Tree of Savior Forum

Magic should be dodgable

Imo the problem is in the very low impact of INT and STR on the dmg.

A full CON wiz meteor will make only 2k less dmg then a 500 int wiz. Which feels wrong to me, because the full con wiz will be5-6 times more durable then the Int Wiz. There are currently no way having high int\str can be good in PVP.

I do believe that on higher int/str, when 1 point of investment will give you 3-4 extra points, it might be different though.

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Defense needs to be reworked, nothing else currently.

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Are you sure? Wouldn’t the fact of full CON wiz being better than full/high int still be an issue?

Wouldn’t decreasing the base damage of magic skills while giving them some kind of INT scaling balance things a little? :0

Once equipment level rises, animus gets lesser value, con wizard will lose power - this is what I think. I know this will take some time, but defense rework seems more important to me

I believe this would balance the game a lot more. No int/str, no dmg. As simple as that.

This is one of the only game that even without investing in an offensive stat your dmg is not that low compared to one who invested everything in dmg.

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This isn’t totally true. In RO you can achieve a decent amount of magic and physical defend. Refining you gear u can achieve a great amount of phisycal def, and with cards you can reduce elemental magical damage, and, of course, you can change the gear in batlle. It was pretty comon, carry in woe an armor with marc, other one with ed, etc. Moreover, you just can use a GTB card and just ignore magic at all in pre-renewal.

I assume that giving STR the same treatment for swordsmen ONLY would also give them some love.

In my opinion it is fine to have base damage but for example, what is +300 int (+300 matk) for a skill that has 2000 base? With the blessing change it is possible to see that stat scaling do wonders.

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Magic should be dodgable but:

  • Magic can’t do any crits

  • Magic has a very long cast speed / delay or cooldown, when melee dmg doesn’t have any cooldown at all

  • Magic has a very high MP consumption

  • Magic is as powerful as it should be

You don’t stay in the AOE area like a freaking kepa.

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I would prefer that CON remains unchanged but make it so that a Wizard with insufficient INT is crippled when it comes to their damage output.

Further, they need to make it so that the chance to afflict a target with a status ailment should be affected by how much of a stat you have, perhaps calculated in a similar fashion to how Critical Chance is currently calculated. As an example, give an ability a chance to freeze at a base rate of X%, then increase or decrease X based upon the INT and Level of the caster. If a caster is higher Level, it requires more INT to maintain or exceed that base rate.

Consider getting a healer then.

Yeah, magic is dodgeable in other mmos. But this is based on RO, where magic is a sure hit.

In RL, you can dodge voodo magic from the IRS. Oh wait, you can’t.

No its not.

It is similar to RO in aesthetic, but not based on RO in anyway.

You basically had 2 choices.

High Vit -> Resist everything but get wrecked by Creators
High Agi (Stun immune gear)-> Dodge physical, recieve low dmg from creator, get wrecked by Magic + Snipers

Low vit low agi meant getting wrecked by mostly everything.

You had to choose what would wreck you.

I have not played post renewal though. They broke the game with the 3-x classes imo.

But there is a middle point between those two things. Also physical dodge builds never was competitive. And you are ignoring your gear helps alot. Things like deviling, raydric, valky armor, and proxy, can cover a lot of weakness at the same time.

Based loosely I mean. I can see the influence.

On another note:

High Vit Wiz in RO are still easy to kill w/o Priests.

But here, high CON wiz are hard to get rid of.