Tree of Savior Forum

Paladin Turn Undead / Conversion question

What is the chance for turn undead / Conversion to succeed?? Is it affected by stats / level (Basically can I just try my luck and 1 hit a lv 200 mob while lv 50?)?
I realize I can increase the chance for turn undead using SPI via attribute, but what is the base chance?

I am currently planning on going SPI / VIT / INT based cleric -> cleric -> cleric -> paladin -> paladin -> paladin. [I wont be adding too much VIT till I hit Pala though, and even then I am not sure as his tankiness seems to come from barrier which doesn’t on VIT]

I just love the idea of using divine might + barrier [ Lv 15 barrier is 85 secs duration with a 135 sec CD], add in a holy damage attribute and you end up with an excellent support. I only feel I would be lacking in doing damage on my own [I could stat STR/DEX instead of INT/SPI, but then I would have a hell of a time getting to paladin and my heals would suck and I do intend on using high SPI for turn undead, not to mention I wouldn’t be sure of any STR based c7 class].

I think Turn Undead base damage will be affected by STR since it is physical damage. Turn Undead success ratio will be affected by SPI.

If you are planning to go “support” I would recommend investing some points on SPI, but if you are going DPS you should go STR all the way, and just rely on the skill base success chance.

Turn Undead doesn’t have a damage if I am correct, it just outright kills.
I personally want to have a character which can run solo as I am a casual player making finding teams a big hassle.

Also, I was just going through the various classes and what scares me is the chance that Divine Might lv 10 scrolls might be sold in bulk in the future as pardoners have the ability to go cleric 3 to make the scrolls. Hence, I wanna know if mass production of such scrolls would be possible making having divine might lv 10 useless.

If only CON / SPI had a small damage addition to both MATK and ATK for hybrid types…

The thing that makes me sad is that Stats dont have an incremental level cost. In other games (such as RO) maxing out a stat required a bast amount of points and it was kind of efficient to spend some early points on stats.
In RO (I trully dont want to compare games xD) for example you could stop investing points at 90 DEX and start putting some “cheap” points on other stats.

As long as there is no stat cap “secondary” stats will never be as popular as the primary damage dealers ones.

In order to make SPI more “popular” I would suggest that it should give magic resist or maybe some cooldown reduction.

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