Tree of Savior Forum

Plans for Combat System Changes

Truth be told the whole potion system needs a rework since they aren’t future-proof at all, by having just a flat recovery rate instead of a more complex Level and/or Max HP/SP reliant one. Alchemist is already at their last rank, so unless they actually plan to implement a 4th rank for it or another potion crafting class (which would then render alchemists useless for that particular job) we’ll soon be having serious SP management problems. That might be inteded though, so every skill heavy user will have to consider some SPR as well, who knows…

But yeah, your INT vs SPR for summoners is really relevant. That deservers some further clarifications.

Eh we still have Bonfires (lol). Aukuras Scrolls as well.
We’re running out of Ranks to get more expensive skills, so it won’t be long before it’s not a problem for much longer.

If all else fails it feels like they might try to bring Auto attacks back into this game :smile:

Not saying anything about removing it. But from your examples alone, safety wall (rank 1 skill) and Sterea Troth (rank 7 skill) both require you to stay put over the magic circle and either have a hit count limit (SW) or a shorter duration (ST lvl 15 only lasts 15 seconds and only works if chortosmata is present), they also don’t prevent you from being knocked back or pulled from them. They can still be countered by some other classs specific magic circle negation skills (Sapper’s detonation, rogue’s capture, thauma’s reversi, oracles etc).

Meanwhile, Ausrine (rank 5) gives the invulnerability, while letting you stay mobile na can only be countered by Miko’s Gohei (another cleric skill…).

Invulnerabilities are a nice strategic component to PvP, but the way it’s is right now, especially at 5x5 TBL, Ausrine’s a surefire strategy almost guaranting victories.

I dont see any reason why not too, i just hope they think about this or give a second thought.

It could be like Diablo, where the recovery is % based. It will work well for tanks that want to survive longer, and squishier classes should be more mindful of their positioning, and avoid taking damage.

Very well put, but I just wanted to add to your thoughts regarding Transcendence System that from the graphs alone, Transcendence still seems to be the single most relevant damage factor in the game.

At stage 0, weapons seem to have something like 40% relevance, Stats 35% and Level 25% (so weapon has something like 55% the relevance stats+level have in terms of contribution to damage) . At higher stages, absolute relevance for Stats and Level stays the same, but relative transcendence relevance (weapons) escalates a lot: at stage 5, weapon alone seems to be pretty much 150% more relevant for damage than stats+level; while at stage 10 it gets to a whooping 225% relative relevence.

Not sure that’s very wise, since I’ve still got the feeling it might overshadow stats relevance all the same. Besides, having transcendence be the most relevant damage factor still keeps us as “daily Saalus army farmers” if we want to have competitive characters. And that’s boring, period.

Besides, it still puts a huge bridge between older and newer players in terms of damage dealing potencial. At least the easier to extract shards might make it so the gap can actually be closed overtime, as we keep on changing older weapons for newer ones while keeping most our previous shards.

2 Likes

damage = (% factor) x attack x log10 ((attack / defense + 1)^0.x + 1) + additional damage

what is the x in ^0.x +1. the previous x’s are * (multiplication) but this looks like a variable for…what? Rank Or is that 0.x our STR/INT?

I dont think Tree of savior wants stats to be very relevant in all seriousness and by “very” I mean this is a gear focused game and presumably they want stats to be closer to cosmetic than functional (they’re still clearly functional).

Transcendence being so powerful even before anvils, gems and hats just says that stats won’t be all that potent. They got rid of Dex which was scaling too hard. However attack speed is also a multiplier so if it goes past Auto attacks it’ll replicate the same thing.

I don’t have a problem with stats being more flavor or… Roleplay than functional (don’t get me wrong stats are still significant). However I feel like there’s been a bit of misleading here in terms of what really is being emphasized (it’s gear not stats). I want to make an intelligent swordsman.

2 Likes

too late /…20crybaby

They should go the extra mile and make you unable to comprehend NPC’s if your intelligence is beneath a threshold.

And perhaps to add a little spice, add random letters every now and then in your final message when speaking through chat.

1 Like

Great changes coming ahead! Thanks for providing us with the information on time in comparison to kToS!

I would like to know how SPR is planned to affect summon classes and what kind of changes players focused on these classes can expect in the future? Also how much SPR would be required, is it suggested to max points in SPR or is it planned in a way that players are able to invest in INT as well so other class choices stay relevant? Also considering a lot of power is focused on equipment, will that affect the power of summons as well, if not how are you planning on balancing this aspect?

1 Like

@STAFF_Ethan

The damage formula as currently suggested is flawed in two ways.

  1. Log is a computationally expensive function. Having that formula calculated 200-400 times a second will introduce noticeable lag and performance issues in the long run.

  2. The formula does not have a baseline reference to character stats in a way that is easily identifiable. In many situations the player will not be able to estimate how much damage they will deal.
    E.g. 0 defense (Armor break) will cause a 5k base damage regular attack to do 18k damage.

As an alternative solution, please consider using an asymptotic defense formula such as:

damage = (% factor) x attack x attack / (attack + defense) + additional damage

As defense reaches 0, the base attack is indicative of the damage you will deal. It also reduces the computational complexity by a significant margin.

5 Likes

Will IMC be giving a closer look in classes that maybe need further improvement to be good? Like, sorcerers get any adjust in their ridiculous % SP consumption rate when summoning? That nerf never made sense and it’s kinda ironic to see SPR giving summon attack when it was the most avoided stat by all Sorcerers just because the % comsuption hits hard.

What is the plan with Crit Rate, really? Only skill trees with crit rate buffs will crit from now on? Is it a really random thing now? I get it STR should and will be most than enough to give a good damage but what if I want a crit class/tree?

Honestly this all sounds like great steps in the right direction, and several points made me actually cry out “YES, FINALLY!”. I’d also like to say we really appreciate whoever took the time to translate all of this info for us instead of just letting it sit until it was coming to our version, you the real MVP.

Yes, but once per day.

mas até la gente pode gastar tempo de farming e comprar sei la gemas que daqui 2 meses não vão valer 500k
gema não é algo que um GM vai arrumar do seu inventario com certeza vai ser grana gasta atoa

I also want to say it feels like numbers are arbitrarily inflated.

TOS really needs to make the possibility of registering both in the dungeon and in the mission in any game place. To be in the queue, you could continue to do any quests. (As in any other game)

1 Like

Hello, since Crit Rate will be taken out of the equation, what will be the plans to replace all those assets revolved around Crit Rate? Will they all be converted into Crit Attack instead? And will players be compensated for investment into Crit Rate items (headgear enchants, green gems, awakening etc)

Ok time to start read aaand

GZZZ…

:yum: JK I will read it all :3

It’s a stupid question, with all resets… can I change free the name for characters?