout having magic-esque skills doesn’t really make it look like a Misc tree, when you look at some of the classes in that tree.
Shinobi are ninjas, but they’re sometimes depicted in media as sometimes being able to use magic. Bullet Marker and Rogue had Freeze Bullet and Capture.

But to be fair, we barely even know how every class will look exactly, skill-wise.
For all we know, Linker might be packing REAL chains in those pockets.

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Shinobi-Rogue-Linker cloak and run around, bind everyone and backstab them all jkjk.

I just felt like the Scout class is a hodgepodge of classes they don’t know what to put a label on as with how mixed they are. It’ll be funny if there was no way to increase crit rate on magic attacks, though to be fair it might just not exist so SPR healing-focused builds are limited in their damaging options. At least a lot of information has been shared I guess.

Will wait for those LFM > No Scouts other than Thau Ench Link shouts in future.

Every DPS in the game will be forced to use leather gear because it gives a flat % chance to crit based on the rarity of the gear. For instance Velcoffer(Legendary) gear will give you a flat 20% chance to crit plus another 10% because you are using leather gear.

This means if you have leather velcoffer gear on you will have 30% chance to crit before crit rating calculations.

Nope, the critrate will be boosted by a percentage of your crit rate, so if you wear e.g. Velcoffer Leather Set and have 30% crit chance, it will be increase by 20% of 30%[20% of 30 = 6], so your new total crit chance will be 36% (it’s in the example)

That was about armor types:

  • The set bonus will now be shifted to only work when you have 4 pieces of that type.
  • Cloth will get magic dmg reduced by 5/7.5/10/12.5/15% (based on lowest rarity worn. )
  • Leather will get a +4/8/12/16/20% crit rate bonus based on lowest rarity, and a flat +10% crit chance bonus after crit rate or +10% crit rate cap. (?)
  • Plate will get a 5/7.5/10/12.5/15% phys dmg reduction based on lowest rarity.

It also mentions that each class will get their own special armor mastery attribute, archer+scout get one for leather, Swordsman gets one for plate, Wizard gets one for cloth and Cleric gets one for a mix of cloth+plate.

Their example is ■■■■ because they forgot the flat +10% all the same -_-
It would be 46% due to leather.
EDIT: Or maybe not. But a 50% cap would suck.

Wasn’t it also mentioned that crit chance will be capped at 50%? I think I read something about that but am unsure…

Edit: It adds to the maximum possible crit chance, so you can now reach 60% crit chance instead of 50% capped for other armor types.

I am amazed to see the list of changes on the last 24 hours. I will stop theorycrafting for now until we get the final thing…

KToS players, we count on you to keep us informed when the big thing hits the server!

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Yeah that crit rate was what I was curious about (or crit chance for that matter), it was only labeled as crit rate, no indication of physical or magic. I wished IMC would’ve elaborated if that crit rate applies to both physical and magic attacks given DEX and SPR increases crit damage on their respective damage types. It’ll be a different ballgame of party planning if for example, zalciai only decreases crit res on magic attacks, or Marnox Demon Lord card crit chance only working for physical attacks, or if there’s no way to boost the amount of crits from magic damage.

Speaking of which, was there anything on the dev blog pertaining to magic crit res?

It’s either a flat bonus or crit cap +10% now that you mention it.

The relevant text is:
“최대 치명타 확률 제한은 착용한 방어구의 등급에 무관하게 적용되며 최대 50% 제한인 치명타 발생 확률이 +10% 증가하여 60%가 됩니다.”

which google translates as:
“Maximum Critical Probability Limit applies regardless of the type of armor worn, up to 50%, which is a 10% increase in the chance of a critical strike, up to 50%.”

etranslator.ro translated it as:
“The maximum limit is critical chance apply irrespective of class of wearing armor and is a 60% probability of the occurrence of critical limit is increased up to 50% + 10%.”

So… I’m not sure which it is…
Ask @greyhiem :stuck_out_tongue:

EDIT: They can also be using the 50% as example, so aka if you have 50% crit it turns to 60%.
Otherwise you’d need a base 50% crit for leather to reach 60%. Since max crit cap itself is not crit rate.

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I believe it’s the second because the sentence before mentions a crit chance cap of 50% regardless of armor type.

This would mean that unless you reach 40%+ crit chance with Leather Armor it will still be pretty useless

I generally don’t like building crit in games unless I can get as close to 100% as possible, so this really sucks for the few crit classes I did enjoy playing. But now everything can crit, so it’s not like I can hide behind magic classes anymore for consistent output. Sigh.

Wait are they also redoing gems?? What about the gems we already have in gear? Im so confused please help

For the duration of the events of resets etc once the re build hit, you will be abble to remove gems from gear freely (without any penalties, monster gem tho > some monster gems also get delete but you will get some boxes to choose a new gem from it at that time ^^)

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Thank you for that! I almost got a mini heart attack when I read about the new stat gems lol

Scaling of Old Vs New Crit Attack formula from 50 to 1k Dex(increments of 50) and the scaling of the Crit Attack value from gear(If you have 600 Crit Attack on your gear).

Is there any information about character resets? Almost all of my toons are Archers with classes which will become part of the Scout Branch in the future. In future I would go more in the SCout Branch.

Not just in media. Ninja were scouts with some kind of a mythical/magical narrativ. The ninja families/villages have used techniques which were not commonly known, therefore all there actions appeared as some kind of magic.

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they did state that will give character base class resets, leting us change base class this time only

Hm, it could also be in the scout too, but the chrono master is a well known witch, that manipulated even her own age,lol even her decendants/relatives don’t even know her real age anymore(Bullet Marker) , plus she is the leader of the council of mages if I am not mistaken from the shadowmancer master lore, who knows, imc doesn’t even follow historical class to the line, Dragoon was supposed to be the hackapel/ Schwarzer Reiter if you research it and not the final fantasy equivalent xD…

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were the class-names typed with someones foot while blindfolded? :smiley: