Tree of Savior Forum

The Grand Modifier Thread | Skill damage boosts and 'additional attack' sources explained

Started reading the post but the formulas are all outdated. Are we getting an update here? :slight_smile:

The formulas used in this thread are up to date tho. I havent included the base formula (the one with log and stuff) since you could find it in other threads and this technically isn’t supposed to be a pure damage calculation thread. I can add it if you want; it’s not that neccessary for the thread.

Ok. I did some more testing and finally figured out what’s going on with Swell Left + Shrink Body. The damage bonus is based on my MATK, regardless of who is dealing the damage. After doing some math the formula looks something like this.

X = (Attacker's PATK or MATK + Thaum's MATK * 1.2)

Damage = X * logformula(X) * % Mods

So if for example we have a thaum with 2k matk, an attacker with 3k patk, using lv5 Bash (200%) vs a target with 500 def, it’ll look something like this:

(3000+2000*1.2) * log10(((3000+2000*1.2)/(500+1))^0.9+1) * 2 = 10558 damage

EDIT: To put it into your categorization, it would go under “Attack Modifier”. Something like this:

Attack Modifier

Thaumaturge

  • Swell Left Arm “Shrink Size Specialty” Attribute:
    +30% [* Attribute Level] of the Thaumaturge’s MATK
2 Likes

Nice.

Adding it now.

It’s Attack Modifier btw, not Skill %.

This might be a dumb question, but if an attack has a flat damage value listed instead of a percent, does that make it that number/100?

For example, if Bash says “attack 200” does that mean “200%” so if you rank it again, it’ll be “209%”? Also where does critical hit factor in with the rework?

All skills are % now.
If they put a number without %, the % was forgotten. It should be 200% on bash level 5. In KToS they have put % on all skills without %.

ty, that’s one mystery solved, I’ll have to take another look at my build now, lol

@EternalDream

Small question to you, since I am not sure about critical hits.

Criticals have innate 50% increase in damage right?
Does the 50% innate increase boost the defense vs attack formula (so 1000 attack vs 1000 defense change to 1500 attack vs 1000 defense?).
Does critical attack from DEX calculate into the attack vs defense formula? (so 1000 attack vs 1000 defense change to 1000 attack +500 critical attack vs 1000 defense?)
Does the critical attack benefit from the 50% innate critical damage increase? (so the crit attack instead of calculating as 500 will calculate as 750?)

Updated main post with some tidbits regarding the main damage formula (also included a link to a more indepth topic on the rest of the game’s mechanics)

While those should answer your question;

Crit’s 50% increase ONLY affects the attack outside the log formula, not the one inside of it. So the relation between attack/defense as it’s used within the log is unaffected. Same goes for Critical Attack.

Critical Attack is a static value added after the critical bonus is applied to your attack. (Attack * 1.5) + Crit Attack

1 Like

@EternalDream I got another question for 10 points.

If I have ability that have:

  • 300% damage per hit
  • 3 hits
  • 1 additional hit from atribute (with is writen as 30% dmg increase in the attribute)
  • 1000 physical damage totall as character
  • enemy is under the effect of 50%bonus damage debuff

How much dmg will this ability do?

Not really enough info. The 30% damage increase from the attribute’s extra hit could be any number of things. Are we talking about a hypothetical skill or something that exists?

Treat it same as mechanic as Redel in Doppel (+5 hits +180% dmg), but here its +1 hit +30% dmg.

In that case it’s just

1000 x (300% x (100% + 50% + 30%))
x 3 hits.

Redel is a fake multihit attribute so it’ll display 4 but still be calculated as 3 hits in this scenario; it’ll simply be +30% damage, most likely additive to whatever debuff the enemy has.

ToS skills arent as cut and dry as this though. A hypothetic skill vs a mob with a random 50% damage debuff could do just about any damage it wants. The math only functions for test-able skills unless you specify exactly what every part of your hypothetical damage calculation does.

I was wondering if you are sure that Redel/Zucken/Zornhou multihit attribute is actualy addtive to debuffs like cleave.

