Tree of Savior Forum

KToS General Thread v4.0

Informative haha, good to clear up some misconceptions about critical damage, and at least I know what critical damage buffs are the ones to truly look out for.

I might’ve agreed somewhat if Double Punching while doing Out-of-Body auto-attacks is possible. I guess IMC backtracked and gave up, not wanting to touch the classes at all or simply pretending like that part of the development plans in January never happened.

Wonder how long will it take for meaningful changes to come …

I just want then to change Outlaw, a class with aggro skills and high dodge, but dodge is capped at 50%, a attribute for outlaw that removes this cap would be enough.

uhm can you give me the same example but with Sharp Spear and Dragontooth as skills? I cant understand your original example as I don’t have any toon with those classes you have mentioned. I would like to understand but for some reason google isn’t translating them.

I actually really like outlaw right now for PvP (not counting the infinite evasion bug). I’d be surprised if they change the class, and I wonder what they’d change. I guess the sand and brick smash feel underwhelming though, as the effects do not feel worth the long animations.

It’s probably an underwhelming PvE class, but I don’t believe every class needs to be good in both PvE and PvP.

Last time I tested it, which was when Re:Build came out, Sharp Spear increased your Physical critical attack by 20-32%. Let me repeat that, it increased that tiny stat in your character UI which is usually sitting around 1-3,000 by 20%, in other words, instead of critting for 250k, I was critting for 253k - all for the low, low price of 15 skill points.

Did they fix that? Because the KToS patch claimed that it should deal 1,5*1,3 damage on critical hits?

He is actually decent filler class, huge Evasion buff, agro and sand+damage skill combo are worth to pick. I have Ench, Ol and SR.
P.S. Sadly Evasive Action still bugged and doesn’t increase Evasion. :tired:

Currently Sharp Spear does 150%+ 20-32% to your crit bonus, but yes at the start of the re build the skill was bugged and did nothing. When this crit damage patch comes to iToS it will change to 150% x 120-132%.

lol you are so wrong in every way you can even imagine

Cool, mind explaining your thoughts and reasons instead of just ending it off there?

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KLIVE Update Notes (4/4)

Boss Monsters

Removed skills from boss monsters that grant them invincibility.

Targeted Skills

A limited range is now applied to skills that target allies.

-Each skill has their own set ranges.

※ Skills that heal or remove debuffs have a shorter range than others (examples Heal, Ein Sof, Cure).

-You cannot use targeted skills on allies that are not visible to you or if they are out of range of the skill.

※ The animation for the skill will play, but your SP will not be consumed and the cooldown will not activate.

Position Skills

A new option to change skill targeting has been added.
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-By setting this option, skills which target a specific position on the screen will automatically default on top of your targeted enemy.
-If you do not use this option, it will default to next to your character (the same as it has always been).

Group Chat

A confirmation window will now appear when inviting others to a group chat room.

Skill Changes

Matross

Fire and Run
-Cooldown reduced (20 sec -> 15 sec).
-Range increased (50 -> 65).

Explosion
-Now deals 50% additional damage to enemies caught in a Smoke Grenade.
-Explosion: Chain Explosion attribute chance per level increased (1% -> 3%).

Roar
-Skill functionality changed. No longer grants increased AoE Attack Ratio, and instead now provides additional damage with cannon skills (6% per skill level).
-Roar: Critical attribute no longer has a penalty to AoE Attack Ratio, but the SP consumption penalty has increased (20% -> 50%).

Crouching Strike
-Now deals 100% additional damage to enemies caught in a Smoke Grenade.

Canister Shot
-Range increased (80 -> 120).

Tiger Hunter

Tracking
-Cooldown reduced (60 sec -> 40 sec).
-Duration increased (5 + SkillLevel sec -> 11 + (SkillLevel x 0.6) sec).
-Stamina dash penalty reduced (50% -> 50 - (SkillLevel x 3)%).
-Tracking: Hunting Season attribute debuff chance per level increased (15% -> 20%). Removed the 10 second cooldown penalty.
-Tracking: Duration attribute no longer requires level 15 Tracking to learn.

Eye of the Tiger

Musket users already have the capability to deal strong damage and have strong damage buffs, so it was decided that this skill should be adjusted to have more general usability in combat rather than being one that maximizes damage output.
-Have it be usable on distant targets rather than requiring you to be close range.
-Reduce the cooldown by half and adjust the damage accordingly.

-The debuff will now apply to all enemies around the target.
-Base damage bonus reduced (100% -> 50%).
-Anger debuff changed. No longer causes the Tiger Hunter to take additional damage, but instead causes the Tiger Hunter to have 30% increased critical strike chance.
-Cooldown reduced (40 sec -> 20 sec).

