Bodkin point from fletcher but can be blocked and is only 1 try with 20 sec CD -_-
August Balance Patch Guide
Skil Balance Adjustments
In order to increase the fun of creating your own unique character through various class builds, the development team has been working on buffing several different classes, such as Nak Muay, Lancer, and Cataphract. Our goal was mostly to increase DPS and allow for more improved usability of these classes, and we will continue to make more changes in the future.
With this balance patch, we are scheduling these changes:
Buffs: Tiger Hunter, Wugushi, Corsair, Sheriff, Fencer, Matador, Mergen
Change PVP Damage Formula: Adjust diminishing returns on crowd control and increase the amount of damage reduced by Defense
However, some skills are resulting in excessive synergy when combined together, which causes excessive buffing when changes are made to some classes. For example, the combination of Taoist and Chronomancer causes the damage of Taoist’s persistent installation skills to go far above any expected value when the cooldowns are reset. This amount of damage is difficult to achieve through any other class builds, and it’s almost impossible to simply adjust the skill factors of other class skills in order to reach this high amount of damage.
Because of this, many class builds are being forced due to the extreme synergy, which greatly hinders the development team’s goals of “creating your own unique character through various class build choices.” Therefore, we will be moving to adjust skills that cause problems and the current targets are Pass, Circling, Aiming, and Joint Penalty.
Of course, these skills are loved and enjoyed by many saviors, so the goal will not simply be to nerf the skills, but reduce and prevent the excessive synergy these skills provide to some classes and make other skills more useful. This will require careful review and testing, so we will update you when the details of the changes are finalized.
PVP Damage Reduction On Skills
As a result of continuous buffing of skills and classes, the amount of time to respond and interact to damage in PVP has been too low. Fixing this cannot be done simply by adjusting some skills; all PVP damage must be modified in order for combat to change.
We will modify the damage formula to make Defense more effective in PVP and the final damage dealt in combat will change as follows.
40,000 Defense
Current Damage: 9,247
After Update: 2,198
(76% Reduction)
120,000 Defense
Current Damage: 8,302
After Update: 1,332
(84% Reduction)
Adjust Diminishing Returns Groups
Current groups for diminishing returns in PVP include stun, knockback, knockdown, silence, etc. Depending on how the groups are setup, diminishing returns can apply too quickly, or if there are too many groups, diminishing returns could not occur at all.
In order to change this, will adjust diminishing returns into two groups: debuffs that prevent you from moving and those that affect you but still allow you to move. This will allow diminishing returns to activate more frequently and be more useful in preventing crowd control.
Archer Changes
Archers will now be able to dash in combat but at a reduced speed.
Dash Movement Speed: 13 -> 10
Wugushi
Wugushi has had issues due to low Skill Factor and difficulty consistently dealing damage in combat.
We’ve partially solved this issue by raising the Skill Factor on their skills.
In addition, we’ve made changes to some skills that were difficult to hit enemies with along with increasing their damage. Additional flat damage that can be acquired through items was also taken into account when increasing the damage dealt by skills.
Wugong Gu
-Overheat increased (1 -> 2).
-Cooldown decreased (25 -> 15).
-Skill Factor increased (125% / 4.2% -> 204% / 44%).
-When an enemy dies under the effect of Wugong Gu, it will spread the debuff to 5 enemies nearby. (It will only spread once and will not spread again from those newly infected.)
Latent Venom
-Skill Factor increased (71% / 2.4% -> 90% / 19%).
Poison Pot
-This skill now also hits enemies in the air.
-Cooldown decreased (35 -> 25).
-Skill Factor increased (125% / 4.2% -> 174% / 37%).
Jincan Gu
-This skill now also hits enemies in the air.
-Cooldown decreased (40 -> 30).
-Skill Factor increased (97% / 4.9% -> 127% / 57%).
Wide Miasma
-This skill now also hits enemies in the air.
-The stealth provided by this skill will no longer break from poison damage over time.
-Skill Factor increased (222% / 11.1% -> 136% / 61%).
Crescendo Bane
-The function of the skill has changed.
-No longer causes poison cycles to increase.
-Now increases Poison damage dealt by 14% per skill level for 35 seconds.
-New attribute. Enemies take 2% more damage from your poisons per attribute level for each debuff on the enemy (up to 3 debuffs).
