Tree of Savior Forum

Thaumaturge C3 Skills Observation: it requires buffs... to be honest

Thaumaturge: its a class people forgot… or people barely notices…
But with a good reason…

Swell arm: Your only dps buff 305 dps at max attribute upgrade…
(Everyone wants this… our only signature move)

Swell Right arm: Your second reliable Yet very UNRELIABLE buff…
Must wear a dagger to gain the buffs…
Add’s 271+ to magic and attack… like swell arm…

If Shield it adds 271 defence instead…
Who’s the one who balances classes again? needs a smack in the face…
(This skill doesn’t work with gun’s/cannons…) tested it with a friend: 24% accuracy and evasion only? and attributed? might be good with dex build for evasion but thats it… it offers no offensive power…

Buff needed:
Change accuracy to Critical Chance or Critical Attack…

Change it to 2nd-hand weapons instead of this sick limitation of daggers Only

seriously… its pretty pathetic… our supporting is turning garbage because some equipments are not giving the
Additive Stat: WE INVESTED MILLION OF SILVERS ON…

Swell body: Double edge sword but doubles drops…
Increases Hp of mobs by 2x healing the additive hp…
Ex. 100k turns 200k+ heals by 100k…
Increase mobs to large: making missle attack weaker to (Large mobs)

(Only use farming lower level mobs…)
(In a party requires competitive set of cyro3/chrono or linker 3)
for effective swelling and crushing…

Shrink body: This skill… is freaking reliable…

(Making mobs smaller causes their aoe size smaller permitting swordie’s/ warriors aoe skills to hit more than the effective range…)

"You dont need to take the attribute of making them super fast you need a dieverby to lower their speed by -20 before actually using the attribute…"
explanation:

example you shrinked 5 large mobs…
you cast twice making them small size…

If you posses a lvl1 swell… that can only enlarge 3 large mobs…
Small size permits you to swell 5 of them at once…

(Tested and done…)

Transpose: Would have been a really strong defensive skill if they placed it at C3 and it heals us… jessus place it at C3 and buff it…

Reversie: Our signature move at C2…
This skill is amazingly… Situational
Its a simple (you see magic circle STEAL IT)
The good news is its ranged and its very far and wide-ish aoe…

("it wont make a stupid bug like pyro where your char starts walking to the tip like an idiot…:frowning: )

(Finally our Swell head: Granting 145 int at full attribute)
For the love of god… our skills costs 14mil for so little gain?
are we the new bokor class?..

(Whoever is going this class prepare to be dissapointed and have your ballz torn apart we only have, mages/cleric benefit from this class and nothing more…) It needs buffs as a support since other classes

Surpasses it after the nerfs on swell and shrink not working on bosses

Best classes Synergy with this class:
Dieverby/Druid
Linker 3 if you went full int
Tanks gains full benefit from the buffs
Any class that is int build and wears a dagger

Verdict:Very Poor class at this moment it needs serious buffs are the developers looking into this class? or will they just leave it to rot?

Zero scaling aswell doesnt help Korean buff is actually misleading and only adds a small stat.

The Bokor class of the mage tree
Expensive upgrades for little gain when other classes surpasses them…
We are supposedly the class that increases damage out-put of the party… not get gimped by these silly restraints…

1 Like

You are wrong buddy. The swell brain is surprisingly good. If you did read tos mechanic file, stat gain from equip is flat addition but not buff. Stats gained from buff will gain benefit from our char stat growth, e g. Each rank +10%. So theoretically it should add 145 int +70% of it = 246 int. It will gain more when higher rank came. Not sure the stat growth bonus applied on this or not tho.

Edit: The above calculation is wrong. Its more complicated as I check the formula. But its correct about the stats gained from buff will put into calculation (so its not a flat 145 int addition).

Thaum3 here, swell brain only adds 145 int.

My bad then, if its mistake. Since the TOS mechanics calculate that way.

Thauma3 here, i think swell right arm is one of the best skill in the whole class. When you equip a shield you gain 271 p def and m def. at first it doesn’t sound much, but in praxis without the buff enemys that hit me for 1500 dmg with the buff the whole dmg is reduced to 1-100 dmg. Now think the whole group gets such a damage reduction and maybe got aperation 15 in team which increases the defenses again by 48%. you whole party would get no damage at all. but yeah people prefere to equip mana mana for extra 300 dmg instead of invincebility.

I don’t understand how you can pass from 1500 to 1 damage with only swell right arm because unless you get crit or something or vs a Hard hitting mob (Big hp pool monster) and then compare to a normal mob/hit…
Armor work as a flat reduction

In simple Damage taken = Damage - Armor (Their modifier and other thing but that the simplest equation)
Let say the mob hit for 500 you got 250 armor, the mob hit you for 250

Unless you mean the mob hit you for 1500 in mutiple fast hit then yeah 271 armor will reduce each hit by 271.

that sounds like it would make sense, like the mobs that shoot repeating arrows

This isn’t true for Magic Defense, and it’s, probably, not true for Phys Defense.

