Tree of Savior Forum

Priest, Math on the new blessing

Was this confirmed?
I mean I know that it happened for KTOS but was it confirmed that we will also get this change? And if so when?

No, no changes were confirmed for iToS. We might get it in a month, in a year or never. So it’s pretty much a lottery right now. Then again, there are skill reset potions, so nothing you can’t fix later unless you don’t have the money for it.

Right now I also went for max Aspersion, but I plan to use skill reset and move those points to Blessing eventually.

The bless change Will be rly strong for full suport Priests.
They cant just build a buff that works for balanced characters in game, cause there will be the ones who will turn it overpowered.
Now Priests buffs Will be enough to justify a slot in a WB party, for exemple.

Yeah, the change is particularly important if you consider the game after 7th rank. It would suck if all your previous buffs become completely irrelevant because they don’t scale at all.

Well that’s fair, I mean why chronos should get all the boxes :slight_smile:
I think scaling bless was needed and the formula makes sense tho it may be a bit overpowered atm
But yeah I don’t have hope that we’ll get this anytime soon

Whit the bag of bricks that we are geting in the face for pvp, it just feels like a consolation price:


Resurrection
21/04/2016 kTOS
[Team Battle League] Resurrection will only apply once per round

Revive
02/06/2016 kTOS70
[PvP] Buff duration has been decreased 90 → 30
[Team Battle League] Revive will only apply once per round

19/05/2016 kTOS
[Team Battle League] Duration Attribute will no longer function.

Stone Skin
12/05/2016 kTOS
[Team Battle League] The block rate scaling has been decreased to [SPR x 0.5] (Previously [SPR x 4])

Healing Factor
21/04/2016 kTOS
[PvP] Duration now lasts a fixed duration of 27 seconds.
[PvP] Skill Cooldown will increase by 20 Seconds.

Bloodletting
21/04/2016 kTOS
[PvP] Duration becomes 15s + 2 per level.
[PvP] Skill Cooldown will increase by 20 Seconds.


I guess they will implement all together when get some free resources from bot wars.

there the full post: [ Cleric Changelog ] Cleric changes from kTOS and iTOS

I think the updates are for the better. I rather have a Cleric that can reasonably damage buff even in endgame than a Cleric that can’t kill but also never dies.

full class buff highest blessing damage…1400

How much SPR that guy has? lol 70+(X0.06)(15-1)=1437

i dont know how to calculate that but must be around 1200SPR, how the hell?

Distributive property of multiplication:
([SPR] * .06 + [INT] * .02) * [Skill level - 1] is the same as
[SPR] * .06 * [Skill level - 1] + [INT] * .02 * [Skill level - 1]

Then associative property of multiplication:
[SPR] * .06 * [Skill level - 1] + [INT] * .02 * [Skill level - 1] is the same as
[SPR] * {.06 * [Skill level - 1]} + [INT] * {.02 * [Skill level - 1]}

So yes, you can multiply the base values by the [skill level - 1] first, or multiply it at the very end. Hence the conclusion remained the same. Yay math!

Divine might + Swell brain + Shield bash + life line

I took the liberty of testing out the formula and creating a calculator using Visual Basic to test my results. I used your data, and it works like wonders!

I did a slightly modification to the formula. Instead of:

Original + { ([SPR] × 0.06 + [INT] × 0.02) × ([Skill Level] -1) }

I used:

Base Damage + Additional Damage { ([SPR] × 0.06 + [INT] × 0.02) × ([Skill Level] -1) }

Maybe it is a different semantic interpretation. All I did was change the labels so I can manage the information.

Tested data:

WITH INTELLIGENCE
127 CON/363INT/0SPR
Lvl 3 Blessing
37.52>38

127 CON/363INT/0SPR
Lvl 15 Blessing
171.64>172

WITH SPIRIT
100CON/0INT/229SPR
lvl 3 Blessing
50.48>50

100CON/0INT/229SPR

lvl 15 Blessing
262.36>262

INT AND SPR (my status quo points)

Values for variables
Base: 70
Spirit: 52
Intelligence: 240
Sklvl: 15

This little app needs further testing, but so far, I’ve been testing your data. I’ve had no problems at all, but I need more concrete data to call it a definite.

ADDENDUM

It works now. All I need to do is floor the results to avoid rounding.

Numbers look fine to me. Maybe you overlooked something.

Full SPR priest:

346 SPR
21 INT
Level 15 Blessing
100 attribute
#####blessing gets 3.9 base per level


####Method 1:
70.1 + (346 * 0.06 + 21 * 0.02) * 14
70.1 + (20.76 + 0.42) * 14
70.1 + (21.18) * 14
70.1 + 296.52 = 366.53

####Method 2:
0.06 * 14 = 0.84 [SPR]
0.02 * 14 = 0.28 [INT]

70.1 + (346 * 0.84) + (21 * 0.28)
70.1 + (290.64) + (5.88) = 366.53


Add 100 from attribute and you have 466.53


seems to be floored

Edit: I tried plugging in your numbers and it looks like you added attribute(+100) for your INT&SPR calculation but not for the SPR calculation since they come out to 180.88 and 262.36 respectively

I fixed it now. I added an extra variable to the application. And yes, it is floored.

@Lunalepsy share this app, please? :frowning: Or am I missing a separate thread/link for it?

Erm guys since i have no clue how to understand this blessing scaling thing with int/spr

If i have a 600 int with lv15 blessing , how much will tht blessing give ?

Since 300 spr gives 400-500 spr :o

Blessing lvl 15, copied my reply to another thread: Math: rank 8 int users vs spirit users (priest brainstorming)

Here’s the graph. SPR vs INT blessing damage, with 170 base blessing
damage from bless lvl 15 + attribute max. EDIT: blessing lvl 15 of
course.

About end end end game.
600 INT, rank 10 = 1696 INT = 644.98 Blessing Damage.
600 SPR = 899 SPR = 925.26 Blessing Damage.
So decide if you’d value 280.28 damage difference at lvl ~600, rank 10 (disregarding SPR extra regen bonuses, stat resist, etc).

I created this app using VB. I just need to distribute it! If you want a copy, just send me a PM or join my Discord community.

@RubyMoony

Assuming you have:
Base damage: 70.1
Additional Damage: 100 (maxed attribute)
Int: 600
Spirit: 0
Sklvl: 15

tyvm i appreciate the reply <3 ty ! now i know what to build =D

How did that character get 1400+ blessing damage.