Tree of Savior Forum

KToS General Thread v4.0

are you really sure this is the way it works?
From my understanding of the attribute text, it says it decreases your attack power [i.e. the stat, not the damage] by 5% and in return increases your Healing Stat by the amount that your attack stat was reduced by (i.e. 5% of your attack stat is converted into Healing stat).

계열 방어구 4개 착용 시, 공격력이 5% 감소하는 대신 감소된 공격력 수치만큼 치유력이 증가합니다.

What interests me especially is the fact that it could be very potent if it decreases both your physical and magic attack power by 5%, making maces an even more useful tool to boost healing than currently.

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How i wish that axe would be a real weapon instead of just a skin

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How I wish we had the change to High Guard already.

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Yeah, we need more weapons and classes that can use axes, whips, chakrams, scythes, double swords, double daggers, etc

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that’s not strictly the case, it depends how they would be implemented, lot of classes have skills that work with any weapon (like Barbarian), and in the case new weapons like an axe are included in the game, maybe classes like Doppelsoeldner for example can modify their 2H weapon skills to work with Axe. Other factor is that a lot of clases already work with only 1 type of weapon, so adding more types of weapons doesn’t really affect actual builds, you’re not gonna use an axe with a Lancer … but that doesn’t mean that you’re wrong, in some cases can exist the problem you mention, but again that depends on how they would be implemented, like modifying skills, etc

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This is what they want to do, because there is lack of content or game excitement?

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Ax could actually be a good cleric-only weapon.

The reason I say this is because in contrast to the other classes that can use swords/spears/rapiers,
cleric was disabled from using highlevel swords with Re:build, so physical cleric builds are limited to maces,which have the worst physical attack value of all weapons,which is a huge problem.

It becomes an issue because magic clerics can use rods, which have on average 20% more matk than maces, making pure magic clerics way stronger.
and with the new stat split on clerics which favors either pure physical or pure magic builds, it makes them even worse in terms of stats.

If we look at ax as a weapon type, it’s a blunt weapon with a blade attached to it (basically the infamous swordmace), and since cleric is the blunt weapon professional class,
having ax introduced to them would provide a huge boost in variety of weaponry.
even moreso if poleax becomes the two-handed version,
so cleric gets access to both slash and pierce damage skills
[so we have ax for physical, mace for hybrid and rod for magic clerics].

If it’s introduced on cleric, people would also not have to worry about weapon restrictions for builds, as cleric basically doesn’t have any so far, presenting a lot of possibilities.

It would be also interesting thematically, since e.g. Viking could be introduced as a cleric class that fights for different gods than the Lithuanian gods TOS is all about, opening the game to an expansion into territory of other nations.

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Lel IMC be fixing the attribute on kToS and leaving it broken in kTest.

From the video (gonna just derive numbers roughly, with the numbers being affected by demon-type, buffs, Melstis ticks spamming the screen etc, I may be wrong):

New changed Monk Arts Attribute allows Double Punch to give a buff upon hitting enemies that stacks up to 5 times (instead of 10) from any critical hit done. Getting 5 stacks gives a 15 second buff that eliminates both Energy Blast’s cooldown and charge time while also giving an extra second to Energy Blast’s channeling duration. After the buff ends, simply Double Punch again to start the buff stacking again.

Comparing using Energy Blast normally and while in the buff,

Normal Energy Blast:
Energy Blast remains unchanged at 8 hits with its usual range and damage.
1 second to charge and 2-3 seconds to channel.

Energy Blast while in buff:
First 4 hits is pretty much the same as normal.
Next 3 hits has double the skill factor and larger horizontal range than normal.
Last 4 hits has triple the skill factor and even larger horizontal range than normal.
0 charge time and 3-4 seconds to channel.
Totals at 11 hits (or 10, kinda hard to tell if its 10 or 11).

Energy Blast is finally decent enough and worth using (ONLY during the 15 second buff, the skill by itself is still bad damage that’s worse than Double Punch when used while buff is not up). Still has much worse DPS than Rubrics and much worse overall damage than Rubrics + other skills, but its still a great buff to bring Monks to “decent” levels finally.

Monks transitioning from "Double Punch The Class to “Energy Blast The Class”. :rofl:

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Monks complaining nonstop, but Alchemists are still waiting for their workshop and homunculus to get that ‘near future’ promised update…There are a lot of classes/features that just aren’t being touched.

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Thank you so much!!!

I main Monk since the Beta and still using Monk no matter it being a bad balance class.So in the future if you got any updates about Monks then I am all ears XD.

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I admire your determination. It remind me of the days of Fencer1-2 when it was very weak.

Look Fencer today. A Monk can dream.

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Yep, still patiently waiting since ReBuild for my homu…

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Monk players complain a lot but you guys have nothing on (since beta) Rogue players.

We even got class changed and we still suck.

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rogue needed a mobility skill, not a stupid burry on the ground skill, despite that it’s usefull i use it for pvp and i still have fun with it.
some classes are just horrible in other way

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Look like Miko + Monk + PD will make a great farming char for Cleric build. Also, has iMC released attack speed formula yet?

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I mean, feel free to complain about any kTest/kToS changes you want.

Sadly, I only care about a few classes, mainly Monk, in the game. Monk got screwed to irrelevance with no damage (no support or utility skills to compensate either) to speak of for a damage class since before Re:Build when IMC decided to screw with Double Punch via hit delay and skill delay, got their damage gutted with the advent of Re:Build, and went to the lowest point when their only main use, One-Inch Punch, went bonkers.

The Monk Arts Attribute allows Monk to finally have some damage for once, of course I’ll get excited over such changes ovre the class I main.

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If I do the math, you get between 8064% SFR and 8448% SFR with the new Energy Blast.
Rubric has 10012% SFR and 15 seconds CD.

The Energy Blast can be used 5 times during the window of 15 seconds, leaving you at around 40000 - 42000% SFR holy property damage.

So, monk is now officially stronger with spamming Energy Blast than an exorcist using his whole skill repertoire[if we exclude Koinonia]. Maybe I should exchange my exorcist for monk…
Or combine exorcist and monk, throw aqua and rubric and then spam energy blast till rubric and aqua are off cd again…

chaplain-monk-krivis will become meta build now I guess

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Or Monk/Exo/Chap. Become a beam master. Especially 2h Rubrick build with Skia maul is already op.

Spams Monk’s beam while waiting for Rubrick off cooldown. Seen pretty good. Not to mention you can use Zal through scroll. Last 30 seconds.

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Keep in mind the numbers I wrote in that post may be inaccurate because I derived my numbers very loosely from the video. I didn’t want to delve too deep into the calculations due to IMC possibly changing things.

Assuming both classes have Krivis in their builds (since Exorcist-Krivis-Druid is a meta for clearing Boruta nowadays, and Exorcist-Krivis-Chaplain doesn’t sound too bad either), an Exorcist build out-damages Monk. Monks will only focus on stacking critical hits as fast as possible then using Energy Blast (4 Energy Blasts, not 5, Energy Blast takes 4 seconds due to that end animation, so its 33,792% I think.) while Exorcists will use many other skills besides just Exorcist skills since Rubrics only takes 2 seconds leaving 13 seconds. Rubrics’ damage also quadruples with factors like Demon-Types (endgame monsters are all demons) and Skiaclipse 2H-Maul, out-damaging Energy Blast with Rubrics alone, while other boosts that Energy Blast can make use of, Rubrics can also make use (other than Divine Stigma’s Energy Blast synergy).

Taking Divine Stigma’s Synergy into the mix, Energy Blast edges out in damage compared to Rubrics alone, but the difference can easily be surpassed with using Aqua Benedicta (fire-and-forget skill) and takes like 1 second to use. There’s a LOT of time remaining that Exorcists can make use of to use other skills to easily go further ahead while Monks will only use Energy Blast. Then the fact that the game likes to give monsters that has increased physical defense. In the long run, an Exorcist build easily out-damages Monk even with Divine Stigma in the mix.

Still, I wish IMC implemented the fix on kTest as well so I can test the changes out properly. I find it weird how every Monk video I see so far all uses Krivis-Monk-Zealot (maybe for an easy 5 critical stack) instead of Chaplain.

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Chaplain is a must though. Monk’s beam damage by 2x under Cap’s buff (+100% holy damage). Not to mention up-time knockback resistance. Exo + Monk + Chap seen hella good too.

Not to mention players can already capped damage with Boruta cards (+% Boss damage) and any 3x damage property with poison/bleed/etc.

Edited: And depending on whatever debuff they got along with gears and Matk/Phys. It’s pretty hard to scaled both phy/matk at the same time without double ichors

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