Tree of Savior Forum

KToS General Thread v4.0

So in the Velcoffer Crit Chance table that’s Rogue/Sin. That one indicates if you have both debuffs from Knife Throwing & Hallucination Smoke which respectively reduce ones crit resistance by 20% each. Now because IMC stated that debuffs are not additive but are multiplicative in Re Build, this means that if a target has both debuffs active simultaneously crit resistance is reduced by 36% instead of 40%.

I can add a graph with one of the debuffs active if its necessary

I think it would be easier to use and see, by having a spreadsheet for us to enter our crit rate and select buffs & debuffs instead of line graph.

Ok once tos.guru is back up and running i’ll add that to the spread sheet. Just have to make sure i find every possible crit chance buff/debuff in the game.

The calculator will be for only velcoffer

False.

Whether or not it is decent if you intentionally lowball it doesn’t matter, it’s that these builds used to be budget friendly in terms of attribute costs and that they aren’t anymore. And let’s face it, most won’t be maxed anyway.

Keep in mind a cleric support is still expected to bring healing, regardless of your idiotic take on potions, and as such should still invest in improving heal and their AoE heal skill. (Mass heal, Indulgentia, Restoration, Tree of Sephy, Chortasmata you get the point)

And yes, even their low rank skills will now take a far larger investment, which seems to be something you’re overlooking entirely.

And since they’ll likely take Oracle they’ll want to max out Death Sentence for it’s 88% dmg debuff.
Not to mention that Twist of Faith and Counterspell now also have enhances, but those aren’t as high priority.

And if they do go partially dmg hybrid, something I’d agree with for once, they at least need to invest in enhances vital for said options. (heavily depends on class though how expensive it’ll get, diev only needs owl tbh.)

Getting closer.
It’s more like support clerics were often a less desirable option, and it’s more about how rebuild features quite a few cleric classes who’s dmg boosting capabilities (or mix of boosts and dps) makes them ideal options for full dmg focus builds.
(Oracle, Paladin, Dievdirby and Krivis/Druid could possibly fill that niche as well but needs a bit more testing)

So even full dmg cleric builds can easily be competitive while still having some of the best utility/support skills to boot.

You have no idea how to build a cleric I see, which comes as a shock to absolutely no-one.
You don’t need 2 dmg classes perse, like I said above we far more options when it comes to dmg increases atm that one can replace the secondary dps class for an booster. (Divine Stigma/Death Sentence/Laima/Conviction+Sanctuary etc etc)
And you’re overlooking healing due to your potion bs.

I’ve tackled these points in the cleric healing thread already.
Heal is not a self-service kit just because you declared it as such.
Your argument of other classes dmg mitigation is also severely lacking examples. (probably because it’s bs)

If anything this pressures most cleric builds into grabbing an AoE heal, which is granted easy to do. But is still a downgrade.

Agreed, for once.

Though I’m not sure I’d call it full con given how most stats are in fixed factors now rather than spendable points but that’s only a semantic triviality.
And it may not properly reflect your stat gear choices either.

Point is you get quite a bit of from most con factors cleric classes have.
And 52 is just a paltry amount, it’s not really going to matter that much at all.

Spr is ideal for priests/diev, but can help quite a bit for classes with low spr factors to get better healing too.
Dex is only really a good option if you need atk speed, maybe for speeding up animations or AA. so inquis/chap mostly.
Int/Str add far to little, but it’s your best option when you have sufficient health/healing and don’t need spr/dex either.
Con is mostly overshadowed by how much you’ll get from stat blocks +gear, but some classes do have lower stat factors for con (or 0 for pardoner/druid) and may want to invest in it due to that.

If those +% gains from other stats are anything to go by you’ll only get +15% over your base 389 healing stat from leveling = 58 healing + 52 = +110 heal.


@Velthari:

Don’t forget the 50% crit cap we got now, or 60% with full leather.
Or at least IMC wrote it as such, better try and confirm it first tbh >…>

Didn’t know how to indicate that you will reach crit chance caps as a scout easily so i had to indicate that it goes out of the chart and past the 60% and 50% crit chance caps if your wearing full leather or not based on the buffs/debuffs your class brings.

thanks for ur hard work!!

Ok i have the crit chance calculator up and running, if i missed any crit chance buff/debuff do tell me and i will add it to the calculator.

Buffs like Sneak Hit were not added as they do not effect your crit chance, they gives you another chance to roll for a crit attack at a flat amount.

edit. Can someone confirm how enchant lightning scales because tos.guru still says that it scales with int and spirit. I know that IMC said they forgot about enchanter when they were doing rebuild but at least they can do a simple band aid fix for the time being.

1 Like

Ench Lightning still uses INT and SPR on Ktest.

It scales with Dex now.

— last time I checked

Yup it scales with dex since some weeks already. ^^

Well, I tested again and still INT/SPR on Ktest. Maybe it’s DEX on kToS.

1 Like

I really don’t like that 50% crit rate cap. Going crit already is really un-satisfying for someone like me who enjoys consistency rather than RNG. Now I can’t even avoid a crit build by going magic, because magic has to play by crit rules too. And even if I try to maximise my crit chance to get as close to 100% as possible, it’s now impossible.

I can bet you we will see in the future new equip that allows you to increase the cap. We already have the leather combo. Or maybe they will get ride of the cap enterily if korean players complain.

Technically if you play rogue you have 84% chance to crit while your behind the target across all your skills and 97% chance to crit for backstab.