Since in one chapter you write in multihits that Zornhou is 4 hits, but in reality one. So instead of being 1500% x 4 its 6000% with is not so true at all too. Since in second chapter you write the multihit attribute is additive to debuffs.

So its either 1500% dmg +300% attribute or 6000%, because for me 6000% is base skill damage where everything else multiply it.

The most confusing is Redel though, since its writen +180% dmg and it add 5 hits. Where 180% dmg is either +5hits and +40% dmg to each hit or +9 hits to keep it as 180% dmg increase. Where in game its just +5 hits.

The diffrence in this is gigantic, since comboing 50% cleave debuff and 80% zwernchau debuff multiply it greatly or just add to it.
Its either 1500% base dmg (300x5) x 4,1 or 4200% base dmg x 2,3. I think i will try to test it myself.
Since looking at it intuitivly if it change tooltip dmg (well amount of hits) it indicates that it should apply to base dmg of skil.

Made few tests in game with Redel, its attribute, Cleave and Zwernhau debuff.

Scenario 1) No Redel attribute deal around 6500dmg per hit.
Scenario 2) No Redel attribute + cleave debuff deal around 9800 dmg per hit (so yeah around +50% dmg)
Scenario 3) No Redel attribute + zwernhau debuff deal around 11500 dmg per hit (around +80% dmg)
Scenario 4) No Redel attribute + both debuffs deal around 15000 dmg per hit (+130% dmg)

Scenario 5) With attribute on deal around 7500 dmg per hit (15-20% increase, should be 9100 if its 180% dmg increase in totall)
Scenario 6) With attribute on + cleave debuff deal around 9500 dmg per hit (should be around 11000 if additive with debuff)
Scenario 7) With attribute on + cleave debuff deal around 10000 dmg per hit (should be around 12000 if additive with debuff)
Scenario 8) With attribute on + both debuffs deal around 12000 dmg per hit (should be around 13000 if additive)

The results sems as the process is additive BUT Redel attribute giving only +135-140% dmg not 180%.

When you see multiple hits pop up from a hit that technically only hits once, dont forget to actually count up all the values you see pop up to know how much damage you really are doing.

Redel for example, is 5 hits
With the multicut attribute, it’s still 5 hits. Each hit is just split into 2 making it visually look like 10 hits.

So a level 6 Redel is 305% per hit. That’s 305% x 5 hits.
A level 6 Redel with multicut attribute is 305% x 1.8 = 549% per hit. That’s 549% x 5 hits. The game visually just splits each hit of 549% into two unevenly split halves (it’s not 50/50). For the sake of calculating damage however (crits, bonus damage like concentrate etc), those “2 hits” are really just one hit. So you add the two halves together to know how much damage you’re really doing per hit.

For your example in your second post; You’re not doing 7500 per hit. One hit could be 4300, the next 7400. That combined is 11700 = 6500 x 1.8. And that’s how much damage that hit really did. The values can go really far apart, hovering between 50/50 and 10/90 split.

About the warlock skill invocation, nightrain_scy pointed out that the red spirits hit 6 times, but I couldn’t get a confirmation. If this is true, it is possible red spirits do 3 hits of 2 lines (like 3 cast of twin arrow or something).

When I claimed red spirits only did 3 hits, I was testing on jukopus which died in 1 hit each, so that might have been the reason.

PS: I updated the google sheet recently with a new page

I understand what you mean, but I was always taking the highest dmg that I have seen.

Also you made mistake in your calculation. It should be 6500 x 2,8 not 1,8, since its +180% dmg and that is equal to 18200 dmg.

If the highest hit I saw was 7500 and that is 120% dmg, then it means the second should be 160% of dmg with is even higher than the highest. So no matter how it splits the damage, there was no possiblity to deal 280% dmg of a single hit in two hits.
If minimal maximum dmg that I would observe should be 140% of dmg, so spliting it exactly 50/50. What I saw as maximum of maximum was 120%.

Also everything was done without buffs to prevent more complex calculations.

If a mob takes a 2-line fake multi it will still show both lines even if 1 of those is enough to kill it. When I tested this the red spirit only showed 1 line (for each of the 3 hits) so I’m pretty sure that’s not the case.