Tiger Hunter
Tiger Hunter is inspired by hunters that capture tigers.
The current identity of the class is a bit ambiguous, and therefore changes have been made to make it a class effective at killing bosses.
Ambush
-The function of the skill has changed.
-Upon use you will dash forward and attack. If you move through an enemy, your character will immediately turn around and shoot at them.
Piercing Shot
-Skill functions have been added and the speed has been changed.
-Skill Factor increased (106% / 3.5% -> 146% / 31%).
-Now has 100% block penetration.
-Now deals 50% additional damage to Bosses and Leather-type enemies in addition to Beasts.
-Skill usage time reduced (1.2 sec -> 1 sec).
-Skill cancel speed reduced (1.2 sec -> 1 sec).
Rapid Shot
-Skill functions have been added and the speed has been changed.
-Skill Factor increased (133% / 4.4% -> 184% / 39%).
-Now has 100% block penetration.
-The minimum critical chance bonus has been reduced (30% -> 20%) and it now applies to Bosses and Leather-type enemies in addition to Beasts.
-Skill usage time reduced (2 sec -> 1 sec).
-Skill cancel speed reduced (1.5 sec -> 1 sec).
Tracking
-Skill functions have been added and the speed has been changed.
-Removed function that allows you to dash in combat (all archers can now do this).
-For the duration of the skill, all enemies are treated as Beasts.
-Attacking enemies has a (10 + skill level * 6)% chance to inflict enemies with the Prey debuff for a duration.
-The Prey debuff grants the following benefits when attacking that enemy:
Piercing Shot: +50% Damage
Rapid Shot: +30% Critical Chance
Ambush: Chance to inflict Stun increased from 5% per skill level to 10% per skill level
-Removed the attribute [Tracking: Hunting Season].
Eye of the Tiger
-The function of the skill has changed.
-Now provides you with a buff for 10 seconds that provides the following benefits:
Grants 3% Minimum Critical Chance per skill level.
Grants +5% Damage to Bosses per skill level.
Camo Shot
-Now grants +100% Critical Chance for the duration.
Skiaclipse Musket
-This item’s effect has changed as a result of the skill changes.
-Now increases the duration of Eye of the Tiger by 3 seconds instead of the previous effect.
Mergen
Mergen is an archer class that is focused on having a large AoE Attack Ratio. We want to improve the unattractive parts of Mergen by raising their skill factors and reverting Triple Arrow to work more like it did before.
Spread Shot
-Skill Factor increased (81% / 2.7% -> 123% / 26%).
Triple Arrow
-Overheats increased (2 -> 3).
-Skill Factor increased (187% / 6.2% -> 143% / 31%).
-The effect of the attribute [Triple Arrow: Triple] has been changed. The damage of Triple Arrow is halved, however the number of hits is increased in proportion to your AoE Attack Ratio stat. (Adds +1 hit per 5 AoE Attack Ratio, rounded. Minimum number of hits is 2 with a maximum of 6)
Homing Arrow
-Skill Factor increased (277% / 13.9% -> 205% / 91%).
Arrow Sprinkle
-Skill Factor increased (126% / 12.6% -> 71% / 100%).
Misrus Bow
-This item’s effect has changed as a result of the skill changes.
-Now increases the damage of Triple Arrow by 25% instead of the previous effect.
Corsair
Corsair is a class that uses a combination of daggers and pistols, along with providing useful buffs. Even as a secondary class, we want to improve the combat skills it has that are lackluster and also the buff skills that are lacking usability.
Dust Devil
-Damage is now purely based on subweapon and no longer also scales with the primary weapon.
Hexen Dropper
-Damage is now purely based on subweapon and no longer also scales with the primary weapon.
-Skill Factor increased (88% / 3% -> 69% / 15%).
Quick and Dead
-Skill Factor increased (91% / 25% -> 54% / 77%).
Impale Dagger
-Changed the speed of the skill.
-Skill usage time decreased (8 sec -> 0.6 sec). The value has been adjusted to match the skill usage time it already has in game.
-Skill cancel speed increased (0.4 sec -> 0.6 sec).
-Skill Factor increased (179% / 40% -> 122% / 173%).
Double Weapon Assault
-Maximum skill level decreased (15 -> 1) and it now provides the 105% (maximum) damage bonus at level 1.
Brutality
-Maximum skill level decreased (15 -> 10)
-Now also increases Strike damage dealt.
-Damage bonus scaling changed to 4% per skill level.
-This is now a toggle skill (turned on, off upon use with infinite duration).
-Cooldown decreased (60 sec -> 5 sec).
-Decreases SP by 30 every 5 seconds while active.
Jolly Roger
-The function of the skill has changed.
-Now provides a 2% increase to Physical and Magic damage per skill level during fever.
-Added new attribute [Jolly Roger: Big Flag]. Increases the duration of fever by 25 seconds while under the effect of Swell Hands (can be stacked with [Jolly Roger: Greater Reinforcement] and [Jolly Roger: Minds Connected]).
Increases the damage bonus of fever by 30%.
-Added new attribute [Jolly Roger: Greater Reinforcement]. Increases the duration of fever by 25 seconds while under the effect of Over-Reinforce (can be stacked with [Jolly Roger: Big Flag] and [Jolly Roger: Minds Connected).
Provides +10 Movement Speed, +10% Critical Damage, and +10% Minimum Critical Chance during fever.
-Added new attribute [Jolly Roger: Minds Connected]. Increases the duration of fever by 25 seconds while using Joint Penalty (can be stacked with [Jolly Roger: Big Flag] and [Jolly Roger: Greater Reinforcement]).
Provides +10% Critical Chance and +10% Damage during fever.
Iron Hook
-The hitbox size for landing the skill has been increased (15 -> 30).
Keel Hauling
-The function of the skill has changed.
-No longer bleeds enemies. Now silences them for 1 second.
Sheriff
Sheriff is a class that has great synergy in PVP, but has difficulty in combat due to slow skills (long animations, long post-cast delay). We’ve made adjustments to make battles go smoother.
Redemption
-The function of the skill has changed.
-No longer provides complete evasion and instead increases Evasion chance by 100%.
-Skill duration increased (5 sec -> 20 sec).
-Cooldown decreased (60 sec -> 40 sec).
Peacemaker
-Skill use time and the effect of the Fatigue debuff has been changed.
-The Fatigue debuff now causes enemies to take 10% more damage from Missile attacks.
-Skill usage time decreased (3.7 sec -> 1.4 sec).
-Skill cancel time decreased (2 sec -> 1.4 sec).
-Skill Factor increased (584% / 29.2% -> 241% / 107%).
Fanning
-The 50% damage bonus now also requires the enemy be inflicted with [Peacemaker: Silence].
Quick Draw
-The 50% damage bonus now also requires the enemy be inflicted with [Peacemaker: Silence].
-Skill Factor increased (388% / 12.9% -> 381% / 82%).
Aiming Shot
-The 50% damage bonus now also requires the enemy be inflicted with [Peacemaker: Silence].
-Skill range decreased (300 -> 130).
-Skill Factor increased (392% / 90% -> 329% / 466%).
Outlaw
Outlaw is a class that is intended to have powerful status debuffs, along with large AoE attack skills. It has had difficulty landing those status debuffs and also has low Skill Factors, which makes it difficult for it to shine in combat. We’re adjusting Outlaw’s skill usage speed and its Skill Factors to solve the problem.
Brick Smash
-Skill range increased (30 -> 60).
-Skill usage time decreased (1 sec -> 0.6 sec).
-Skill cancel time decreased (1 sec -> 0.6 sec).
Mangle
-Skill Factor per level increased (2.2% -> 14%).
Blindfire
-Skill Factor increased (74% / 2.5% -> 47% / 21%).
Rampage
-Skill Factor increased (120% / 12% -> 78% / 111%).
Fencer
We’ve already made many buffs to Fencer to decrease the duration of their animations. Now we are changing their stance into a toggle skill and amplifying its damage to improve the usability of Fencer overall. We have also adjusted their Skill Factors.
Attaque Composee
-Skill Factor increased (138% / 4.6% -> 91% / 19%).
Sept Etoiles
-Skill Factor increased (85% / 2.9% -> 192% / 41%).
Esquive Toucher
-Skill Factor increased (113% / 3.8% -> 192% / 41%).
Flanconnade
-Skill Factor per level increased (5.7% -> 37%).
