Whatever Arch system is supposed to be, I guess it’s a recycling of the skillchange attribute idea.
http://tos.nexon.com/lab/dev/view.aspx?n4ArticleSN=124 Guild housing blog
http://tos.nexon.com/lab/dev/view.aspx?n4ArticleSN=123 Arts system blog
HOW ABOUT GAME PERFORMANCE AND NETCODE…!? FFs.
And here I was so hyped for the “master classes”…
If this is the end result of that, oh well. I used Google Translate to understand the dev blog, but the system is so weird. Waiting for proper human translation work to achieve a full comprehension of the mechanics.
Arts System AKA lets recycle, reuse and reintroduce old or current existing in-game assets as new class content since we can’t make anything new at all. Why am I not surprised Master Classes will be something along these lines.
This development update shows 2 things that were kinda of obvious for me since the start, but a lot of people kinda forget (at least one of them).
1- IMC is very consistent with their ideals and art perspective, they try a lot to be different from its mmo competitors which make them very loyal to its niche. It is also very competent in making the art part (music, graphic style, etc)
2- IMC is very technical incompetent. Most of what they are trying to fix since the release is related to their lack of expertise in game design and coding, both to the game itself and netcode. This is kinda also related to their financial issues from the start, IMC was near bankrupt. This also created another issue, which was having to ask help from Nexon, which then created all asian cancer elements like gacha and p2w.
TOS and IMC are very unique in its art style which is what make me to keep seeing what they create. But the game is flawed, making it very problematic to play with other people.
The fact that they are making solo play more efficient is nice, because that is what you have of leftover fun when the code is bad.
The issue is, if you’re going to make the solo more efficient (and it will make solo to be more player invested than coop/pvp), then, wouldn’t it better to make TOS a diablo/poe like game then?
While I find the formula to be better now than it was once before, I don’t feel that critical attack is implemented in a way that makes it rewarding. If I recall correctly, the critical damage formula is something like:
Damage = [SFR]*(1.5*[attack] + [critical attack])*log([attack]/[defense] + 1)^0.9 + [stuff]
which results in attack being multiplicative with itself since it appears twice. Crit attack, on the other hand appears only once so it doesn’t scale as hard. While I feel that they are correct in saying that the current formula is better, I don’t think it’s as good as it can be. In its current form it heavily favors just attack stacking and leaves a lot to be desired with critical attack and property damage (which is part of where the Kite Moor woes they point out come from, IMHO).
I hope the new books will be more than just one x skill, to not have all the same build, and choose the variation you like.
You mean fancy attributes that cost 10 BG?
Ahn, after looking at this I noticed:
They are giving Swordsman tree the option of having a dash with 5 uses.
You know, just saying.
More desync skills for swordsmans nice
KToS doesn’t have that kind of problem so…
That is not how that part with log works. The second time attack appears is to make a damage reduction ratio, which is never higher than 1 (because otherwise it would increase the damage)
The problem with that formula is that:
1- It makes defense hard to balance, and that is why defense has have been buffed non-stop for months.
2-They gave 0 advantage to critical attack, because it works exactly like attack. Before, critical attack had some advantage (got higher damage numbers than attack). But that doesn’t happen now.
The only situation where Critical Attack seems to be stronger is with auto-attacks, as the attack from STR makes no real difference (as it is only a normal increase of 50%) and attack speed from DEX is more interesting because it makes crit to probably proc more (more hits, more possibilities of critical).
I would say that critical attack should have some unique trait, like ignoring defense, which would justify it having less numbers than attack.
Swordsman tree merged with Scout tree
And me too, daddy Scotty
ELSE, WE DO HEADCANONS.
It’s possible for that term (log([attack]/[defense] + 1)^0.9) to be greater than 1; you just need to have an attack nine times greater than the defense of your target. Whether or not it goes over 1 doesn’t mean that attack in this term can’t increase your damage though. Yes, this term generally reduces the overall damage because it tends to be less than one, but increasing attack will increase this term, which in turn increases the final damage.
Since the log part is, well, logarithmic it grows slower than linearly. You might call this diminishing returns in this part of the stat (but I am reluctant to use this phrase as it seems to mean very different things to different people in different contexts) but that’s not really an issue when you consider that this log part is multiplied against something that grows linearly. Ultimately what happens is that your damage grows faster than linearly with respect to your attack stat, but not with respect to your critical attack stat.
[linear term] * [sublinear, monotonically increasing term] > [linear term]
Me saying that attack is multiplicative with itself is me trying to avoid the messy details of explaining the math. The ultimate point I wanted to convey is that attack scales harder than crit attack, even when you crit. Critical attack scales linearly while attack scales faster than that. If you still disagree with that, we can take it up in DMs since this thread isn’t really the place for this discussion.
I don’t, aside from how the log works when damage is 9 times higher (which is something that actaully goes against what the devs intended with this formula and not exactly against my opinion) everything you said is correct.
I kinda understand why this formula is used and and also why most game uses it, except that when they do, they do not have a separate critical attack stat.