Tree of Savior Forum

Runing shot changes

I dont understand this…

"The amplifications and multipliers of the additional damage in ‘Running Shot’ are now being replaced by a simple addition formula. To understand how this works, take the example below.

Ex.) Double Gun Stance (x 150%) x Running Shot level 5 (x 300% >> + 200%)
Current: Double Gun Stance 150% x Running Shot 300% = 450%
New: Double Gun Stance 150% + Running Shot 200% = 350%
※ This will also apply to the attack multiplier formula of the Cannoneer’s ‘Bazooka’."

its already 200% runing shot… where pic 300%? will have nerf in dmg?

Font: https://treeofsavior.com/page/news/view.php?n=1177

the info on tooltip is the additional dmg. Final dmg = normal atk dmg (100%) + Additional dmg (200%) = 300%
Because RS is a buff to AA so we have that number. They should change their tooltip into something clearer

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so will dont have more aditional dmg? its 200% increase now in normal attacks? will be back to the old runing shot formula?

I’m cool with it cuz 300 sec duration FINALLY. I finally don’t have to leave [bazooka] every 27 sec just to rebuff.

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i need to see this… if will 200% boost in normal atack, will be better again if you have high crit rate

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It’s just additive instead of multiplicative now, if I understood it correctly.

If values on Running Shot stay the same:
Current: Double Gun Stance 150% x Running Shot [Lv.5] 200% = 300%
New: Double Gun Stance 150% + Running Shot [Lv.5] 200% = 350%

Current: Double Gun Stance 150% x Running Shot [Lv.6] 230% = 345%
New: Double Gun Stance 150% + Running Shot [Lv.6] 230% = 380%

Current: Double Gun Stance 150% x Running Shot [Lv.7] 260% = 390%
New: Double Gun Stance 150% + Running Shot [Lv.7] 260% = 410%

Current: Double Gun Stance 150% x Running Shot [Lv.8] 290% = 435%
New: Double Gun Stance 150% + Running Shot [Lv.8] 290% = 440%

I just assume they have a typo in there.

Basically new scaling is better for lower skill levels at first, but falls off at Running Shot Lv.9 and higher.

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Damage method changed from 40% x slvl to 50% + 30% x slvl.

source from ktest

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I just hope that you can still share running shot via linker, now that it last 5 minutes, it will be great.

We are already using the formula.

Additional damage from running shot was previously only affecting physical attack.

  • Previous: running shot dmg = physical atck·(1 + 0.5 (if crit)) + crit atck + ele atck + 2·physical atck

But in the new formula they are comparing this damage bonus to bazooka damage bonus, which doees not only affect physical damage, but full damage. So I suspect new running shot formula will be something like this:

  • New: running shot dmg = 2·(physical atck·(1 + 0.5 (if crit)) + crit atck + ele atck)

Gotta test this with bazooka, but at least 5 minutes duration is a huge QoL improvement

it better i think
like limacon

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Do you know if Kneeling Shot, Running Shot and Baazoka can be used all together?

Kneeling Shot and Bazooka can’t be used together. Running Shot can be used with either one

Got it.
So, what’s the point of having an attribute specifically tailored for the cannoneer on Kneeling? :thinking:
And most important, which is stronger between the two?

[kneeling shot] + cannon is more mobile (by a lot) because kneeling takes less time to get in and out off. The only offensive bonus you get is crit rate.

[bazooka] + cannon is a lot slower but it is guaranteed additional damage (50% now and 100% when we get r9). A crit adds 50% more damage so offensively [bazooka] is already stronger. It also turns the AA into an AoE.

So, old better or new better ?
dev said dmg is lower but if like @Ivion said
the new is better.

I didn’t say new formula is better. As devs said, new formula will only apply 200% bonus damage as opposed to 300% physical attack bonus from old formula. New formula may only be better for crit builds.

Let me elaborate in case of cannoneer:

1- old running shot gives more damage, but the uptime is pretty low. And even worse for cannoneers during bazooka.
The main reason cannoneers don’t take ranger on their builds is: the buff that gives extra missile damage lasts too little to be a thing on extented fights, and setting up bazooka requires you to buff prior the bazooka (because you cannot use skills during bazooka, except cannoneer’s) and the setup time eats 1/4 of the buff duration.

Also, after it goes off you need to leave bazooka (which requires time) in order to buff again.

2- same applies for running shot. The duration was too little and got eaten up by bazooka. Now that we don’t have to pay att to the duration, actually, we have more to do actual DPS.

So for me it’s a win. Even though running hits for less dmg we keep it active more time than it used to be.

I’ve asked around and no one seems to have up to date information regarding Didel Grand Cross. Is this still meta if I transcend and upgrade as a placeholder for the r9 crossbow? Meta or not, I’m using it as a cheaper alternative for when my event xbow expires.