Tree of Savior Forum

The biggest problem right now

I tested against a field boss that was about 15 levels lower than me, along with having buffs like gung ho and concentrate, and i STILL only did 1 damage with each hit, including skills, and none of my gear was broken either. So at least for field bosses there is a giant penalty if you are not within like 5-10 levels of them, for normal monsters it seems like the window is a bit bigger, but still small enough that its not worth the effort for the small increase in exp/silver per mob.

By the way, have you looked at the difference in exp the higher level mobs have? I picked 2 random common mobs that were about 100 levels apart and the exp increase is about the same as the hp increase, but its not even double after 100 levels:


So you can head to a lvl 500 area and lets say you get about 3x more exp than a level 100 mob, it will still take you about 3x longer to kill the stuff there, how is this exploitable?

Gungho and Concentrate work differently than bless and sac. I have tested it as well, it works since I deal 1 damage and then Sacrament kicks in and I do 200.

191 is a tad lower than 500 =/

So you are saying that Sacrament completely ignores the damage penalty (not defense) somehow? I’d like to see a level 100 character with sacrament attacking a level 200 monster, assuming they have enough accuracy to hit it at all lol.

Well, I did a party with my main char, when low lvl friend tried to farm somewhere, and they didn’t get any exp … With sharing exp party setting enable. Even when I didn’t hit the mobs.

But maybe they didn’t look at it correclty XD

I am a level 90 battle priest and i went to a 110 level area to try to farm for a sword recipe. My regular attacks were hitting for 1 and my sacrament hit was slappin them for 200+ with blessing added.

This topic explains the exp share penalty in detail, i probably should’ve linked this and explained a bit more in my first post. Basically right now there is a damage penalty for fighting higher level monsters, damage penalty for fighting higher or lower level field bosses, exp penalty for fighting lower level monsters, and exp penalty for being in a shared exp party with members who are greater than 20 levels apart.

Have you tested on monsters that were 30+ levels higher too? When i was level 77 i was fighting level 107 monsters for a recipe, all my autos did 1 damage but my skills managed to do a few hundred, so it was possible to kill them even with the penalty, but it took much longer than it should’ve.

If penalty were to be removed per say, meaning that it would be fine for let’s say a level 1, to go to a level 70,46,80 etc. have your level 200 friend smack everything to kingdom come and you get the full exp value since there is no penalty for it. I started and finished this beta with two others and we always stayed at the average level range, we just played at the same time and if they couldn’t i would level my Alternative char. without penalties it just seems leeching will be what the game is about rather than you going through it your self. Why waste countless hours leveling on your level mobs when you can have someone else one shot idk elite level 100 mobs and you just sit tight? The bosses that could be adjusted no reason to limit a player from fighting a lower level boss that actually helps the lower players kill it faster get hopefully drops and then continue to quest or grind.

One thing that was unclear from that thread is who was killing the monster when they did the exp share calculations, but it was an interesting read.

I have not tested on anything higher, but at this point it is meaningless theorycrafting since they exp penalties won’t be removed.

Apparently the damage penalty just multiplies enemy defense, so moves that ignore defense (Like Hunters Rushdog) do not care at all about the damage penalty.

IMCGames should just remove all the quest, remove the tunnel maps and make the whole world like the original RO, an open world where you can party with your friend without any restriction.

Problem solved? No, because is too late, game will launch next month in korea so i doubt things will change in time. So disappointed that the great sociality of RO is ruined and just a dream of the past.

While I would be on board for these changes since it would encourage less restrictions, and add more reasons to interact with other players.( even if in a bad way since it is slightly exploitable, but more player interaction would still be a good thing.)

With the game progression and structure being mostly set in stone this would only lead to more problems on the development side.

The Damage penalty while I hate it, because it does end up undermining good Stat point building to a certain degree, and can cause other overall balance issues. A flat out removal would mean they would have to redo the entire damage formula, class skills, and among others to rebalance the game from nearly scratch. Needless to say; they most likely wont do this.

As for the experience penalty.
The removal of feels like it will be inconsequential.
From what I’ve noticed with party members have to be within range of the killed monster to even receive experience.(I could be wrong on this i would like some clarification.) so some degree of participation has to be included.

Considering the exp values of higher level monster don’t really increase compared to the experience require, coupled with the fact grinding will still most likely be beaten out by questing for any overall progression anyway. We also don’t know how the higher levels will play out.

Especially since there is a plan for a level 600 cap, which means in beta we are only about a third of the way to max on a 3-5x rate server. That is also considering if the experience and time required doesn’t sky rocket to astronomical degrees by the time we hit 400.( but I suppose questing will cover that at this rate.)

Even there is also no guarantee that they won’t just also adjust the experience value of each monster, or redo the entire experience to level chart to balance out the removal.
They can also just flood every so map with ranged attackers to make it less exploitable, but that can lead to it’s own problems.

Overall these changes will be at a minimal chance to happen.

While I hate the penalties for placing arbitrary restrictions.(In a genre that should encourages customization, exploration and minor exploitation), the game as it is currently structured at the moment won’t really accommodate its removal until they either rebalance the quest experience card vs. mob experience values, and change the entire stat and damage fomula.

I personally don’t see it happening. We’re about to hit Open beta in korea and I think our biggest worries should be aimed at if the game is trying to be too big at once.

Eh whats stopping you from doing this now? there is no penalty for killing high level monsters, you know?

There is a penalty for killing high level monsters.

No there isnt

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[quote=“chilly0123, post:1, topic:118585”]
tl;dr version: Completely remove any exp/damage penalties from fighting monsters higher or lower level, increase party exp share range from 20 to 50 or more.[/quote]
There’s not really a penalty for damage though, it’s just the DEF reduction. I’ve killed monsters 100 levels higher than me as a Cleric by simply debuffing their DEF down. They could lower the DEF of monsters and scale their HP much higher according to level, but this would screw over a lot of skills. They could adjust most of the skills to do higher damage to compensate for this, but this would screw over PvP. They could have it so those skills get reverted to original damage specifically when fighting against other players and summons/objects spawned by players, but it wouldn’t end there.

The EXP given by the mobs wouldn’t nearly be worth the time/effort needed to kill them. There’s no exp reduction for higher level mobs, so you’d still get the same amount if you went there solo. If you went there in a party with equal distribution on, it apparently gets reduced if you’re too low-leveled so people don’t use it to power-level their friends (Which is a GOOD thing). There’s better ways to implement the “level together” system, but unfortunately, this isn’t one of them.

This is what happens when you come into the game wanting it to be the same as RO.

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As far as I’ve experienced with my own tests, this isn’t true. However, this was in a party, using another character as a comparison level, so it is possible that there’s only an exp penalty when sharing in a party. The results I found were that exp was reduced when killing something 15 levels and above. Here’s what I found:

Welp.

I guess I would have to look into that if they never nerf sacrament. Find a mob with a telegraphed attack and whittle em down to see the exp/hr

It’ll be terrible. If the exp penalties didn’t exist for low level mobs I’d probably be farming tenet chapel on my level 100-140 characters, because the exp you get compared to the mob density and time to kill on mobs in that level range is pitiful. There are a couple areas beyond that which are exceptions but this is solely because of mob density. Level 180-200 mobs give about 900 exp each. The level 48 Egnomes in Tenet Chapel that spawn in great density every few seconds give 640. The scaling for mob exp is absolutely terrible.

No problem, me and a lot of RO player will not play or will stop to play after a while if IMC don’t fix this issue.
There is no way that i follow this linear system for 600 levels.

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It’s not going to be 600 levels when the game launches; that’s a hyped myth.

I’ve also seen less complaints about ‘linear’ gameplay on popular games that are more quest-driven and linear than this game. The problem here is that all you people keep coming into the game expecting it to be like something that it was never advertised by the company as. They have some of the same Developers from RO, but having the same Devs does not equal same gameplay.

Either way, the game is launching Open Beta in Korea next month so just like you said, there’s no way they’re doing something as drastic as:

[quote=“Kdchan, post:16, topic:118585”]
remove all the quest, remove the tunnel maps and make the whole world like the original RO, an open world where you can party with your friend without any restriction.[/quote]

After most of the bugs are fixed and more proper content is added other than Leveling/PvP, the game will thrive even without the RO Players who leave because of the current system. Maybe someday another game similar to RO will pop up, and you’ll enjoy it.