(((((Skill Attack + Effective Attack) + (random(0% … 100%) * Magic Amplification)) * (100% + T0)) -
(Effective Defense * (100% + Level Penalty)) + Elemental Resistance)) * (100% + (0 or 50% if crit)) + (0 or Critical Attack) + Extra Elemental Attack + Enemy Specific Damage) * (100% + T1) * (100% + T2) * (100% + T3) * (100% + Enhance) + Bonus Damage

That is the complete damage forumla (Monster and player work the exact same way)

Let say the monster use a normal attack no skill at all
He do around 500 damage (physical)
And you got 250 defense (Physical)
For this there no modifier from strike/missil/pierce/plate mastery etc…

(((((Skill Attack = 0 + Effective Attack = 500 ) + (random(0% … 100%) * Magic Amplification = 0)) * (100% + T0 = 0(No modifier))) - ((Effective Defense = 500 * (100% + Level Penalty = No Level Penality)) + Elemental Resistance = (Physical damage only))) * ((100% + (0 or 50% if crit)) + (0 or Critical Attack) We don’t use critical hit in this exemple) + Extra Elemental Attack + Enemy Specific Damage(Unless the mob got a Savior bonus damage we don’t count it)) * ((100% + T1) * (100% + T2) * (100% + T3)) Those 3 are modifier mostly for player damage but mob can do different type of damage but we just taking a Flat exemple) * (100% + Enhance = Does mob have enchance attribut ? I dont think) + Bonus Damage = 0

Let reduce it to whatever we need no modifier just the FLAT damage and how armor work vs the damage.

(( Effective Attack = 500 ) - (Effective Defense= 250))
Overall that the formula whitout any modifier, From skill or attribut or mastery or skill base damage and whitout any magic damage formula either.

Let try with armor modifier on a basic attack. With Crit 50% I think from monster ? Not sure but let see how it modifier the value on the damage taken.

((0 + 500) - (250)) * (100% + 50% Critique ) * (100% + 50% Armor modifier)
250 * 150%*150% = 565 damage taken
Whitout the 250 armor.
500 * 150%*150% = 1125 damage taken
Total 1125 - 565 = 560 Damage reduce with 250 Armor

Sadly, that formula does not work the same way. I know, because I take over 200+ extra magic damage when I remove my 100 M-def bracelet. -_- The same goes for it I remove my pants, I take about double the def in extra damage.

It is certainly not Flat. At least, not until a specific threshold.

Monsters eventually get modifiers on some of there crap or utilize skills with modifiers (Spiral arrow)

I amtalking default attacks. Not skills.

Though, technically, all monster attacks are “Skills”. Which is why they can’t do anything under SIlence.

I did one with crit and armor modifier include.
Monster don’t hit for the same amount all the time ( One hit me between 250 and 400+)
And yeah i tested it for the third time now and it still the same ( 150 armor from swell arm still give me 150 damage reduc when there no modifier involve)
That also the reason people speak about how useless the armor is because it a flat reduction and not a % reduc (That also make it seriously strong if somehow you can reach the point they do almost nothing)
Serisouly you can’t find a better formula than that.

I am talking max and min going up. It’s very noticeable after you gauge the enemies attack.

I can do 5k magic missiles as wiz 3 thauma 3

I think swell head is good. INT + 145 to a sorcerer is a good boost to the summon damage. But well, I don’t know how much silver has to be thrown to achieve this. Probably too steep.

Wiz3 Thaum3 Warlock Here, I agree everything you said.

The Swell Right Hand must be applied to any offhand as well, I think it should be that way but it is outdated and nobody care (pistol/cannon and more to come?)

Swell Brain is good, but it is not definitive for a C3 class, the INT+145 is meh and even worse than both swell hand honestly. I think +50% matk from quickcast should be here instead. Or, we lack of meta that can defend magic damage effectively, Thaumaturge should be a big part here like reduce magic damage for xx% or improve magic defense for 100%

I probably think Reversi is actually the best skill, but it sometime quite OP like during World Boss you are taken all others’ magic circle. But I feel the current world boss/monsters are lacking of Ground Magic so I didn’t feel so useful, if world boss summon ground magic then peoples would not be as comfortable as it is now and Thaum can be shine to turn the boss’ magic back to against themselves.

3 Likes

do group members at least appreciate all the thaum buffs?

Below level 200 yes, the damage increased is significant.
Above 200 the increase is not really significant.

But at least if there is a Druid C2 in the party (with dagger), the damage increased is good enough for them to act like Elementalist C3 and you doesn’t need them in party. I’ve achieved 12m/h in Storage with a 2 tanker + 1 archer + 1 diev/druid before.

Sometime if there is no krivis, you need to discuss with the cleric what buff to use only, it could be easily overloaded.

Thaum Buff are quite Good with class that do alot of Tick like pyromancer
I mean you can easily give around 500 bonus damage to the whole team and it also stack with any modifier (Element / enchant attribute / etc).

I could say, Thaum buff are quite understimated… But there also bad matching with people who don’t really profit of it or people spaming every single team buff (Mostly mage using Shield or Archer with team swift step) Overithing the priest and my own buff.

-It work really well with pyromancer (Btw also quite understimate… Pyro damage might be a bit slower than the meta but overtime they do alot, don’t understimate them because it a C2 class even more with the buff incoming)
-Elementalist Aren’t bad either it give a good amount of damage to FC but anyway it already doing to job quite well whit just QC.
-Don’t understimate On archer or Swordie, Those 500 can become alot more on thing like running shot or any modifier that would affect thier damage like necro decay aura.