Tree of Savior Forum

Plans for Combat System Changes

When “anyone can go full CON” without any drawbacks like this, then everyone WILL go full CON, except for buffers and summoners that use SPR or gatling guns and critters that use DEX. The problem is, currently damage stats (STR and INT) are overshadowed by other stats because they have such low contribution to the whole gameplay and/or are easily replaceable by equipments regardless of the rebalancing.

This can be fixed by rewriting the damage formula to lean more towards stats, or maybe by giving weapon stats diminishing returns towards damage. (I don’t know, maybe with the constantly-declining-but-not-quite-flat log function? Requesting aid from Arithmancers a.k.a math wiz out there.)

as of the recent patch that just came out, going full con is even more ill advisable unless you have a good support.

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Really hurting for more information on how spr effects summons and whether summons will be a viable option in a heavy spr wizard setup.

Going full CON would significantly lower your damage. Just by looking at the chart you can see that there is 10%+ less damage by going full CON. With the nature of high survivability, basically anything over not dying is “wasted” as you’re either dead or alive. I don’t see full CON being a meta, maybe viable which is good, but not overpowered and not the only viable option.

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I just read the following

Q6. How will the use of single- and multi-hit skills change according to item stat boosts and the enemy’s defense?
A6. Because damage will be calculated on a division system, a single-hit skill with 500% attack and a five-hit skill with 100% attack, for example, will offer the same basic damage. However, you’ll also have to consider additional property attack factors and buffs, which can change the way in which single- and multi-hit skills are used. An enemy with high defense will likely take a toll on your damage, but since additional attack factors and buffs are calculated as true damage (independently from the enemy’s defense), skills which hit multiple times can turn out more advantageous.

That would basicly mean it is like the old system! Why don’t you give single-hit skills a stronger “basic damage” or a higher factor?
Multi-hits are already always the way to go so i hoped for improvements for single-hit skills :confused:

Question: Did you consider the cooldown of single- and multi-hit skills? So let’s say a a single-hit skill with 500% attack and a five-hit skill with 100% attack won’t have the same CD (for example 25s) but the single-hit skill will have a lower CD?

Q7. Since the effects of the Glass Mole Card are based on the attack of the main weapon, we barely get to see any effect in the subweapon. Will this be improved, too?
A7. Yes, with the new combat system changes, the effects of the Glass Mole Card will apply to subweapons as well.

Question: Will the Glass Mole duration be finally the one described in the Card text (10 seconds) instead of 6 seconds?

If you check this forum page and do a search for summons:


You will see some info you are looking for.

Your answer:
Yes, it has been tested that Spr is viable way to increases the summons damage. The damage increase with Spr for summons is % based. Which will be stronger than an Int one when using riding, etc.

A skill that deals damage over time equal to the needle-bow skill, assuming it deals 15 hits of damage to its current, with the new dex system, it could cause more damage by 15-hit time, up to 30 hits more or less In the same space of time by the influence of attack speed?

  • “Q6. How will the use of single- and multi-hit skills change according to item stat boosts and the enemy’s defense?
    A6. Because damage will be calculated on a division system, a single-hit skill with 500% attack and a five-hit skill with 100% attack, for example, will offer the same basic damage. However, you’ll also have to consider additional property attack factors and buffs, which can change the way in which single- and multi-hit skills are used. An enemy with high defense will likely take a toll on your damage, but since additional attack factors and buffs are calculated as true damage (independently from the enemy’s defense), skills which hit multiple times can turn out more advantageous.”

–> So multihit-skills are and will be better than single-target-skills. If thats what you want, you will either give them a lesser cooldown or we will end up with multihit-skills. Any plans on that aspect?

  • About rank reset:
    How will you handle the refund of skill-attributes which were bought before the reset-event? As we will - most likely - be forced to change many of our current classes by the sheer amount of changes (and e.g. by the nerfing down of the pyro-skills on top of the badly needed nerf of angy)?
    Will there be a refund of attribute-points on the basis of the rank of the skill.

  • Will you completely redesign the Solmiki-set-boni?
    As it stands now, there wont be any wizard who will even think about getting several of the Solmiki-cloth-set-items, let alone the whole Solmiki-cloth-set. The set-boni are so badly designed, literally useless by design, that its ridiculous. As you are overhauling the items’ stats, please redesign the set-boni as well.
    At the moment, everyone will get the Solmiki-plate-set. This might change for Crit. Rate reasons for archers and others, maybe. But magic based classes: Only choice is to get the full plate set in the long run.

  • From what is known from the Ktest-server the damage-boost attribute of Wizard 3’s Quick Cast (Quick Cast: Magic Damage) was removed. You can argue that this makes sense if you want to balance the game, but the remaining wizard-offensive-classes (now that agny finally isn’t a God-tier item anymore) will lose 1/3 of their damage-output. (This will make mostttttt people leave Wizard 2 and 3 by the side, because the remaining skills are too bad compared to all the too-good cleric skills.) Will this “principle” be applied to other OP-skills as well?

i.e. that they are outright removed or nerfed into the ground? I’m playing wizards and im fine with this, but this wont be of any use if other OP-skills can stay OP, such as:
Ausrine, Melstis, …
(These will always be OP in their current form. At the moment, PD, Inquisitor, Fencer and Doppel might be the top of the DPS-ranking.)

