Tree of Savior Forum

Why does TOS design Doppels “fake” multihit skills for?

Hi, i really want to know why does TOS design Doppels “fake” multihit skills for?

is it cause what advantages and disadvantages? O.O

Because the guy who does balance in their design team is high off opium and meth. He can’t get his crap together to come up with a reason for your answer so the staff members tell you because they were just intended to be like that.

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I guess they just like displaying lots of flying numbers on the screen.

I too never really understood the concept of fake multihits. If it was to allow a skill do deal massive damage while staying below damage cap - how is that any different to true multihit skills with just the right damage tweak?

it synergyzes with DPE

problem is, they don’t really give the correct multipliers according to the number of hits

example seism x1.7 > 3 fake multi hits when it should be x3.0

or at least show the damn multiplier in the skill description

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I always thought they did this to make the game look more RO-ish.

Who wouldn’t love the professor with his permanent bolts, showing so much numbers that you don’t know how much you hit, lord of vermilion, sonic blow, spiral pierce and way much more.
But none of these were fake hits, though…

The concept of fake-multi hit is really strange and confusing for new players.
At first I was thinking “Wow when I crit with this spell, all hits are crits, best spell ever” until I realized how bad it is.

too make it look strong and cool I guess :joy:

I dunno for Doppel, but i witnessed some weird things regarding multihits with my SR. Spiral arrow acts as a real multihit attack on some targets and as a fake multihit on others. For example the flags in Crystal mine take a series of 1’s from Spiral arrow, whereas the summoning field in the “Big Accident” Quest just take 1 single damage from this skill.

Can you check if monster size is affecting how the skill works? I never really liked anything in the Ranger circles except for Barrage and S.Aim.

I’d like to think the meth addict over there believes this would be too strong along with added in damage from blessing and other per hit damage mods. They were super high when they made Highlander/Barbarians in iCBT1 do 5000 damage at like level 50 so he got scolded and told to tone down the damage.

Thus the “fake” multi-hit skills were born.

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From a game design standpoint this has two reason:

  1. Abilities feel more impactful than just hit and poof. This is especially true for Swordie skills (see Vertical Slash for the single hit and poof for example)

  2. It’s easier (or at least it should be easier) to balance as you don’t have to tweak numbers for each hit and consider on hit effects. Instead a fake multihit is like a very fast ticking dot. It’s one damage number split into multiple.

Is this good game design? It can be justified if done in the correct places and fully disclosed to the player(!)

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\o/

We can still dream about it. :wink:
TREE OF HIDDENMATHS.

Nothing as been ever explained to the players in this game so far.
Tutorial is just a joke, loading screens astuces & co too. We have to chose class without even knowing how spells works. Hidden mecanism in skills & buffs. Skills tooltips are ridiculous. Buffs & debuffs are not explained,… and so on.

I feel bad for the Dopps, even Hoplite’s shitty fake muliti-hit(Pierce) gets a multiplier depending on target’s size.

I think it’s just bad coding like how the new Sapper attributes have fuked up multipliers while HL’s new multipliers are doing their math right.

Kinda like DoubleSlash gets a flat +200 against Skyliner’s 200% on bleeding.
Even if DS gets the 200% modifier on bleeding it can’t outgun Skyliner simply cos the latter is from a higher rank class that has a bigger base damage(can reach lvl10), hits 3time per overheat.

tldr; IMC is badsucks at math and programming, heck a fresh hs graduate might be better than them.
Oh… wait, we know that already for months.