Camo Shot
-Fixed movement speed increased (10 -> 25).

Sheriff

Peacemaker
-Now applies as two debuffs: Peacemaker: Silence and Peacemaker: Torpor. The [Silence] duration is 3 seconds.
-Peacemaker: Torpor debuff has been added to synergize with other Sheriff skills and lasts (3 seconds + [SkillLevel - 1] x 0.5 seconds).
-Peacemaker: Disarm attribute now requires the enemy have the Peacemaker: Silence debuff to function.

Quick Draw
-Now requires the enemy have the Peacemaker: Torpor debuff for the 50% damage bonus to apply.

Fanning
-Skill Factor per level increased (4.9% -> 13.1%).
-Now requires the enemy have the Peacemaker: Torpor debuff for the 50% damage bonus to apply.

Westraid
-Buff duration increased (15 sec -> 30 sec).

Aiming Shot
-Charging time decreased (1 sec -> 0.5 sec).
-Skill Factor per level increased (39.2% -> 90%).
-Now requires the enemy have the Peacemaker: Torpor debuff for the 50% damage bonus to apply.
-Aiming Shot: Coup de Grace attribute bonus damage no longer scales with charging time and is fixed at 200%.

11 Likes

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5 Likes

Makes sense, was too strong to have infinite range on skills like healing factor.

5 Likes

The only moment you feel grateful for having Miko in your party. But thumbs up for this change!

2 Likes

So the extra damage is now after using Peacemaker skill and not any other silence right? I’m fine with this, you can have the extra damage againt bosses now (I guess), with peacemaker in 10 it will be 8 secs Torpor?

What does the torpor debuff do?

The boss invincibility removal is great news.

Position Skills

A new option to change skill targeting has been added.
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-By setting this option, skills which target a specific position on the screen will automatically default on top of your targeted enemy.
-If you do not use this option, it will default to next to your character (the same as it has always been).

– will this save gae bulg?

TOS Development Team: April Balance Adjustment Guide

Hello, this is the Tree of Savior development team.

In this post, we will show you the direction of the balance patch we’re aiming to make in the near future.

The targeted classes to be adjusted are Miko, Pardoner, Appraiser, and Elementalist, with minor patches as well for Dragoon and Shinobi. We will also go over the differences between critical damage bonus effects.

Balance Patch Direction

As you might have seen from our previous class build statistics, there are some class builds that are overwhelmingly efficient in PVE or PVP. The development team would like to make adjustments to this:
  1. Avoid nerfs to top tier classes as much as possible (adjustments based on PVP can still happen separately)
  2. Buff classes that are below the upper tier of classes
  3. Focus changes on number buffs, condition changes, and quality of life improvements

April Balance Changes

The development team looks at classes that are top tier and those that have the lowest amount of players when deciding which classes need balance adjustments (except for those recently changed). In addition, classes that are not top tier but are often chosen are also looked at for number buffs, condition changes, and quality of life improvements. Finally, changes are also being made to Shinobi and Dragoon which have usability issues.

Miko

Miko is not chosen often in builds, which makes it difficult to get significant statistics on its play. The most popular build with Miko, [Dievdirbys-Miko-Krivis], is only about 10 characters, and the rank of Miko is 65 among all classes for choice, which is the lowest ignoring recently changed classes and classes included in top tier builds.

The development team is looking to restore Miko’s status as a party support with this patch. Here are the planned changes.

Gohei
Gohei was overpowered in PVP, but now that classes in other trees are more competitive, we no longer believe this to be the case. In addition, as a party support, Gohei can now be used to deal more damage as a character and also will have healing to allow you to contribute in various ways.

-Now removes debuffs from allies rank 3 and below (rank 1 -> rank 3).
-Now removes enemy buffs rank 3 and below (rank 1 -> rank 3).
-Now removes more debuffs from allies (1 -> 1~5).
-Now removes more buffs from enemies (1 -> 1~3).
-Overheats decreased (4 -> 2).
-Cooldown increased (8 sec -> 12 sec).
-Now deals 1 extra hit for each enemy buff removed.
-Heals allies with a healing factor of 150% for each debuff removed.

Hamaya
After being changed to be able to hit flying enemies, the worth and damage dealt by holy attacks is now determined to be sufficient. The hit interval is seen as too low, so we decided to increase this while also making adjustments to improve the usability and overall damage dealt by the skill.

-Cast delay reduced (1.5 sec -> 1.2 sec).
-Skill Factor increased (83% / 2.8% -> 220% / 11.5%).
-Duration of the magic circle increased (8 sec -> 10 sec).
-Hit interval increased (0.3 sec -> 1 sec).

