Tree of Savior Forum

The Great Rebalancing

From kToS thread:

This update actually looks like it’s hitting a lot of nails on the head. Let’s just hope it delivers, and that it’s only the beginning. Even if it launches without a hitch IMC can’t rest on their laurels for a minute. The game has a lot of problems and this is just cleaning up some of the biggest ones.

Cautiously optimistic.

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Just wondering. Has no one brought up the fact that

 "Increased most combat stats according to level (including accuracy and critical)" 

was said in one of the pictures?

Like, it can literally mean we get said stats as we level and/or we need more for the same amount as we level.

Crit so happens to be one specifically mentioned too.

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Hey, I’m canadian too. But don’t insult South America, please.

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Thanks @Reilet I think this is the glimmer of (advance)hope I’ve been looking for.

I’ve been thinking.

What if the 0.x relates to skill level?

So it’s potentially 0.1 to 1.5

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That’s what i’ve been talking with my gf, skills like Double Punch which scale SUPER BAD, make Monk C3 not worth taking. So we thought maybe this new damage formula will take in consideration skill levels, to make some C3 classes worth picking.

I hope they do, otherwise there’s no sense in having skills beyond lv 1.

The only things that would benefit are those that increase in duration or AoE per level increase.

You two must also bear in mind that, much like Ragnarok Online did, it’s very possible that they will give each skill level its own uniquely-scaling modifier. Depending on the skills, some may scale linearly, while others may scale exponentially, making C3 more appealing.

For instance, imagine Double Punch scaling as such:
Lvl 1 -> 120%
Lvl 2 -> 140%

Lvl 5 -> 200%

Lvl 6 -> 230%
Lvl 7 -> 260%

Lvl 10 -> 340%

Lvl 11 -> 380%
Lvl 12 -> 420%

Lvl 15 -> 540%

Or something along those lines. Numbers out of the ether, but my point being it’s possible that each skill level’s benefit may increase depending upon the circle it’s in.

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Currently we do not have that.
The announcement mentions nothing of it.

We’ll have to wait, still I do hope they make skill levels relevant, that way C3 will be way more powerful than C1 with the starter kit. Hope the case will be so.

It remains to be seen.

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It is not explicitly mentioned, no, but the formulas do include “factor%” which would lead me to believe that means the individual skill attack factor % like was seen in Ragnarok Online. At the very least they must give skills individual skill attack modifiers, otherwise what would be the point of skills if they didn’t increase your base auto attack damage?

For now we can only speculate whether the skill attack modifiers will scale up linearly or otherwise, but we know for certain that they will have upward-scaling % modifiers.

Special behaviours? hit more enemies? freeze enemies? you get the idea.

I hope to see the fruit of this announcement, and I also hope to see them work with their KTest community.

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My apologies, I feel like I’m not being completely clear.

They have made it clear they are removing flat damage from skills altogether with their graphics. This means that skills by themselves will contribute nothing to the damage of a skill, but rather modify the formula, as “factor%” shows. The special behaviors of a skill are what people take “value points”, i.e. a single skill level, for. There would be no purpose to higher levels of skills if they did not either have further special effects (incomparables, VERY ambitious to implement with the number of skills we have, highly unlikely especially given the info they’ve already provided), or increased % modifiers to your damage.

With that taken into consideration, I think it is very safe to assume, and I would even dare say I guarantee, that all skills will have their flat damage instead converted to % modifiers of your physical or magical attack power. The only thing I was speculating was the idea of the scaling from leveling a skill up not being linear, which again, is pure speculation. It is very possible that the amount of damage acquired from a linear upscaling would make a level 15 skill appealing on its own, but that all depends upon the individual skill. I am sure they will carefully consider the % modifiers for each skill to ensure a balance between pure damage skills and damage + utility skills.

There are skill that increase the duration or target it is able to hit per skill level already, offering little damage but increased potential in other areas as one levels them. This is already in place with skills like coursing, running shot, joint penalty, ausrine etc etc.

What you propose sounds great but we’ve no evidence yet, we’ve only to wait. But, they said they were going to change skills that’s true, but mentioned nothing about skill power in the graphs, instead they chose to show transcendance relevance.

With only that, I do hold my worries, but I cannot say anything about what will be or won’t be, we only hold the current truth and this I hope will be changed.

So, let’s wait, any idea of when they’ll be implementing these things on their KTest?

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Wish my news page didn’t stay “Loading…” forever and I could read something :’(

I PM’d you a copy of it. The formatting is a little different but it’s mostly the same.

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If that’s the case, it will be great. I like the idea to differentiate builds from each other, aside stats and ranks. It will make builds more unique than a linear path because it’s the “meta”. Hopefully you’re right!

Are we not looking at the same graphs?

The whole point of one is precisely that. Replacement of Skill-attack with scaling. Yes there is some skills that have scaling of duration or hits, but the majority of damaging skills don’t have any scaling whatsoever right now. So obviously the new formula will have scaling.

I guess we are not.
All I see is that higher rank(circles) will be better at using weapons damage. This is good? I guess it is good, I’ve to witness it to say if it is good.

On the other hand they did show how transcendance will improve damage on stage 5 and 10, but, I still want to know what skill level will do into the mix.

As I said, let’s wait, since they mentioned nothing of it.

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Delcas has proposed an interesting theory in which that exponent “0.x” actually corresponds to skills levels. So skills would have a fixed %factor, and skill level would affect damage multiplicatively, via the log function.

But yeah, just a theory, gotta wait for precise info.

I just can’t wait to hear how skills that scale from Stats get ■■■■■■ over hard. Like Highlanders bleed and Crown that scales with STR (1 STR is 1 INT reduction) or how the new Concentrate scales poorly due to no accumulated stat points or how Frenzy scales terrible due to the same reason, since it scales with STR too.