Tree of Savior Forum

Two handed weapons are too weak

If you have 280 friends that don’t know the value of an ability that doesnt mean it doesnt fall off.

Whenever I limit my buffs (for farming or grinding, to not waste resources), blessing is always the thing I cut down on first, because its effect is very weak at higher levels (compared to the rest of your damage).
The gap only gets bigger as you level your attributes and higher rank abilities.

The summons do not take your Magic attack, they have their own base stats and take their additional attack from your Int stat, gets multiplied with Summoning (the skills) own value (0.4-1,8x) and then apparently again by a 100% modifier (so its doubled) and then each star adds 10% on top of that to an additional 90% at 10 stars. Then Temple shooter hits twice so all of that is doubled, but it’s still not going off your magic attack.
100 Int at 1.8x goes to 180, then doubled to 360 (on the summons attack stat), but its a rank 10 card so it takes an additional 90% of that 180 so 522 total. Then TS hits twice so 1044. This is added onto the base the Summon gets based on its level.

You can see this when your regular Staff/Rod breaks and your Temple shooter still hits for the same number because your weapon type is not relevant to it unless it has Int to give it.

Only reason I even maintain my current weapon when it breaks is because my Pyro dps is far above my Temple Shooters. The temple shooter loses no damage but Fireball and the like do, the magic attack isn’t relevant, all a Sorcerer’s summon gets from Maledoom is the Int, which is the point of it if you have no Int on your weapon the Summon doesn’t care. If not a sorcerer (or I suppose a Necro as well) Maledoom should just be ignored.

The attributes if anything add lasting value to the class although in the case of Pyro and Highlander the attributes are so weak it doesn’t matter.
For instance For 1h weapons Peltasta gets its Shield bonus (but Rodelero doesnt), Fencer has its bonus for not using a secondary weapon with a rapier, then the bonus rogue/corsair has with daggers. QS and Cyro have bonuses with Shields as well. A lot of classes have attributes with the weapon to help define them, its just a shame that Highlander and Pyromancer attributes are so weak.

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Well does that actually matter? It is 153 on average :wink:

Mini Necroing this post for future references.

AoE ratio doesn’t work as most people do think it works.

Weapons, skills and Auto attacks, have a lets put it like this “XX number of targets to be hit by” each of them. This won’t be affected by the AoE attack ratio stat.

Each mob (and player for that matter) have an AoE resistance, and the AoE ratio stat serves to counter that. It’s like an ARMOR PENETRATION but for AoE.

You won’t hit more targets with your skilss, Ipve tested that using a Velniup (+3 to AoE) and Vubbe Fighter Gloves 8+2 AoE) and my SEISM still hiting the same amount of targetsm but, I noticed that as I get more AoE ratio, my skills land more often.

I’ve read people say you hit more enemies with your autos and this statement cannot be more far for the truth. Can you imagine an Archer auto attacking more than 1 target at once? lol

And for the topic, 1 hand swords have way more stats on them because the skills that require 2H swords (or Spears) deal quite the damage, so that´s why 2H swords get “no love”.

aren’t two handed weapons have a 10% modifier? though im not sure

Uh, no, Seism definitely hits more enemies with more AoE Ratio.

AoE Ratio is the amount of enemies you can hit assuming the enemy’s AoE Defense is 1. If any enemy within range has higher AoE Defense, they’ll eat more of your AoE Ratio.

If you have 5 mobs in front of you each with 1 AoE Defense, and a skill with 5 AoE Ratio, you’ll hit each of them.

If two of those 5 mobs have 2 AoE Defense Ratio, then you’ll hit those 2 enemies and 1 more of the 1 AoE Defense enemies (so 3 total, not hitting the 2 remaining enemies)

This is exactly why Circling is so powerful.
Circling is able to reduce AoE Defense to 0, effectively allowing attacks to never lose their Ratio because enemies arent using it up.

You attack 9 mobs with a 5 AoE ratio. 5 of them are affected by Circling and have 0 AoE Defense as a result. The other 4 still have their regular 1 AoE Defense.

You’ll be able to hit all 9 enemies because your AoE Ratio wont be used up entirely : 5 - (1 - 1 - 1 - 1 - 0 - 0 - 0 - 0 - 0) = 1

Indeed they do, at least as far as swords and spears go. Havent checked the others.

And the conclusion of this is?
2h based classes dont suck, but their weapons do. Thats why the classes appear to be useless.

Tansendence fixes this.
It makes staffs better than rod+dagger.
I think the reason is pretty self explanatory.

This tread is old. Game doesn’t have this problem anymore.