Omikuji
We increased the duration of the buff to be 3 times longer so you can keep the buff you get longer if it is one you like. On the other hand, if you don’t like the buff, you can reroll it to a different one 3 times faster.

-Duration increased (10 sec -> 30 sec).
-Cooldown reduced (45 sec -> 15 sec).

Kagura
We raised the total amount of damage Kagura provides to ensure it is worth using over the caster themselves dealing damage.

-New attribute. Magic attacks dealt against enemies affected by the skill will ignore magic defense by [AttributeLevel x 3]%. It will also reduce enemy critical resistance by [AttributeLevel x 3]%.
Maximum level: 5
Requires character level: 350
SP Cost increase: 30%.

Pardoner

Pardoner is a class that you often see in town using spell shops, but it is also the rarest class you’ll ever see outside of town. These changes will help improve the usability of Pardoner skills and make them more viable in certain situations. Here are the planned changes.

Simony
We are reviewing adding attributes to provide discounts on crafting costs, but also think it’s premature to make it easier to make scrolls.

-Added a list of skills to the Simony tooltip that can be made into scrolls.

Discerning Evil
This skill is very unique in function and use, but we decided that the damage it deals at level 15 is too low.

-Skill Factor per level increased (0% -> 7.2%).

Indulgentia
Although Pardoner is not really a class dedicated to healing the party, we wanted to improve its use in a party scenario.

-The tooltip will now state it heals every 1 second.
-Healing Factor increased (64% / 8.5% -> 76% / 10%).

Decatose
We want to add synergy with property damage and improve its usability rather than simply increasing its Skill Factor.

-Now deals Holy damage.
-Horizontal range increased (25 -> 30). Vertical range increased (40 -> 45).
-Implicit AoE Attack Ratio increased (0 -> 5).

Appraiser

Appraisers are the third least played class in the Archer tree, right ahead of Quarrel Shooter and Hunter (rank 52 overall). Although the [Piped Piper-Appraiser-Cannoneer] build is functional, the development team believes that this doesn’t really dictate the overall balance of the class as a whole.
There isn’t much variation in archer builds due to the number of dedicated classes to weapon types, and specific top tier utility classes offset the disadvantages for most of the class builds. Starting with Appraiser, the development team wants to better balance the main classes that use weapon types (bow, musket, crossbow, cannon) in Archer and how they make use of utility classes within the Archer tree. Here are the planned changes for Appraiser.

Forgery
Despite the unique benefits it provides and the fun of the skill, it’s too difficult to make use of in content that takes longer than 5 minutes. This change improves the usability of it.

-Duration increased (5 minutes -> 30 minutes).

Blindside
Although Appraiser is a support class, Blindside is the only attack skill Appraisers have, so we feel it is necessary for it to be stronger than it is right now.

-New attribute. Increases damage when hitting enemy weaknesses.
-Skill Factor increased (100% / 0% -> 390% / 43%).

Overestimate
After reviewing the benefits it provides to the Appraiser itself, we decided to allow it to also benefit the party to strengthen Appraiser’s role as a party support.

-New attribute. Allows Overestimate to also apply to the party.
Maximum level: 1
Requires Overestimate level 5
SP Cost increase: 200%.

Elementalist

While we included Pardoner, Appraiser and Miko in this patch due to low pick rate, Elementalist is chosen due to being weaker than the top choices. Although the [Pyromancer-Elementalist-Taoist] build is the #1 Wizard build, Elementalist itself is fourth place (ranked 18 overall).
The reason for this gap is the limited choices for “pure damage dealing classes” for elemental wizards, the others being Pyromancer and Taoist. The development team believes it is a good idea to buff damage dealing Wizard classes other than Taoist and Pyromancer so they can also be worth including in more wizard builds. To keep expectations in check, the main priority is to buff Elementalist to be more usable even when not using Pyromancer or Taoist.

Here are the planned changes.

Electrocute
Rather than hurting existing synergies, we want to make improvements to the skill so it is more comfortable to use when you are dealing with many enemies.

-The tooltip now shows the casting time.
-Casting time reduced (1.5 sec -> 0.5 sec).

Hail
Although there are a lot of skills that inflict [Freeze], the number of skills that make use of it are limited, and we want to improve Hail’s ability to deal with multiple enemies.

-The tooltip now shows the casting time.
-Now deals additional damage to [Frozen] enemies, depending on the target’s size.
Small: 150%
Medium: 100%
Large: 50%
Extra Large: 0%

-Casting time reduced (1.5 sec -> 1 sec).

Storm Dust
We want to reduce dependence on Taoist, and improve use of the skill even if you don’t have Taoist in your build.

