Hello community! I’m Jinkx (SA-Silute server player) from Brazil. And I’m in love with this game and its mechanics. I used to love Ragnarok Online, because it allowed me to build my character the way I want, mostly when I used to plan some hybrid builds, something off-meta. And so does Tree of Savior now. For those thinking about building a Battle Wizard (focused mostly on Basic Attacks), I built an informative guide with consistent research and specific data collecting. Although is lacking some images and visual tests, I hope to help anyone that went this route in-game with me and willing to learn and share information about this unique path.
This is a humble Compendium with all data I got. My apologies in advance for all English mistakes, 'cause it’s not my native language, okay? HERE WE GO!
COMPENDIUM - WIZARD ATTACK MECHANICS
All posted information has basis on ToS Gameplay Videos, as my own test results in-game.
INFORMATION ABOUT BASIC ATTACKS
A) USING SUBWEAPONS (aka. MELEE WIZARD)
The Subweapon damage (aka. melee damage) is provided by a substat called Secondary Physical Attack (SecP.Atk), that scales off STR and from specific buffs that affects subweapon damage, such as [Swell Right Arm] and [Divine Stigma] for example. This melee damage is also affected by all types of [Element Property Attack] bonuses (such as Arde Dagger’s Fire Attack Property).
Apparently, the C-button attack causes damage provided by its equipped subweapon and it has NO interaction with innate Physical Attack values of your main weapon. However, ALL bonuses (AoE Attack Ratio, Critical Rate, Critical Attack, Physical Attack Bonuses, Element Property Attack, [Ignition] Burn or even [Toy Hammer] Explosion, and so on) attached to your Main Weapon will be provided to your character, so it will properly apply to all secondary weapon attacks. So you can carefully choose a Main Weapon with those bonuses.
Chronomancer’s [Quicken] skill DOES NOT increase any subweapon’s Attack Speed, since it’s effect is applied only to the Main Weapon. However, subweapons’ attacks are possible to deal critical damage, which means that Quicken’s [Critical Rate increase attribute] DOES affect subweapons, so users have to be aware of this specific effect.
All Melee attacks (Dagger/Staff) can deal Critical Damage normally and will be affected to Critical Attack and Critical Rate substats accordingly. However, only Staffs can OVERKILL monsters with its’ swing attack (clockwise). Since Staffs have AoE Attack Ratio +1, they can hit up to 4 grouped monsters per hit.
B) USING MAIN WEAPON (aka. RANGED/Auto-Attack Battle Wizard)
- Wizard’s basic attack (magic projectile/bolt) is based on Magic Attack substat, provided by INT stat point and scales with INT and specific Magic Attack buffs, such as [Swell Left Arm], [Swell Right Arm], [Swell Brain], [Transmit Prana], [Divine Stigma], [Quick Cast*], etcetera. Damage is also extended by Magic Amplification substat, available in specific pieces of equipment and Krivis’ [Zalciai] with attribute applied buff.
*Quick Cast increases Magic Attack via attribute, increasing Wizard basic attack damage accordingly.
Basic Attacks are also affected by all types of Element Property Attack bonuses, even when provided by subweapons. And that’s the only reason that Arde Dagger, Karacha Dagger or Venom are used on Wizards. (Notice that Physical Attack values of these weapons do not increase Wizard ranged attacks).
Chonomancer’s [Quicken] DOES affect Wizard’s basic attack speed*, regardless of it’s weapon. Since Wizards will shot a magic projectile with any weapon equipped (or not!) anyways. However, Quicken’s [Critical Rate increase attribute] DOES NOT affect basic attacks, since they’re considered magic damage and thereby, won’t deal critical damage.
*Take in consideration that Attack Speed buffs are directly related to ping and response time between you and game’s server.
C) USING TOY HAMMER (for RANGED and MELEE Wizards)
Beside the way it looks like, the Toy Hammer is such an amazing equipment packing a lot of damage. Although it’s not considered powerful in basic attack values, it deals a massive explosion each ten hits. Such power makes it a solid investment in every Battle Wizard build, and its’ tricky mechanics were saved for a separate section here.
The [Toy Hammer] is a Blunt weapon that triggers a small AoE strike after 10 continuous hits, regardless of its’ source. Which means that multiple damage ticks to the enemy (or enemies!), provided by Basic Attack or spells, will pop the explosion. Some examples include [Fireball] or [Flame Ground] hits, that can also proc the effect for several enemies, considering each one receives damage 10 times continuously.
While dealing damage, it will display a score of [Toy Hammer] stacks to them, in a form of debuff. At the tenth attack, the explosion will trigger and the count will be reduced by 10. Notice that [Toy Hammer] stacks lasts for 2 seconds before expire and a new attack resets its’ time, increasing the stack amount. Expiring the time will drop stack amount to zero.
Toy Hammer stacks regardless of Ranged or Melee Auto-Attacks. Also, each additional line of damage will be counted separatedly, and here’s why Wizards shine with [Toy Hammer]. Using [Cafrisun Set], receiving [Enchant Fire] and [Sacrament] buffs will score FOUR stacks per attack, triggering the effect every THREE attacks (or four attacks, without Sacrament).
The triggered explosion is a PHYSICAL mini-AoE Attack Property, so can be Blocked, Dodged or Nullfied (Safety Wall, Invulnerability). If strikes, deals around 2000+ damage that scales with user’s Physical Attack values (and equipment) and also achieve Critical Damage (thus increased with Critical Attack values).
CREDITS AND SPECIAL THANKS FOR: @_Nekorin & iLunari (Silute).
That’s all for now!
Wait for more updates and I thank you for all your help!
Baibaaai~