Tree of Savior Forum

Would you miss the AOE ratio, if it was gone?

  • Yes
  • No

0 voters

Personally is one of the systems I’d miss the least if they decided to remove it, as it serves no purpose but to limit our grinding experience. I’d understand if mobs had hit boxes that do not overlap so you are limited in terms of how many of then you can hit at the same time, but the current system is just a kick in the balls, especially as mobs stack on top of each other just fine.

Let’s keep this simple guys, what’s your view on this?

No because there’s not much items that boots your AOE ratio to see a noticeable effect to begin with. You’re basically stuck with what you’ve got in your stats +3 to 5 more depending on your gears and headgear enchantment luck.

They should remove this. It is useless to featherfoots and some class anyways. I wont miss them especially aoe defense ratio which is probably the worst stat to get in hair accessories.

1 Like

Yes I would miss it, specially since I main Falconer and taking out AoE ratio would make circling useless.

5 Likes

I would totally miss it it’s a very interesting mechanic and it’s quite enjoyable.

5 Likes

This mechanic is what makes TOS a non-Musou game.

I hate these games where you make a big area slash and hit 500 enemies at once.

4 Likes

That’s a really bad reason tho. Circling could easily be remade to buff all the damage by 50% or something.

AOEAR is actually a pretty good idea. It allows for another layer of depth in build design. It can be used to further customize the build the player wants and make for more complex gameplay. It’s a unique idea too, which is always welcome, especially in MMOs.

There are some changes that should be made to improve the system though. AOEAR should calculate the hitbox first, then deal damage. Currently whatever is hit first is targeted, and if enemies are hit at the same time, the higher AOEDR are prioritized. I can’t tell you how many times I’ve used a crucial debuff like Spear Lunge, only to have it wasted on the surrounding enemies while I was in range of the boss. This isn’t a problem with attacks like Spear Throw, or Frost Cloud, but other attacks are affected.

IMC noticed the next problem, and is making moves to address it, but it likely won’t be enough, especially since some classes and skills were left out, so I hope they continue with the changes. What I’m referring to, is the hitbox increases. Just given the size of the map, the spread of enemies, mob density, and near universal slow, unmovable animations, hitboxes just aren’t large enough. I’d really want to see further hitbox size increase for most classes and skills, this is very related to AOEAR, because if your skill doesn’t hit enough enemies, then AOEAR is negated.

1 Like

I think AoE attack ratio is kinda a lazy mechanic to limit one individual’s means of taking advantage of their AoE skills.

I guess this was done to ensure that players would party up to kill mobs as opposed to trying to solo, but its an unfun mechanic to be limited by. It doesn’t make sense for my attack hitboxes to connect with enemy hurtboxes and do nothing to a lot of the mobs just because I don’t have enough AoE attack ratio.

I hope that it gets removed someday.

AoE ratio is a fine mechanic. It’s well implemented and could be interesting.

The problem is that nothing makes any interesting use of it. Actual interesting ways that this mechanic would be used would to include 2 bosses + many repeating small respawning mobs.

The mechanic isn’t any issue that needs solving. There just isn’t anything in fight/game design that uses it in a way that matters to players at all.

It’s a totally valid reason, because Circling is what makes Falconer unique and define the class, taking it out to give it something like 50% more damage would just make it a generic Taoist (Storm Calling) / Miko (Kagura Dance).

It’s unique and makes gearing more interesting than just pursuing better numbers. It’s situational.

I like aoe defense ratio. I used to wear 3 hat costume with aoe def ratio and it was effective in Pve/PvP. It is really cool as a support/tank to be able to prevent your allies to take damage from ennemies aoe. It saved my mates many times in tbl, that would be sad to see that feature disepear. Aoe attack ratio is also interesting, it add some complexity in your build choices and prevent players to only have one meta build/stuff. Also it’s a good point for falconer, like others said.

err… is this a WHAT-IF thread or is ktest undergoing such patch (removing AOE attack/defense ratio)?

I would actually love to see it utilized way more than currently, it’s a fun original idea. :slight_smile:

2 Likes

Right now it doesn’t even have a big impact in the game, you don’t even need to worry about AAR unless you’re something like a fencer trying to do ET, in which case your comp should have a falc anyways.

It’s an interesting mechanic that deserves to be improved.

There are other ways to limit AoE potential, like, you know, limiting the hitbox of your attacks.

It just seems like a silly implementation ON TOP OF having hitboxes. Its visually not intuitive to what you’re actually doing, and its just a frustrating mechanic to gear for just to do things intuitively.

I remember that change in Lineage 2. It used to be like in any other game - mobs would simply stack on top of eachother, but then they changed it so that only a certain amount of mobs would attack you, the rest of them would wait in an outer circle and only attack after you defeated one of their allies.

I don’t mind AOE ratio that much, what I mind is that when I AOE taunt an area and pull more mobs that I can actually hit, my skills hit 8 of them, then they shuffle around and the second volley hits 80% of the other group, so I am now effectively trying to kill two different groups of mobs by taking rotations, instead of prioritizing the first group. The first group of mobs should be prioritized when dealing damage and ONLY after they are dead, your skills should be able to hit the rest of them.

The game would be even more easy if the AoE attackratio was gone, so why would someone want to remove it? I think it’s fine, especially considering the large AoE of magic skills, that you have a limit of how many mobs you can hit, otherwise the game would become like RO where a Knight pulls half the map and then a Wizard nukes them all with a single spell.

It also makes some skills more useful and unique than others against many enemies if it adds more AoE-attackratio,thus allowing you to hit more monsters at once.

They also could change the system to a damage-focused one where instead of a hitting limit, you have a damage limit and the AoE defence ratio influences the damage distribution between the mobs[ e.g. three Galoks and five Elets attack you, you retaliate with a skill and then the Galoks each reduce the damage on the surrounding monsters by 30%, making you deal 100% on the first Galok, 70% on the second, 40% on the third and only 10% on the surrounding Elets.
By adding 3 AoE attackratio, the defence of the first Galok would be negated,allowing you to deal full 100% on the second, 70% on the third and 40% on the Elets.].

That system would do away with the direct AoE-attack influence and instead using the scientific calculation of impact energy absorption/- distribution as a base.
This means that AoE attackratio would become a direct damage multiplier (against multiple targets) instead of a limiting factor, so if they ever plan to change it, I think this approach would be the right one.

I mean, that technically already exists with Peltasta + Plague Doctor, Peltasta + Ele Warlock, or Peltasta + Sapper C3 Falconer C3

Actually, considering how Peltasta is buggy on a lot of maps due to mob reset range, you can’t pull entire maps anyways and have buggy interactions with mobs that have a strict reset range.

Not sure what the issue is with removing AoE Attack Ratio considering the constraints already in place in the game.