Tree of Savior Forum

Plans for Combat System Changes

Lengendary weapons: DPK of 10,000 only if you have a token and the monsters only spawn inside an instance dungeon. Then it also requires a tier weapon before it.

Cross post here, hope the staff and devs can see it.

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I watched the video and I am very much pleased with the efforts you are making to hear your customers out. However there is a concern that I want to point out which is about Stat Allocation and Damage Computation.

The Damage Calculation is influenced heavily on Weapons instead of actual character Stats like Str or Int. Which means that most of the damage a character can do will not come from allocating stats but rather by acquiring weapons with high damage. The issue that I have with this is that it will STILL favor Magic based classes because they can STILL put ALL of their points in CON and still hit for big damage. In MMOs, there should be tradeoffs. If you put your stats in CON, you are basically building a Tank Class which is contrary to a DPS class which trades durability for Damage. This is the ONLY GAME I ever played which has 50k hp Mages/Clerics running around hitting about 20k worth of damage in PVP.

Make about 70% of damage calculations come from STATS like STR or INT so that there will be Tradeoffs in stats. For example, if Mages want more durability, they can allocate their stats into CON but they will have lesser Damage. If Swordsmen want to hit more and faster, allocate more points in DEX but their damage could be lower because of lack of STR so that finally Mages can start acting like real Mages and Swordsmen can start being proper tanks.

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Hi, according to the videos I’ve seen you will need alot of dex to see difference in your aspd. Is there going to be a sub stat that says aspd and does this aspd stat or the hidden formula for aspd has cap?

Don’t forget that some skills work with certain stats. This is also true for certain rank builds as well.
Dex = Auto attack based builds, builds that can easily crit,
Spr = Builds that have summons, like to spam, or heavy draining skills.
Int = Raw damage classes.
Con = Builds that need more tankiness
Str = raw damage classes.

Besides the combo damage cheese effects, damage as a whole has been somewhat nerfed. Though strong, transcended has been nerfed. Enemy health/stats have been lowered. Everybody has more hp as well. Skills cost more SP. Everyone has more defense. The list goes on.

Your also forgetting that with this system anyone can go full CON. Though it is not advisable.

Remember to see the whole image, and not just a single pixel.

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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: