Tree of Savior Forum

Regular Worldboss Drops

I have done demon lords with 315 HG gear and only died to Mirtis cuz broom trap op. FULL STR builds or FULL int may have problems though but you can easily get 40k with some con gear and you wont die with a healer in the party.

Lol that poor elitist got ignored.

Anyways world boss needs some more tweak. It needs to start with the rewards. The rewards are not that engaging at all. Some are good most are bad.

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The root is the damage of field bosses not being sufficient enough.
The gear defence got upgraded a whole lot, cards got introduced to improve potion recovery,CON, maximum HP. To overcome this, the bosses don’t deal enough damage.

They don’t even have a chance to kill the player unless he’s hopelessly undergeard.
This is what causes the meta “CON is not needed”. It’s not that the gears are too good, it’s that the base damage is way too low to even start considering upping the stats.

And Glass Cannons are still able to survive with my suggestion, the just need to invest more on specific cards/skill scrolls/equipment or have specific support in the team (e.g. Priests Stone Skin, Kabbalists Ein Sof).

It would just restrict them a little from going all out without having to consider their survival and give balanced builds/settings a proper reason to exist.

Oo, you just get easy mode with the armor and card update and you want to get better loot for an even easier fight? That’s some twisted logic.

First of all, the difficulty needs to be readjusted to the pre-patch levels, so that the bosses deal at least as much damage as they did before the armor&card patch.

Afterwards, they could present new rewards for the players, e.g. materials for those who managed to survive the fight without dieing.

It would be nice if the new equipment recipes would be locked behind quests, while the loot required to craft them is gained from participating in the fight as untradeable rare drops that go to a random player fighting the boss (similar to the quest equipment you gain throughout the many sidequests along your exploration).

Only the crafted item should be tradeable/sellable to keep players occupied with bossing while giving everyone who participates the chance to recieve proper materials from bossing, not only the top damagedealers as they already monopolize the cubes.

k

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You’re just telling me that the gear vs stats difference got even bigger, but still believe that WBs damage are the problem.

To be fair glass cannon builds aren’t really glass cannons. Transcending armor completely eliminates all downsides of having a glass cannon.

I agree with you if transcendence didn’t exist in the game at all. A lot of systems/interactions work pretty well with solid downsides until transcendence gets used. This goes for weapons also. And it carries over into what’s broken about pvp.

But this is beating a dead horse really. Everyone has called transcendence a bad system since the week it was released.

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Did you play RO and fought against an MVP that was capable of using Earth Quake?
If yes, you should know the difference between stats are redundant/equip is too good and boss damage is not enough.
In RO, it was possible to achieve immunity against certain skills that could oneshot you (e.g. Earthquake by stacking 100% neutral reduction or magic immunity or 100 hard magic defence), however, it was impossible to have full immunity against everything a boss was able to trow at you.

That’s why you had to compromise between damage gear,survival gear, survival stats,damage stats and skill management, because the boss was naturally strong enough to oneshot you most of the times if you didn’t.

In TOS,though, the bosses are way too weak to even achieve this feat normally, unless you’re so heavily undergeared that you won’t stand a chance anyway.
That’s because of the new log formula. If you have low to no defence, the attack value of the enemy will enter the log formula mostly unchanged, resulting in a damage multiplier of ~1,0.

However, if you already cripple the boss with your defence value because his initial attack is not even high enough to counter it, his log multiplier becomes a 0,x value.

Since this value gets multiplied with the attack % value of his skills, the impact is even larger; losing 20% in the formula (i.e. 0,8x instead of 1,0x) results in 25% damage loss, 40% (i.e. 0,6x instead of 1,0x) in 66% overall damage loss and so on.

This doesn’t even include defensive buffs (e.g. Aspersion,Barrier,Swell Right Arm with shield equipped) or offensive debuffs (e.g. Lethargy).

Let’s have a simple calculation example. We are at level 330, so we have 350 base defence and 350 base magic defense. We don’t equip any armor, just running around that way. We then go and buy a level 17 Aspersion from a 500 SPR Pardoner shop in town (~ 750 defence), resulting in 1100 base defence.

We then go and encounter Demon Lord Zaura. His maximum attack value is 4219, so we’ll use this for the calculation. If we take the post balance damage calculation formula, we’ll get the following:
damage = attack x min {1, log10 ((4219 / 1101)^0.8 + 1)} = 4219 x 0,59 = 2489.
This means that even naked with a simple defense buff, we already brought down his initial attack value to 59%. I don’t have a clue how his transcendence buffs influence this value, but even then, we’re only halfway through.

Because there’s also the issue of e.g. Lethargy. If we have a Wiz C3 with level 15 Lethargy, Zauras attack takes an even higher toll. Let’s say the Wizard has around 400 INT, Lethargy thus reduces the attack of Zaura by at least 650. This reduces the initial value even more, as the formula is now = 3569 x 0,55 = 1963.

So by looking at the log formula, we can conclude that the initial attack value is way too low to deal with the logarythmic reduction as it easily gets reduces to shambles by the base defence + Aspersion( not including real equipment values,block rate,evasion,% boosts like armor enchant/ Barrier or partial/complete damage mitigation into the picture).

Transcendence on top of this only results in a minor reduction compared to the basic/initial reduction of your base defence+buffs+equipment values, as they already diminshed most on the enemies attack value(over50%) before you even transcend 1 armor part (not taking into consideration that armor attributes also reduce incoming physical/magic damage by 5-10% on top)…

I still don’t see how the WBs damage is what’s at fault, increasing it would make WBs more difficult, but many people have complained that a lot of bosses don’t have a real identitty, they’re just hit and tank and what you’re proposing is more of the same. Fixing the stats vs gears disparity a bit more and giving WBs unique mechanics woudl make the game betterin all its aspects. So I’ll disagree.

Demon lords bossing now consist of 3 dps and 2 chrono. They dont even need healer or another support because they think they could benefit mass heals and heals from other pt. Then we healers just have to think smart, dont use mass heal, utilize revive, use heal to damage if someone use aiming on boss only or simply turn off healing damage attribs. Gotta show them not to discriminate us healers in wb.

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