-No longer deals less damage to Flying enemies (damage penalty 50% -> 0%).

Fire Claw
To improve efficiency, we’re changing Fire Claw so you don’t have to dive into the middle of combat to make use of it anymore. While it has the penalty of being unable to hit flying enemies, we want to offset this with its own additional effect.

-Now causes enemies struck to take 50% additional Fire damage from Magic attacks for 10 seconds.
-You can now select the casting position rather than it appearing underneath your character.

Stone Curse
Since the class that makes use of Psychokinesis damage is already top tier in PvP, this is a change aimed at making it more usable in PvE without directly buffing it for PvP.

-The tooltip now shows the casting time.
-Bonus damage for Fire/Psychokinesis increased (75% -> 100%).
-[Petrification] duration decreased (2 sec -> 1 sec, per level 2 sec -> 1 sec).
-Max duration 5 seconds in PvP areas.

Elemental Essence
We’ve determined that the bonus this skill provides to buff damage of certain properties directly overlaps with Stone Curse. We plan to alleviate this issue while also improving the concept of Elementalist using multiple elements freely, not being locked into any specific one.

-New attribute. Reduces the damage bonus on hitting elemental weaknesses by [SkillLevel x 5]%, but now also reduces the damage penalty on hitting property resistances by [AttributeLevel x 5]%.

Maximum level: 10
Requires character level 400

Dragoon and Shinobi

We already made adjustments to Dragoon’s SP consumption, but it wasn’t enough. Changes to Kunai need to be done quickly to reduce negative effects it has on server stability. Thus, these changes are being made as a priority ahead of a larger balance patch.

Dragoon Helmet
-SP consumption penalty decreased (200% -> 100%).
-Minimum SP consumption penalty decreased (100% -> 50%).
-Lightweight attribute SP consumption penalty decreased (150% -> 50%).

Kunai
In addition to reducing the negative effects this skill has on server stability, we want to reduce the range between the minimum/maximum damage this skill can do.

-Each kunai hits 5 times, but a single enemy can’t be hit by multiple kunais.
-When used by clones, instead of hitting twice, deal 100% increased damage.

Katon no Jutsu
-Ninjutsu Bomb cost reduced (2 -> 1).
-SP cost reduced (95 -> 70).

Shinobi: Ninja Walk
-Stamina cost reduction increased (10% -> 25%).

Raiton no Jutsu
-Ninjutsu Bomb cost reduced (2 -> 1).
-SP Cost reduced (105 -> 78).

The price and weight of Ninjutsu Bombs have been reduced.
Price (300 Silver -> 100 Silver)
Weight (0.5 -> 0.1)

The difference between Critical Damage increasing effects

There are two different ways critical damage is boosted, and skill tooltips have always only used a single expression to reflect this (“Increases Critical Damage”). To avoid unnecessary confusion, we want to distinguish these effects from each other. (The way the skills function will not be changed.)

Category 1
Hasisas
Sterea Trofh
Zalciai

These skills are additive with the usual critical damage bonus.

For example, you have 50% critical damage bonus.

Hit for 1,000 damage.

1,000 damage * (150% normal crit bonus + 50% skill critical damage bonus)

=

1,000 * 200% = 2,000 damage dealt.

Category 2
Epee Garde
Sharp Spear
Dragontooth
Critical Shot
Sniper’s Serenity
Blind Faith: Holy Impact
Blindfire: Skilled Gunman

These skills apply to the final damage dealt by the critical hit.

For example, you have 50% critical damage bonus.

Hit for 1,000 damage.

1,000 damage * (150% normal crit bonus) * (150% skill critical damage bonus)

=

1,500 damage * 150% = 2,250 damage dealt.

Next Balance Patch

The following classes are planned for the next balance patch. The selection criteria for these classes is the same as was done for this balance patch. Balance patches from now on will be based on the statistics of each class tree, not all classes together.

Swordsman
Highlander

Wizard
Rune Caster
Shadowmancer

Archer
Ranger
Wugushi
Fletcher

Cleric
Paladin
Kabbalist

Scout
Outlaw

Thank you.

※ Any changes posted here are under development and may have adjustments made to them before being applied to the live servers.

14 Likes

Have they released their list of least to most popular classes?

the ktos list?
Itos is here: https://treeofsavior.com/page/class/ranking.php

1 Like

Cries in Plague Doctor, Inquisitor, Exorcist and Zealot.

So I guess the weird Sadhu changes and Double Punch buff was to say suck it up with Monk Sadhu Chaplain synergy … Jk

Kabbalist and Rune Caster finally getting some changes, can’t wait :thinking: