Tree of Savior Forum

Question about Deprotected Zone

I have some question concerning its mechanic.

What I know:

  • Deprotected Zone will proc every second.
  • Deprotected Zone will also affect air-borne target, unlike Zalciai.
  • Deprotected debuff will be cleansed by simply moving out of its circle area.
  • With Deprotected Zone: Sword Attack attribute, you can decrease your target’s DEF to 0 by hitting with normal attack 10 times with sword equipped. (I forgot where I got this info, never tried myself though)

What I wish to know:

  • What is the highest debuff stack I can achieve?
  • Will debuff stack reset if I cast Deprotected Zone again while the earlier circle’s duration is still not end?
  • Will Deprotected Zone: Sword Attack hit count reset if I cast another one like in question above?
  • What is the duration of Armor Break (DEF = 0) debuff from Deprotected Zone: Sword Attack?
  • Can you extend Armor Break debuff by using Discerning Evil?

Thanks in advance! :grin:

Depends on deprotected zone’s duration. Still its stacks are a minuscule bonus, the main impact comes from initial cast, spirit and attribute.

10 sec. While this debuff is active you cannot pre-emptively stack new “armor weakened” on target.

Most likely yea, because “armor weakened” debuff duration is 1 second. You wont have enough time to hit enemy again before it resets unless you are in party with other sword users.

[quote=“HalfEmpty, post:1, topic:217673”]
Will debuff stack reset if I cast Deprotected Zone again while the earlier circle’s duration is still not end?
[/quote]Usually it resets, but i had some situations (probably due to server lag or something) when it continued to stack.

Should be able to.

1 Like

Many thanks to your fast reply, @nizidr !

One more question (although it’s a wishful thinking):

  • Does hit count of Deprotected Zone: Sword Attack also count those attribute attacks? (Toy Hammer comes to my mind)

Toy Hammer is a strike weapon while attribute only works for slash attacks.

If you are asking if additional hits (cafrisun/enchant fire/sacrament) trigger it the answer is NO. Those additional hits dont have a type of their own aside of element.

P.S. i can test it when server are up if you want.

Ahh, like I thought it’s a no. Hahaha

The thing is:

If you have two deprotected zones on top of eachother, whenever ONE ends the full stack count will reset. This makes it impossible to keep stacks infinitely going up (not sure if this behaviour is intended or bugged)

They will also debuff twice as fast, though (2 stacks per second).

you might know it but just in case you can combo Zone+Hand Knife from monk. It turns Hand Knife into a Ranged spell which hit multiple enemies. Good for farming+ pvp.

Yes. This is what I do.

Here’s a question though. Why give armor break to [d-zone]? Armor break is supposedly 0 def, all the while [d-zone] is reducing the enemy’s def by x + SPR. What is the enemy’s def while under [d-zone] and armor break? 0 - (x + SPR) meaning below 0?

I believe DEF cannot go into negative value in this game.

I ask because crit resist was recently made to be able to go into negative values.

One thing to make clear here is the armor break debuff does nothing if the enemy isn’t actively in a deprotection zone.

Doesn’t work. I have enough spr to reduce enemy defense to 0. Enemies don’t take anymore damage under armor break. Also likely armor break is -100% defense.(It won’t completely negate the defense of very high level mobs that get a defense multiplier)

Crit resistance could go negative in icbt. Dunno why the rumor that it couldn’t started.

I mention crit resist because everything was changed to not allow stats(crit resist, elem resist, def - could be wrong with crit resist) to go below 0 in ktos.

Elemental resistance could go negative since icbt also. Just wearing an arde dagger would do that. Still goes negative now also.

Which is why I find it odd that def supposedly can’t go below 0 while other stats can.

My personal guess is this scenario where having defense go negative wouldn’t be a good thing.

Monsters significantly higher level than you get a defense multiplier of +10% for each level over 5 above you. You can’t have this multiplier before the debuffs are applied since its conditional based on the level of the attacking player. Likely this multiplier would still take in to effect even if the defense was negative. Causing you to be able to do massively more damage to high level mobs.

An example where this could possibly be exploited would be a world boss fight.
The world boss is level 200, and Somehow a level 1 archer joins the fight.
A full spr cleric casts both monstrance and deprotection zone on this boss.
Lets say that sends the boss to -200 defense.
Now this level 1 has 200x19.5 damage against the boss with all physical attacks. So each of his attacks effectively do 3,900+ damage.

hi just questioning here.
but does protective zone work the same way you suggested so far ?
or is this post outdated?

does a rapier count as a normal sword ?
do two handed sword counts as normal sword ?