Tree of Savior Forum

This game stat system needs to be fixed

Current direction with C7 and C8 is only killing the joy of the game and further turning this game into a boring and stale DPS race. Game keep making new 200-300k health mob because DPS classes bullshit 30-40% damage steriod exists and C8 decide to bump this number further with 100% damage steriod. Every non-meta class is a disappointment to play because they can’t deal damage.

Why? Because they don’t have the inflated flat value and current Str/Int just suck so bad for scaling.

C6 C7 C8 flat damage are so high people just stack dex and abuse the crit on those flat value (and base level scaling) or they just stack Con because who wants 1-2 damage per multi-hit when you can get 85 health instead?

This isn’t even hard to fix.

See that rank-up Str and Int damage bonus? That 10% per rank?

Bump it to 30-40%, going up to 240-320% with the C8. Suddenly, Str and Int are worth taking for DPS role.

Multiplicative Steroid like Quick cast? Drop it to 15%. Those stupid C8 100% damage steroid? Drop it to 30-40%.

Reduce some of the flat value from 800 a hit to 600 a hit or something.

And then drop the inflated health monster accordingly because the players are no longer inflating their damage number.

Con-DPS class can still deal damage because of the flat value.

Non-meta and older classes that invest in Str/Int now actually deal something like 60-70% of a DPS class instead of a pisspoor 15-20% and disappear from the game completely.

And DPS class that invest in damage will deal damage but no longer 2-3x the damage-focused non-meta classes because multiplicative steroid isn’t so inflated anymore.

It’s not that hard.

tl;dr : Nerf current flat value and mutiplicative bonus damage steroid on all classes and bump the per-rank Str/Int class damage bonus from 10% to 30-40% to make investing in Str/Int worth it so that even non-meta class can actually deal damage after C7.

Str is very important that give you critical damage.

and the dps race continues!!

I agree, although this is one of many things that needs to be fixed, its aimed toward the core of the game so, I can say this should be the dev’s top priority whenever they are willing to rebalance every single class without screwing people over by forcing them to remake their chars every update.

1.5 critical damage per point means ■■■■ against 300k mobs

Pick Snipe for example.

400% + 5997.

Each str will give you 4 or 7 damage (4 with scaling. 7 with crit). The damage average depending on how much your crit chance is.

Each dex will give you 0.15% crit rate, which further synergize with your base level damage stat and weapon stat.

I’ll let you choose. One is just a flat bonus. Another actually scale.

It depends on what you use for it, multi hit skills such as stabbing benefit quite a lot from things as such, not to mention it scales higher with buffs such as Deeds of Valor.

Because of the introduction of transcendence equipment Int as a base stat for Casters is going to devalue. At least for casters that just use matk.


That said, Int for summoners or casters that double dip Int it is probably going to be a different story. Toaist for instance with Double dip Int on Zaibus and now another multiplier for that–that’s great value for Int. And skels on necros are Int scaling (potentially the skel archers but I haven’t seen tests for that) now. So you got some value there as well.

But as far as the old Wiz/Ele/Warlock it’s not going to be 30-35% anymore. It’s going to be less as people start getting the new equipment and then transcending weapons to T3 or T4.

Do I care personally? Probably not. My class uses Int and likes it. Elementalists may want to consider getting Con at some point though. Once we start doing the math for it.

Considering how multiplicative value pretty much applies to everything you do including the flat value and all the per-hit damage bonus (like insane high value bless priest are getting now), the int bonus damage value isn’t worth it to fight against the power of Con.

One reason I absolutely hate flat-damage skill damage in game is because when those things exist, it means the game is very gear and class focused for DPS and that damaging stat will mean very little compared to tanky/crit stat.

Even if you have 500 more MATK from int bonus than the con build, with how strong gears are late game, that 500 extra MATK might be worth only 5-10% of what you’re going to be doing thanks to the power of flat value + gear + other buffs.

But if you go con instead, you end up having like 400% more health than the other person. And that as long as Animus exist for magic build, a Con is worth about 0.2 magic attack as well. (1 con = 1 hp rec = 0.4 Amp = 0.2 matk average).

And I really doubt ToS will be getting some kind of “Int bonus is tripled” type of gear.

I think you need to wait for people to do some actual math first before you start pronouncing numbers. Remember the value of Int past 500 right now is something around 3matk per point and it’s a bit better when R8 hits cause of the added rank bonus.

The last proofed math that held up to scrutiny I’ve seen was for 280 Elementalists and we were getting 30-35% of our dmg from using a meta Int build (some con, high int). And we compared that to realistic high tier geared players. And that wasn’t even against the psycho Int builds.

And remember Con is nice and all. But we use tanks or mitigate damage by avoiding it. Not just having the whole party tanky. If it’s not your job to eat hits and you’re sacrificing damage potential when you don’t need to you’re doing it wrong.

Shhhh, last time someone suggested damage nerf, it turned into a sh*tstorm of how wizard is balanced and more damage is needed.

I still stand by that Dex should give Cooldown Reduction.

So, people are starting to understand that DEX > STR and CON > INT.

IMHO the scalinges of this games skills are just terrible.
You want to play a DPS class, well ok but your Pyro skills are gonna be useless in 2 ranks. The same things gonna happen for Elementalisrs and Fletcher.
The Base damage of higher ranks are way too much for lower ranks to compete.
As a game which emphasises on class diversity, you’re pretty much forcing players into specific newer ranks.
You can’t be a DPS Pyro when Sage, Necros simply out damage. You can’t be a Fletcher3 anymore cause Muskets and SR3s out base damage you.
At the rate this is going, class diversity is gone. You fail IMC.

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I agree, lower rank dps classes need to have a slight bump in their dps or their damage formula calculation to make them viable for the upcoming 300k+ hp monsters, but definitely not overshadow the r8 classes. Most of the skills I see in the early rank stages have really low base damage or even none at all(looking at you, Fire wall).

Low base damage skills with no modifier needs to go.

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i am non-meta build… i dont want to follow those meta build cause i dont like those class choose…

of course same with other people, they want to choose a class they love even it is not meta build and no one can stop them…Instead of rerolling

this game is for hardcore players