Balestra Fente
-Skill Factor increased (747% / 37.4% -> 545% / 242%).
Fleche
-Skill Factor increased (180% / 18% -> 87% / 124%).
Epee Garde
-The function of the skill has changed.
-Cooldown decreased (30 sec -> 5 sec).
-This is now a toggle skill (turned on, off upon use with infinite duration).
-Decreases SP by 30 every 5 seconds while active.
-Damage bonus formula changed to (35 + SkillLevel * 3)%.
Skiaclipse Epee
-This item’s effect has changed as a result of the skill changes.
-Now makes Epee Garde provide +10% more final critical damage instead of the previous effect.
Matador
We’ve increased some of the low Skill Factors of Matador, and improved some skill usage times.
Ole
-Skill usage time decreased (1 sec -> 0.7 sec).
Paso Doble
-Skill usage time decreased (0.6 sec -> 0.4 sec).
-Overheats increased (1 -> 2).
-Skill Factor increased (133% / 6.7% -> 156% / 70%).
Faena
-Skill Factor increased (74% -> 282%).
Corrida Finale
-Skill Factor increased (279% / 92% -> 92% / 130%).
Next Patch
This is the plan for the upcoming August balance patch. Next, we will give you a preview of the patch coming after this one.
Sadhu and Hunter
Since the beginning of Tree of Savior, Sadhu and Hunter have been less popular than any other class in the game. The development team has tried to improve their Skill Factors and adjust skills, but results have been unsatisfactory. We want to maintain the unique concepts of the classes instead of change them, but plan to remake the skills to improve the situation.
Sadhu
Battling with your soul out of your body is difficult due to keeping your body safe, and it causes a lot of stress and fatigue constantly moving in battle. We want to reduce this by improving close and mid range combat abilities with a focus on “additional damage” effects.
Out of Body
-Skill name changed (final english name pending).
-Now increases magic damage taken, but reduces physical damage taken.
-Your movement speed with this skill active has been increased.
Astral Body Explosion
-Now summons your soul around you to explode instead of having to position with Out of Body.
Prakriti
-Now summons the magic circle around you instead of having to position with Out of Body.
-The magic circle will now follow you and damage nearby enemies.
Vashita Siddhi
-Now decreases the attack interval of Prakriti temporarily, causing it to hit more frequently which allows you to deal more total damage with the skill and your “additional damage” effects.
Possession
-No longer a channeled skill.
-Throws a ball forward that stops at the first enemy hit, exploding to damage and immobilize nearby enemies.
-Immobilized enemies take more damage from Psychokinesis attacks.
Hunter
The problem with the Hunter class is the responsiveness of companions. We would like to implement a more advanced AI to change its behavior, solving these issues and allowing Hunter to better control the position and usage of its strong debuffs.
Any and all content described in this post may be changed before being applied to the Live server.
Took them so long to figure out standing still isn’t great.
Kinda heavily implied that Out-of-Body’s spirit summoning and positioning will be removed completely but will still have a “spirit” around, I’m gonna assume the user becomes a blue spirit form or something (I smell Super Saiyan Blue memes).
Astral Body Explosion is just the same without the Out-of-Body interaction, Prakriti has turned into Fanatic Illusion magic edition, Vashita Siddhi is Prakriti steroid and Possession is no longer channeling CC so Sadhu can do other things while Possession is ticking and holding mobs in place. Sounds like a huge upgrade for Sadhu if done right.
Never been so hyped for Sadhu, can’t wait to be disappointed by IMC.
Mh, so the cost of epee garde was a mistranslation, fortunately. Seems rather affordable then.
… already take ages to kill a Omnyoji, Priest/PD or Murmilo/Peltasta, now they are officially immortal
Property Damage is the solution.
only if you want to kill yourself.
You know, the new method to win in PVP will be the following:
- play swordsman/cleric with a shield
- equip Savinose/Skiaclips gear and add Atagal set effect
- wait for an enemy to attack you
- trigger Atagals skill to reflect damage equal to 100%/160% of your shields defense on the enemy if he attacks physically
- watch him die fast as new shields have way over 16000 defense with transcendence and upgrade while he tries to kill you with few thousand damage every few hits via Frieno set
- you win 90% of the time (only suffer if the enemy is a wiz or magic cleric)
In the case of reduced damage via defense,it’s actually nice, making it harder for those people who keep you cced forever to actually kill you.
It also makes the heal nerf less painful if you invest into enough defense and SPR for recovery (still kinda unfair since defensive skills are not nerfed, maybe they should nerf Hard Shield,Bear, Magic Shield, Bully,etc. the same way [i.e. half boost and low uptime]).
The point where I can see a problem is the classes with high, unlimited mobility [SR/Lancer/Sheriff/Rune Caster/Cataphract/Hackapella/Templar] who will easily go in and out of battle or outrange you and run away as you close in,well-knowing they can count on their speed and defense to outlive you.
Is the item changed Skiaclipse Epee instead of Skiaclipse Rapier? Since Epee is the one which affects Epee Garde, the other one affects Templar skills
I understand this might put sadhu into a spot it can be as relevant as any other class but it’s quite sad to have OOB replaced when it was the most interesting skill within the class, can’t forget how exited people were to play the class when they say the first trailers.
Guess that’s for the better…
Omg those Wugushi Changes…I’m going to have such a STRUGGLE deciding how to distribute my skill points now. And no more inability to hit flying mobs!
I’m also a bit sad(hu) that they’re thinking of removing the functionality of Out of Body. I feel like if they’d just improve the auto-attacking function and make it less clunky it would be quite usable, but all the sadhu changes sound like they’re going to make PD/Sadhu or Exorcist/Sadhu builds very fun indeed.
I wikl keep defending my point. The issue of defense is not it being buffed, but rather not nerfing whatever damage they have.
You are supposed to be immortal with max defenses. Now dealing significant damage while with said defenses is the real issue that I see 0 players actually focusing on.
hmm you can look for the list of skills here: https://tos-ktest.neet.tv/skills?cls=none&order=udated&f=1
Yaranai ka?
But seriously, that sounds like it has to be a samurai class. Cherry blossoms, blade skills, cutting plums.
Just saying, the skills from the new class looks, functions and sounds as anime as a class can get. Seems like the new intern in charge of making new classes got the right kind of inspiration.
Sakura Saber… Where did I heard this compound actually?
Hope it comes with a Kimono.
Jokes aside, very likely to be a samurai like class.
I just recalled it, there’s a korean TV series called Iljimae (that according to wikipedia is based on chinese folklore) that has a thief swordsman, leaving a cherry blossom as an “i was here” sign.
Sadly OoB is the second most underwhelming skill of the kit right now (Prakriti has the worst spot, being a terrible DoT, 100% SFR not scalable and without an enhance attribute). The immunity to knockdown/knockback is really nice, but the defense it gives is honestly a bonus, as you have a lot of spare skill points anyway. Also damage is awful, it is not on pair with any single target damage skill, really. Lastly, it creates a bad concept of a combo for ABE.
This is even worse if you consider that you have to either position yourself correctly to pop out spirit on the right direction to start auto attacking right away, or reposition the spirit after poping it out. Also, if an elite cast a CC on you, your spirit is removed, and if a Boss have that silence trap and cast ir around you, you can’t do anything cause you can’t exit the spirit to walk away, nor keep attacking.
Removing out of body is whack. Sadhu should be a high powered turret.
Problem IMC has is theyre not treating being rooted like having cast bars. There should be a pay off.
You make all the skills cast from the Sadhu with an attribute to make Sadhu and Cleric skills castable by the spirit but with 30% reduced damage.
Now for the regular skills the gameplay is supposed to be like a venus flytrap. Sadhu lures in opponents by OOB attacks that are not trivial and then decimates them in close quarters. Ranged enemies can deal with ooB damage while decimating the Sadhu out of range of its highly powerful close combat damage.
E. G. OoB stays the same but regains the ability to reduce enemy defense witH OOb auto attacks 10%. Buff skill factors.
Sadhu counter play should be obvious, mediocre @ range and disgusting up close
Prakriti doesnt even do credible damage right now so reducing its cycle time wont save the skill.
Keep the idea of OoB attacks weakening enemies/empowering the sadhu and then let the payoff be big.
This was the previous concept of Sadhu, which is already proven to be a failure as a gimmick.
You’re right, I’ve fixed the translation.