How about the critical rate formula? The actual formula makes the % downgrade each lv and with the changes on the DEX attribute, some classes like fencer that are dependent of crits will have some problems. What will be your solution?

Combat system should be like below:

critical damage = (% factor) x (attack x critical factor + (critical bonus x log10 (2dex / enemy’s con))) x log10 (attack / (defense + 1)) + additional damage + str

1 str = +3 Max. physical damage
1 dex = +3 Min. physical damage (cannot higher than Max. damage)

1 str = +1 block + 1 block penetration - 1 evasion
1 dex = +1 evasion + 1 accuracy - 1 block

con = + attack speed + Max.hp + hp recovery + stamina + 1 defend

spr = + Summon attack + Max.sp + sp recovery + Magic amp + 1 Magic defend + reduce debuff chance

Int = + Magic attack

Magic damage = (% factor) x (magic attack + (Magic amp x log10 (2dex / enemy’s int))) x log10 (attack / (defense + 1)) + additional damage + int

Block : Who stronger who will block or block penetration

Evasion : Who dexterity who will dodge or hit

Full str will get high Max.attack and block benefit. Also make multi hit attack stronger.

Full dex will get high Min.attack and dodge/hit benefit. Also make critical attack stronger.

str & dex half will get stable attack damage and enough block penetration and accuracy.

con increase attack speed for normal attack build.

int more stronger damage, also can reduce Magic amp damage.

spr can increase Magic amp.

Dat FluFlu lv.1 damage

Unless they changed how it works, it should still pierce through multiple enemies in a line. :smiley:

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If we kill the target with flu, will it still affect the mob surrounding for pulling purpose?

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It should, since the effect procs “on hit”. Unless they changed that in kTest, I will try and confirm this later and get back to you here.

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“other enemies go into terrorism” what the…

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we will sample pyro then :smiley: im curious… :smiley: couz i have a pyro i wanna take full advantage :smiley:

Hello IMC, what the heck are you doing?

Why are you overbuffing goddamn Miko so noone would want to take Sadhu C3 instead? You nerfed Sadhus damage via OOB to oblivion, gave him crap damage via Astral Body Explosion and made Possession at level 10 weaker than level 5 Hamaya but are totally fine Miko dealing 333x2x4= 2664% damage every ~10 seconds via Gohei? Wtf is wrong with your balancing?
How can 1 Rank of a Class be more effective than 3 Ranks of a Class?

Sadhus DPS-potential is now 230,52%(lvl 10 Possession)+50,2%(lvl 15 Astral Body Explosion) for skill damage.
Meanwhile Mikos DPS-Potential is 333% (lvl 5 Gohei) + 145,6% (lvl 5 Hamaya) for skill damage. That’s 280,72% of 3 Circles Sadhu vs. 478,6% of 1 Circle Miko, meaning Miko is 1,7 times as effective when it comes to damage and 3 times as effective when it comes to Ranks&skillpoints invested.

Do something. You can’t be serious about rebalancing the game when you come up with this balance that drops dead certain Classes while other Classes are several times as effective with way less invested.

Why did you introduce Classes like Sadhu in the first place if you want them to be ineffective and useless after all?
Sadhu could’ve been a great way to help magical attack&support builds to have some damage, but it’s nerfed and nerfed and nerfed.

Is it so overpowered to have OOB scale with ASPD when its damage is already this low(way lower than before the balancing)?
Is it still necessary to rob the Class of all defence during OOB when the evasion buff is already useless because you nerfed evasion it hard (no evasion gain with the new Hunting Ground gears, no more evasion via shoes, no more evasion via Leather Armor Mastery) while still redirecting all enemies towards the main body?

Let’s face it: Sadhu is even more unsuited to the new combat system than the old one, and you’ve yet to do something to rebalance it.
Just adding some damage % here and there is not rebalancing.
I’ve already proven that Miko is way more effective now than Sadhu.

Sadhu is dead and your “combat system changes” gave it the finishing blow!

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Advice for Sadhu wannabes, currently as of the ktest results, it will be wise to just get Sadhu C1. You can roll a dice or blind pick 2 other classes in place of Sadhu C2/C3 circles and still end up with a build that is better than Sadhu c3.

That is just how sad the class is now.

It seems like OOB is affected by Atk aspd now with the new patch. BongToS has tested, which is a good start since previously it doesn’t get affected.

But Sadhu is still too weak for the new patch though imo even with the dex changes.

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lol if that’s weak, you should see the cataphract video…they did buff the damage a little on cataphract afterwards but its still so bad lol.

Looks like cataphract and sadhu are in awkward spots right now. Almost like they never deal enough damage compared to other classes :confused:

They still tweeking the numbers. Day before yesterday, they changed all 0 CD skills heavily (+10 CD and damage mod), last week a lot of buffs got new formulas and etc. Don’t rush conclusions.

OH NOOOOOOOO
This topic will close 11408 years after the last reply.

PLZ HURRY WITH YOUR CONCLUSIONS!

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