Tree of Savior Forum

KToS General Thread v5.0

They kinda ‘coded’ green as the support/buff color from release (both for classes and skills), i’m amazed they went back to it this late.

It looks strange cause the edit was scuffed, they did something like replace the red color channel with green. What happens is that when you remove the red tone you also lose the yellow (as it is red + green) which either ends up as some less saturated shade of green (or just appear to be gray). There was some minimum treatment on Frenzy to prevent that but Warcry has some redish overlay (and less simple shapes) that takes more attention and care to adjust.

That said… it only takes about 20 min to make it like this…
Warcry2

3 Likes

Problem with +21 is that you have 50% chance of your +16 to go down instead of going up. And you’re not even sure even with a huge amount of golden/ruby anvils to go up again to +16. As any golfer knows, making a birdie is great, but it’s way easier to make a bogey.

1 Like

Glacia changes (kind of nerfs at a first glance), new vaivoras (even a monk two-handed mace).
1 Like

ELE IS SAVED :satisfaction:

1 Like

I think you get it wrong.
Physical class NEED ark to FIX their dps/ class in general.
20~30% of their total damage come from Ark Retribution.
Just like AA build, 20~30% of damage come from Ark Swift.
Without Ark Phy damage does not come close to half of wizard’s damage potential.

For wizard , their damage is so high on default IMC balance it in a way to make their ark effect a lot less prevalent. (Ark Storm only contributes to 5% of your damage)
Yet Wizard still score top WBR every week most of the time even with such handicap. (Usually 5 - 10 billion higher score than other classes every week)

Imagine physical class without ark, their damage are GARBAGE. (Lost 20~30% total damage)
At the meantime wiz still do amazing damage without ark. (5%~ dm lost)

How about change the phy class mech entirely first so they do more damage without ark?
Then they can start balancing out ark effect…
But ofc that’s too much work cuz they need to rework so many skills, especially with 10 mil damage cap in mind. All those trash 1~2 hits high sfr skill need a total rework.

Alchemist vaivora when

3 Likes

Elementalist’s vaivora chooses its element (and which skill will be boosted by the lv4 effect) based on the highest sum of skill levels of each element. What does it choose if two elements have same skill level (e.g. 15 points ice, 15 points lightning and less than 15 points fire, which element will it choose)?

Also, I do not think this Elementalist vaivora would be enough to replace Bokor in pyro-tao builds… I which they change elementalist or even pyro to make better synergy with elementalist…

Pretty sad no Warlock vaivora, I wish it could replace Shadowmancer (even with slightly lower performance) in shadow-ff-bokor builds

So at first glance, it seems the Onmyoji VV is better for Sage than the actual Sage VV?

Vaivora Rod - Distortion
-INT 148
-Critical Rate 485
-Non-Property Magic Damage Increase 995
-All Sage skill levels +1

Distortion:
-When using Ultimate Dimension and Micro Dimension, gives [Distortion: Maximize] and [Distortion: Minimize] buffs respectively.
-Additional effects occur to the target when casting Hole of Darkness, depending on which buff you have.
-Number of targets: 10
-You can only have one buff type, and when the additional effects are cast, the buff is removed.

Distortion: Maximize
-Gives a debuff to the target, which deals non-property magic damage every 0.5s
-Skill factor is 10% of Hole of Darkness.
-Debuff duration: 5s.

Distortion: Minimize
-Deals non-property magic damage and gives Hold debuff for 3s.
-Skill factor is 50% of Hole of Darkness.
-Number of hits: 2

Distortion does not count as casting.
Lvl4 effect: Ultimate Dimension +100% final damage.

Vaivora Staff - Red Tiger
-INT 214
-Critical Rate 735
-Block Penetration 720
-White Tiger Skill level +3

Red Tiger:
-Number of White Tiger hits +3
-Grants a non-property vulnerability to the target when hitting with White Tiger
-Debuff duration: 5s.
-Caster deals +100% increased damage to the debuffed target when attacking with non-property magic.

Lvl4 effect: Wind Shikigami +100% final damage.

Low effort meme because why not:

Not sure if the translations are correct btw. Machine translations.

I thought about that too, but maybe the Hole of Darkness ratio of the vaivora takes into consideration the full skill (so 10%/50% of the damage dealt by the full hole of darkness, the sum of all hits, not of a single hit). Then, the sage one would be better, because 2x hole of darkness dmg is better than 2x white tiger in terms of DPS [and ultimate dimension DPS is better than wind shikigami even with casting set, when considering lv4 effects], and it grants Non-property magic damage increase in its stats, which, in average, would be around equal to a 100% additive damage increase for 5 seconds from omny vaivora.

@Edit: the sage one is not judged by casting, but omnyoji’s one does not say anything about it. If the additional hits of white tiger are judged by casting, then omny one is definitely better for sage

@Edit2: a player in KR forum tested sage vaivora with micro dimension: it deals 50% of the total damage of Hole of Darkness divided into 2 hits, so each hit is 25% of total damage, or 150% of a single hit of Hole of Darkness (not 2 hits of 50% being 100% total). He did not test it with ultimate dimension, but considering this, he said that each 10% hit should be of the total damage, so all hits would be basically a 100% final damage increase to HoD (the text of the vaivora suggests that both micro and ultimate effects deal the same damage, but this is not true: micro deals 50% damage divided into two hits, not 2 hits of 50% each)

@4lkruzeth Monk Vaivora, Monk seems saved

+214 STR
+740 crit
+1480 strike-type damage increase
+1 to all Monk skill levels

3 seconds after equipping, the effect “advancement” is activated:

“Advancement”:

  • when attacking with a Monk skill, strike damage is dealt in an area of 100 around the caster
  • SFR: 20% of Double Punch SFR%
  • Cool down of 5 seconds
  • hits up to 15 enemies 2 times
  • applies Advancement:extreme if there is only a single target around, making it take 2 times the damage

Lv 4 effect: applies “Palm Strike:Power” every damage cycle (every 0.3 seconds) when channeling Double Punch.
Palm Strike: Power deals 27.5% of Palm Strikes SFR%

not sure how the additional damage hits are calculated,though. 20% SFR of Double Punch could be much or very low, either around 452% x2 hits, or 4975% x2 hits.
The Krivis Vaivora effect looks interesting,too.

The lv 4 effects are pretty disappointing,though, you’re forced to invest your skill points into certain skills on both Monk and Krivis to get the maximum effectiveness out of the vaivora.
Worst is that it’s a 15 point skill in both cases, while Inquisitor for example gets the boost on his 5 point signature skill everyone has either way.

The Krivis Vaivora surely makes Krivis a 1 skill build class (if you use its vaivora), all essenstial skills max + Aukuras 1 and Zaibas max.

you wouldn’t put Sage on Onmyouji build when there is Rune Caster and Terramancer that go so well with it. It’s funny how they try to sell the Sage vaivora as a rod, a shield would’ve done much better work since Sage focuses on support rather than dealing damage, and could’ve been used together with another vaivora rod like Chronomancer or Cryomancer,which are good picks to bundle together with Sage.

My guess is that IMC doesn’t want to add more variation by making certain vaivoras sub-weapon only so you are forced to take what is there as general options (echo/extra attack&crit) but forces players to double down on a single class via vaivora investment, which is why they (so far) did not introduce a vaivora transfer/exchange option to the game.

Back to Onmyouji vaivora:2x hits on White Tiger Howl and +3 skill levels and a 100% damage debuff that boosts both Wind Shikigami and Yin-Yang Harmony by 100% final damage sounds very broken tbh. This has the potential to make every multi-hit no ele skill hit cap x times (for example rune of destruction, rune of justice, wind shikigami, maybe even magic missile/energy bolt).

Monk is saved, no doubt about that. I have reason to believe that it can even match Inquisitor Vaivora (the way it is now if it’s not a bug … I’ll get to this later below, or heck just weapon swap), but there’s now leeway for players to make a Monk build without Inquisitor.

Before I get into Krivis’ Vaivora, take note they changed Zaibas’ skill animation for some reason (for better or for worse):

About Krivis’ Vaivora Lvl 1 effect, basically the Brilliance Debuff (previously doesn’t stack), now can be stacked to 60 times, and after 50 stacks, all 50 stacks is consumed to proc a bigger thunder strike with 150% of Piety’s damage 4 times. With that said, I am simply not able to test this effect properly beyond 50 stacks as … most mobs die before reaching 50 stacks, and on the off-chance one enemy does, it gets wiped by Piety’s 4 hits. From hitting the Training Pole though, assuming you use Zaibas on it (57 stacks), 50 will be used up for the Vaivora’s effect and the pole will have 7 Brilliance stacks left.

About Monk’s Vaivora Lvl 1 effect …

Monk skills now proc AoE damage around you (big range) dealing 20% of Double Punch’s total SFR (twice if single target) and has a cooldown of 5 seconds (3 if you are under Golden Bell Shield: Liberation). On single targets, the animation effect doesn’t proc half the time but the easiest way to see if it procs is the effect on your character.

With that said (I really think this part is a bug because … it can’t be), the skill you proc Monk’s Vaivora effect on changes the way it behaves. For starters, this effect procs as many times as the amount of multi-hits in the skill you proc this effect on. For example, if you proc this effect using Double Punch which has 24 hits, it will also proc 24 times, or if you proc this effect using Energy Blast, it will hit as many times as well. If the effect’s cooldown is up while you are using a Monk multi-hit skill (for example, in the middle of using Double Punch … let’s say during the 8th hit), the remainder 16 hits gain Monk Vaivora’s effect. Where this becomes even more messed up, is that Monk Vaivora Lvl 4’s effect adds an additional hit per Double Punch hit with 27.5% of Palm Strike’s SFR (basically like 1.5x a single hit of Double Punch), so you do 48 multi-hits at Lvl 4. Taking both Monk Vaivora’s Lvl 1 and Lvl 4 effect into account, using Double Punch with these effects will give 96 hits, 48 of them from Monk’s Lvl 1 Vaivora effect as you can see:

What in God’s name … I really think the thing above is a bug, but even if its a bug that might get ironed out, I do believe Monk can use this Vaivora and ignore Inquisitor now (or use both classes and both Vaivoras for God knows what whale evil) as Monk’s Vaivora really rewards dedicating time into. Monks might go all in maxing Double Punch + Hand Knife + Palm Strike, leaving 5 points which is lacking AKA the class really needs extra skill points now. I sincerely hope it stays around though for Monk reasons, like c’mon its about time Monk gets to properly shine after like 4-5 years.

:haha: :haha: :haha: :haha: :haha:

10 Likes

VAIVORA OUTLAW :heart_eyes:

Can someone translate the Outlaw’s Vaivora? Please

I don’t know, the damage difference isn’t that big, it’s about 20k% SFR between lvl 3 and lvl 16 fully invested every 30 seconds. I rather have a higher level on One Inch Punch and Iron Skin and leave that Palm Strike to whenever if I even get a lv 4 vaivora. Palm Strike by itself is not worth any points right now without the vaivora effects, having a few levels is usually enough for a decent skill factor and makes the combo deadly for field monsters.

Still cannot outperform Energy Blast, most times you rather don’t bother with it.

Munk

This is what my monk build looks like right now, gets +3 free skill points from level rewards to max One Inch Punch and it’s done with.
The multi hit triggers are nice, though I think it’s bugged, so many 10000% hits are probably bad for the balance, none would ever use Inquisitor again and just spam Monk all day long.

yeah , they give + 4 skill point from 450 - 460

+5 AoE Attack ratio
+149 STR
+1280 physical critical attack
+988 attack vs medium-type targets

all Outlaw skilllevels +1

  • increases the additional damage when using Rampage and removes the no evasion penalty

Destruction:

  • when using Rampage, deals additional hits to nearby 18 targets
  • damage is equal to Rampage SFR%

lv 4 effect: Blindfire final damage +100%

2 Likes

thank you so much <3

To each his own, one will have to use Palm Strike either way, be it to get the most out of Divine Punishment Ark, to use Hand Knife afterwards or to benefit the most from Monk’s Lvl 4 Vaivora effect. Monk’s skill build is flexible since there’s like 6 extra skill points and that Energy Blast has no cooldown in practice to make up for any lost DPS in sub-optimal DPS skill allocations. I haven’t tested if Dahlia affects Double Punch’s damage here and there with Monk’s Vaivora planting its damage everywhere for further testing etc, will try tomorrow or something.

Either way, Monk’s Vaivora is a fine addition to Monk’s mobbing kit that isn’t tied to AoE Attack and is worth looking forward to. Can’t wait for a non-Inquisitor Monk build.

:haha:

I really wonder if with an inqi-monk build, if monk vaivora can shine, or if inqi vvr remains stronger sadly :confused:

And they said Monk would always be weak. Why, they’re practically radiating power now!
So much so, that the game can’t even keep up with them.