I can bet they will change everything up by 2020.

1 Like

I dont quitele understand when they say tp will be given if you extend ab character slot…

what i understand is : they have add a event npc that sell items, one of those items is a character slot, so when we buy it, and use it we will receive the 33tp so we can buy the slot on the lodge!.

I might have missed that but it would be awesome if the price isn’t insane as I got more pets than space :expressionless:

January Balance Changes Guide

Dagger Classes


Low AoE Attack Ratio
While it is intended that daggers have a harder time fighting multiple enemies at once, we do feel there is some problems with the balance as is. You are intended to have a harder time fighting against multiple enemies than a class like Swordsman (which is another melee physical class) but some skills still have a much lower AoE than they should. Therefore, we will be making improvements without straying away from our original design intent. Also, the attack speed gain on skills from Dexterity may be adjusted so you can deal with smaller groups of enemies quicker.

Long Timespans Between Skill Uses
Dagger classes have a unique identity in that they can deal a large amount of damage in a single moment (burst), and thus their skills have a longer cooldown and a low overheat. If we were to lower the cooldown and raise the overheat, we would just be creating another Swordsman or class that can deal with large groups of enemies easily.

The development team will do a pass over and check the cooldown time and overheat assigned to each skill. We will also try to balance these so that there will always be some skills to be used.

Attack Type Split Between Slash/Pierce
The main damage type for dagger skills is usually [Slash] type, but the main damage type increased by skills such as Brutality is [Pierce]. It is intended that daggers and Scout classes have a mixed type of attacks through [Slash] and [Pierce] based on class and skill choice. [Slash] type is the more general usage, while [Pierce] can be enhanced and is more of a specialized choice.

Assassin Class Lacking in Synergy and Class Concept
Although we gave Assassins [Bleeding] as a main debuff, we agree that there is a lack of synergy to abuse the [Bleeding] debuff. [Bleeding] is seen as an attractive buff in both PVE (against bosses) and PVP. We have plans to modify the skill Piercing Heart in order for it to be boosted while the enemy is [Bleeding]. While the Assassin’s unique concept is to be able to deal a large amount of damage to only a few enemies, we do have plans to revamp Assassin’s gameplay strategy so they can be more useful.

The Role of Shinobi, Rogue, Outlaw, Corsair
Shinobi
We agree that Shinobi has a higher DPS but lower DPM due to the long cooldown time added to skills when they are used with Bunshin no Jutsu. This is being improved. We have also improved the AI of the shadows to be more precise, target enemies better, and better use their skills alongside their master.

Outlaw
Getting knocked back and knocked down isn’t a major problem for all Scout classes, but it is specifically for scouts using daggers because they are melee. Outlaw is a class that has a unique usefulness for Dagger users in the Scout tree as it has tools to provide protection against getting knocked down and knocked back.

Rogue
Rogue is seeing some improvements to increase their usability, specifically increasing synergy with other Scout classes that use [Pierce].

Corsair
Before [Re:Build], Hexen Dropper used a formula of 80% main weapon + 60% subweapon damage. This 20% difference was seen as a major disadvantage. This was changed to 90% subweapon and 30% main weapon in [Re:Build], significantly boosting the subweapon, due to scouts using the secondary weapon as their primary attack weapon.

(This part is a little rough on translation, please take with caution)
The total was changed from 140% to 120% due to main hand weapons and subweapons becoming equal in power. They want Corsair to be a class that uses both hands skillfully, so they plan to change them both to scale equally, and be able to make use of Lightning Hands.

Enchanter

Enchanter lacks synergy with other Scout classes, so they plan to boost Lightning Hands to also affect main weapon attacks.

Squire

Base camp is being modified to be something that can be set up and sustain you in a specific area and be useful for farming. They want it to be something you periodically return to and not just placed and forgotten about, being only used for warping.

Summon Management UI

We spoke previously of adding a summon management UI through "Please suggest to the development team." Players with summons are constantly asking questions to themselves such as "How many of my summons are alive right now?" and "Do I need to resummon?". We feel this is unnecessary added stress to playing these classes. We will be making these changes to improve this:
  1. For summons such as Skeletons, Zombies, etc. that need constant resummoning, we will show the current number of summons you have active.

  2. In the case of a specific single summon, we will show its health bar in a different color so you can distinguish it from other summons.

Necromancer

Compared to Skeleton Soldiers and Archers, we wanted to give a specific, unique role to Skeleton Mages whose role was initially unclear. We plan to give them the ability to provide knockback/knockdown immunity to your other summons periodically. This effect is temporary of course, so as not to reduce the usefulness of the Rangovas Necklace. You may not need this effect if you already have Rangovas, but it was decided that there is a fair level of inconvenience with skeletons being knocked over, and we feel the right summon to perform this role is the Skeleton Mage.

Druid

In [Re:Build], the stats of monster races was redistributed, and plant-type monsters in particular received a high critical resistance. The Chortasmata skill has existed since the beginning of the game, and with Druid's additional synergy with Dievdirbys, this skill can end up being uncomfortable for party play. This also has a clash with Sterea Trofh, which boosts Critical Attack.

We plan to add an attribute to prevent monsters from turning into plant-type. This feature has existed since the beginning of Tree of Savior, and we plan to work towards improving synergy between classes and use of these features rather than simply removing them.

This is the plan we are working towards. Thank you.

14 Likes