Tree of Savior Forum

So how do i get crit chance now

gonna try out crit since we got resets but no idea how to start stacking it on a fencer…

plz what do i do

Get leather armor… 270 leather armor has crit rate…

Green gems for weapons, look for crit on armor, use leather (attribute description is wrong, its crit rate, not crit attack), Quicken buff with attribute, crit on hair accessories.
I dont think getting a fairly high crit rate is too hard, we’re just not prepared for it.

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Your Fencer is worthless now, you’ll have to change to leather, gems, etc, spend time and money to make it viable again. You got IMCed, buddy

Hey, can you guys explain how Crit Damage works? I see alchemists can make potions that boosts crit damage, so:

Lets say when we crit we do 100 damage, i have a potion that gives 50 crit damage, my crit now does 150 damage?

or is there a formula behind it?

To make it short, on crit your (normal attack * 1.5) + crit attack is used as your attack outside of the log calculation.

So let’s say you normally suffers 50% reduction from X enemy, with 1000 attack and 500 crit attack.

On crit you’d still suffer 50% reduction, but your attack is now (1000 * 1.5) + 500 = 2000, so in this scenario you’d do twice the damage on your crit compare to non-crit.

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Cool, its not useless then, and what about crit rate? Do you know the formula?

critical chance = (max(0, critical rate – critical resistance)) ^ 0.6

Crit Chance is substantially harder to achieve.

Is there any card that gives Crit Rate?
Using the formula, to get 50% crit i need atleast 680 crit rate, hmm

Werewolves for rogues. Only.

is it wrong? god damn ok thanks

Getting a “fairly high” crit rate by old standards isn’t too hard, but with the new formula fairly high is still a comparably low crit chance. It makes no sense to me that they’d simultaneously make crit rate harder to get and less powerful.

IMC has a long history of not knowing how to fix a problem without creating a new one. Almost their entire history of “balancing” in this game consists of IMC buffing what had a problem (in this case, STR) and nerfing what was used most (in this case, DEX), resulting in a new clearly superior option rather than multiple options for different build paths based on class, taste, etc.

Even after years of development, this company still does not seem to understand the concept of balance or how to deal with the issue of lack of diversity.

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And frankly it’s not like they can’t ‘fix’ this either.

Just make crit attack affect the log calculation on crit, nerf the base crit modifier (like, say, from 1.5 to 1.2) so that anyone without investment into crit attack won’t get that much out of a crit (and they won’t have that much crit rate anyway)

Done, now that it’s impossible to realistically get over 50% crit chance outside of some classes (Rogue) is balanced by the fact that when you do crit, it will hit very hard with good amount of Dex investment (and of course your non-crit will lose out to Str build)

Then people can have the option between a very large burst on those crits or more consistent DPS from Str.

TBH I don’t think the STR/DEX situation is that bad. I thought it was going to be much worse, but honestly just the fact that weapon base attack is so astronomically high now means that the bonus damage you get from STR is just a small boost anyway. DEX still finds a niche from attack speed for particular builds. The bigger problem is builds that are based on crits and aren’t Rogue are pretty ■■■■■■.

Actually STR is nerfed from what it was before, even. Sure you get more attack per point, but you no longer get the massive boosts from dumping all your points into one stat, or the 10% bonus per rank, so your total STR can’t really get that high, and again in relation to base weapon attack it’s even less.

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