Tree of Savior Forum

Please change the damage formula

I beg of you, it doesn’t work at all with how the game is designed.

First of all, level is a huge part of it, which should be completely discouraged since it removes the possibility of challenging harder content at lower levels, which in turn would remove some of the game’s linearity.

Second, and this is the big one: the current damage formula makes it very hard to play with your friends. Why? Because your friends absolutely have to be in your level range. For example, if you are 100 and your friend is 130, you cannot grind efficiently with him because you will deal negligible damage (most likely 1 damage) to the mobs and probably take way more in return. And for a game with 500+ levels on release, that’s saying something. Peeps that start together may grow apart quickly because one of them plays more than the other, and that’s something you’ll want to avoid, since different people means different playstyles and overall time dedicated to the game.

Third, class balance: The system right now is incredibly biased towards DPS classes, because the formula employs a constant damage reduction, instead of a percentual reduction. What this means is that if a mob has 300 defense, and you have two guys with 400 and 600 attack respectively, the latter one will deal triple the damage of the first one. This goes so far as to prevent tank and support classes to progress on their own, because they hit a big wall on every boss and have to spend a good part of an hour chipping away at their HP. By all means, they should hit less, but never deal 1 damage, which I feel is quite insulting. Since the monsters’ EXP reward doesn’t increase exponentially (Like in RO for example) but gradually, lower levels grinding on a higher level map shouldn’t break the game at all.

I hope you enjoyed my rant, thanks for reading.

4 Likes

Or you could build damage on your supports and tanks. It’s not that hard.

Indeed that’s what most people do and just switch back. since in OBT you can but scrolls the same way you do at CBT.

No, just build damage early on for leveling, get con and spirit later as needed.

You just don’t need to reset out of it.

I agree with this, I made like 5 characters already which I just keep in lvl range with certain groups of friends I play with. The only reason I party with them is because they’re friends. There’s no point in working together in this game unless you’re the one making a support or tank build. There are hardly any spots with enough mobs to grind when you’re with more then 2 people (most of the time even more then 1 is ineffecient already).

It’s also sad I have to use my exp scrolls if I want to steamroll through the quest line to unlock all places just because the damage becomes 1 :confused:

Yeah, the damage being lowered just because of a level difference is pretty bad. It has nothing to do with their defense, it just makes you do less damage if you’re underleveled.

2 Likes

What I mean is, you shouldn’t be blocked out of progressing if you for example chose to make CON a priority. Honestly, if they’d just remove the level influence, reduced the mob defense values and increased mob HP instead, we may already have a better situation.

It’d be better to build a new formula, but I know rebalancing everything can get veeery tough.

There’s no problem with level. Characters are just generally weak at the beginning. right now I can grind mobs 10-30 levels higher than me no problem. But I do take a ton of damage when they hit. your damage only goes to one if your atk is lower than the monsters defense or if the element of the atk you’re using is against the monsters element.

Well, I noticed a huge power spike within 10 levels. I was 85 and hitting Infrorocktors (lv 99 mob) for 1 damage, yet 10 levels later I was hitting for 200, without any equipment upgrades. I think you’d have noticed it more if your DPS was lower.

Agreed. Needs to change to a % decrease instead of raw subtracting.

This suggestion needs more attention. it has all it needs to be implemented.

1 Like

Alright, alright.
I haven’t read the other comments yet.
But let me get this straight

Your problem with the DAMAGE Formula isn’t the Damage itself but rather the Problem that you and your buddy aren’t playing together. You’re playing apart which results in you buddy being stronger than you and you just feel left behind by him because you dont do much Damage at the Monsters he needs to grind at?

And you’re also saying that having a guy with a 2H-Sword that does more damage than… let’s say a Support cleric with a 1H-Sword is unfair and unbalanced?
I hope you know being a Support doesn’t mean that you do a lot of Damage and kill Mobs as quickly as a DPS class.
Same goes for Tanks. You’re taking hits not dealing Damage.

I hope you know what this means! Yep! It’s promoting looking for a balanced group!
You should look for / open a Public group let’s say “SteleRoadGrind” And having the Description like “Let’s meet up at Vacant lot and grind there together!” soon people will join you and you can grind over there and share all the EXP.

Im really going to question you’re demand on changing the Damage formula…

You know you catched my Eye with this whole “Change the Damage formula” Topic. but you haven’t even talked about it. :confused:

When you make a tank and want to level up because you don’t have any friend beside you, and deal like 50 damage max to the lowest grindable mob you can find at a suitable area level, maybe you will change your opinion?..

Think on a bigger scale. There’s supposedly 500 levels in this game. You suggest me and my buddies should level at the exact same pace? If he, say, hits 360 while I’m still at 320, we can’t level together anymore unless I catch up, but maybe I can’t because I don’t have the time. On other games you’re allowed a little bit of room for grinding partners, but here it just feels that you have to find the exact party you need, which more often than not results in total strangers.

A 2H Sword should obviously deal a lot more damage than a support cleric with a 1H Sword and whatnot…but by no means he/she should deal 1 damage to a slightly overleveled mob. Or to any mob for that matter (unless the level difference is really silly).

The thing is, if it’s hard to keep friends due to everyone’s levels constantly changing (and therefore choosing other grinding spots), tanks and supports will undoubtedly have to go alone at some point, or wait a while for the right party to show up.

As I’ve mentioned above, the current formula also limits the amount of places you can grind at, so if we were going by percentual damage, it’d increase the number of options of places to grind at by a whole lot.

1 Like

Damage should absolutely not take level into consideration, I feel. In a game with 500 levels, you’d expect that each individual level wouldn’t be as valuable as in a game with 100 levels, but they’ve done exactly the opposite of that and made small gaps between player levels even wider.

3 Likes

I strongly recommend you to change the damage formula, nay, you should divide level influence on damage by 10.

1 Like