Tree of Savior Forum

KToS General Thread v5.0

Maybe try asking yourself that

if the dual weapon thing still will be a thing then that’s not a problem…otherwise you have to choose X)

IMC: We balance and design classes according to their uniqueness and identity.

Also IMC: Here’s a Necromancer Vaivora so Necromancer can use Doppelsoeldner’s, Shadowmancer’s and Mergen’s uniqueness and identity on top of Necromancer’s own uniqueness and identity.

:haha:

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When the class has the opportunity to match the other DPS classes, the IMC comes and further fragments … Meanwhile, any other class with MUCH less investment that is given in a Sorcer / Necro has an extremely higher DPS!

Before the IMC excluded the class at once, just as it did with centurium.

And according to the legend that still wants to create a 3rd class of summon, for what? To have NO synergy at all? This lack of perception of late game is depressing.

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new prominence according to ktest players.

damage output reduced by roughly 60%

ktest prominence changes:

compared to live ktos prominene:

The most important thing here is: Sorcerer’s Vaivora was a Rod, when EVERY WIZARD wanted to use Staff (no dagger attribute), and everybody complained about this, but nothing was done. Now that wizards can use Rod (about the same MATK as staff), and Sorcerer is already using Rod, they make Necro’s vaivora a Staff (???)

IMC changed alot of skills’ hit rate: in the case of Plague Doctor’s Incineration, they increased hit rate from 0.5s to 1s while doubling SFR, but they deleted the attribute that decreased hit rate from 0.5s to 0.3s and didn’t compensate it in the raw SFR… so sad it is going to lose around ~40% DPS

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Man, that necro VV looks cool. It’s a shame that summoners need Isgarinti+Froster lord card+heavy Spr investment, meaning they don’t mesh together with classes other than FF+Sorc…

I’d probably try Necro-FF-Shadowmancer if summoners weren’t special snowflakes when it comes to dmg scaling and item choices.

Also it seems when using the VV, the mages will instantly use Condensation when summoned… meaning that since you can only have 1 mage at a time (but the skill has 5 OH), you can re-summon it quickly to get 5 very fast Condensation casts. Might be a bug? And of course, we don’t know the skill factors of these skills yet, so they might end up being bad.

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So did this happen to Crusader RoL?

there were no changes to Crusader according to the patch notes.

However, it wouldn’t be surprising if they changed it later on. Zaibas is a good example to see what you can expect, a reduction to at best 12 hits for all skills.
Plague Doctor is the other example,where they changed the hit interval to 1 hit per second, so there are two models, one reducing the total number of hits that is acceptable for the system and one changes the interval to reduce the stress on the server.

If I was still playing this would have me worried, as they should have at least tried the change of the internet protocol before going this route. It could mean that even by changing the protocol used, such changes could not be averted to increase the stability. Or they are trying to buy time with pseudo-improvements, because the only real instance where this is taxing is GTW.

One thing that could be the problem is because most classes addressed in the patch with their hit count/-interval were lately becoming meta-classes (Krivis,Plague Doctor for example) or were meta from the beginning (Elementalist,Mergen,Pyromancer for example), meaning more players used the classes actively, increasing the total server load with the highly favorable classes and their skills used by more and more players [IMC shooting its own foot once again with balancing].

I can still see some potential skills for an upcoming change with the next big balance update [Cleric Patch], for example Double Punch on Monk (probably going to be 3 or 4 hits every second of channeling) and Breaking Wheel on Inquisitor (probably going to be changed to hit 3 times every second; the 2x hit effect could be changed into a +100% final damage boost for skills that are used in the vicinity of the Wheel).

The Dievdirbys changes are fun,though, now an uninvested Diev will no longer provide 26% Cool Down reduction to invested players. There might be a race to provide support players with more resources to increase their support capabilities.

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KTest patch moving over to KToS, seems like a few things changed like Warlock Vaivora.

Buff Mergen

eh? is mergen being buffed? i cant understand their google translate

not really, it’s more the other way around. Strong classes like Mergen won’t benefit much if their number of hits is reduced in return for increased base SFR%(doubled SFR and halved hits for Arrow Sprinkle and Zenith, the only skill that got a few extra hits was Downfall), because then you can just hit less targets for the same 10m. For most content that is not hardcore in terms of defense, this update is probably a nerf for Mergen and many other classes,affected in this way by this patch, that rely on certain skills and/or the vaivora effects.

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Indeed it’s a direct nerf, Mergen and other multihit classes was able to do a lot of good damage thanks to a multiple lines it’s equal to a multiple chances to activate the ark (whatever it is, thunder, divine or storm) and now, the chance to activate the ark it’s exactly the same, and we have less lines to activate it.
In paper, this shouldn’t be a problem since all classes will be affected by the reduction of their lines… or not? that’s what i’m not totally sure, just saw mergen got four skills affected while other classes only one or two

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Mergen actually buffed. The sfr was too low to benefit much from dr ark. Now seems just right.

The SFR was low, but the higher amount of hits also brings a higher chance to trigger the ark during the skill and has enough hits left over to benefit from the 5 hit damage amplification. More hits also mean that the chance to score more critical hits is higher.
I doubt that with these two things to watch out for this would actually count for a buff, especially in the light of having goddess equips soon afterwards, unless IMC is going to rebalance every single content according to the new stat gains (which are stated to make the boost via Res Sacrae less impactful, so we’re looking at at least a base stat gain of 10000 raw attack, and without the new goddess equipment being broken on failure, everyone will be able to hit the enhancement cap eventually).
You also have to calculate for the fact that everyone will be able to afford lv 4 vaivora, stage 10 ark and luciferi set after the changes, so there will be an extreme powercreep for the average player incoming.

In light of the new changes, having more hits which are less powerful will be more beneficial than having less hits,more so if they plan to raise evasion/block on new enemies,too.

The only scenario in which I can actually see a benefit in these changes would be if IMC did balancing at the current niveau so everyone can breeze through all content once he is equipped with the goddess set and raises the damage cap beyond 10m.
Remember, there is no new levelcap incoming, so everything will still be lvl 460 content with the same Moringponia & Tel Harsha, the same Glacia, the same Challenge Mode, the same Dimension Singularity.

Ktos already with 3.3x def patch wbr and it’s not easy to cap damage even with higher sfr. We are still in our bubble until next def patch.

Already got ktos mergen review saying mergen output is increase. So better just wait the actual damage come to itos rather than assuming too much of it.

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That’s actually impossible, unless you go maximum points into Downfall,the only skill that benefited from the changes.

WBR doesn’t matter. It’s the only content where maximum output does not matter, since you can get full rewards with a minimum output value each run. Maximum Output only saves you time and gives you a tiny bit of extra rewards if you rank in the top 10.

The contents that matter most are CM and DS, followed by the actual raids.

With less hits you’re far more dependent on good RNG to get an actual increase, while more hits with less damage each help getting into the average range more easily.

I wish they increase to 5x def and revert to old giltine. But any update is a new things and i welcome them.

#unpopularopinion

wtf, why would people care about damage increasing on CM and DS