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Greetings, Saviors. This is the Tree of Savior Dev Team. Today, we would like to share the Dev Team's insights and direction regarding the PvP Calculation Formula (Accuracy, Critical Rate, Block) Overhaul scheduled for an upcoming update. As the character progression cap has continuously expanded and overall specs have significantly increased, we have identified that the existing PvP formula structure no longer aligns with the current combat environment. We have prepared this overhaul to address these limitations. Please read below for details on what will be changing. 1. Limitations of the Existing Formula The current formulas in use are as follows: Accuracy (%) = { 90 + L( (My Accuracy - Opponent Evasion + (My Level - Opponent Level) * 10) / (Opponent Level * 15) * 100 ) } * Level Adjustment Critical Chance (%) = 10 + L( (My Critical Rate - Opponent Critical Resistance) / (Opponent Level * 15) * 100 ) Block Rate (%) = 30 + L( (My Block - Opponent Block Penetration) / (Opponent Level * 15) * 100 ) L(x) = ( ln(x + 6.01) / ln(1.06) - 30.8 ) * 0.8 (If x is negative: -L(|x|)) The existing formulas calculate probabilities by dividing the difference between both parties' stats (e.g., My Accuracy vs. Opponent Evasion) by (Character Level * 15). When these formulas were originally designed, character stats were at a similar scale to character levels, functioning according to our initial design intent. However, in the current environment where Saviors' character stats have reached tens of thousands through continuous growth, the following issues have emerged: 1) Probabilities drop to 0% with a stat difference of only ~540 - In the current meta where stats reach tens of thousands, a difference of ~540 accounts for merely 2% to 3% of total stats. - However, even this slight margin can reduce an opponent's Evasion Rate or your own Critical Chance to 0%. 2) Investment efficiency drops drastically at higher stat values - While the side with lower stats can see their chance drop to 0% with just a slight deficit, the side with higher stats suffers from drastically diminished returns on investment. - For example, reaching a 50% Critical Chance requires having ~8,800 more Critical Rate than the opponent, while reaching 100% requires an excess of approximately 350,000. - Consequently, a slight initial stat lead determined match outcomes, while further investments yielded disproportionately low returns. 3) Inconsistent outcomes across stat tiers despite identical ratios My Critical Rate Opponent Critical Resistance Existing Rate After Improvement 1,000 500 19.4% 30.4% 2,000 1,000 25.0% 30.6% 10,000 5,000 42.8% 30.7% 20,000 10,000 51.7% 30.7% 40,000 20,000 60.8% 30.8% - When the difference between My Critical Rate and Opponent Critical Resistance remained at an identical 2:1 ratio across all tiers, the resulting chance under the existing formula varied drastically from 19% to 61% depending on the growth stage. - Under the new revised formula, this is adjusted to show virtually no difference across all tiers. 2. New Formula and Expected Effects To fundamentally resolve these issues, we are restructuring the probability determination method from stat "differences" to stat "ratios (division)". The newly applied formulas are as follows: Accuracy (%) = 100 / { 1 + (1/9) * ( (Opponent Evasion + 10) / (My Accuracy + 10) )² } * Level Adjustment Opponent Evasion Rate (%) = 100 - Accuracy Critical Chance (%) = 100 / { 1 + 9 * ( (Opponent Critical Resistance + 10) / (My Critical Rate + 10) )² } Block Rate (%) = 100 / { 1 + (7/3) * ( (Opponent Block Penetration + 10) / (My Block + 10) )² } Level Adjustment = 1 - (Opponent Level - My Level) / 50 (Applied only when Opponent Level is higher, minimum 0) While the formulas may appear complex, the core principle is straightforward: probabilities are determined by how many times higher your stats are relative to your opponent's (ratio). Through this overhaul, the Dev Team anticipates the following positive improvements: 1) Eliminating 0% probability outcomes My Stat Opponent Stat Difference My Evasion Rate (Existing → Improved) My Critical Chance (Existing → Improved) My Block Rate (Existing → Improved) 10,000 20,000 -10,000 0% → 2.7% 0% → 2.7% 0% → 9.7% 15,000 20,000 -5,000 0% → 5.9% 0% → 5.9% 0% → 19.4% 19,000 20,000 -1,000 0% → 9.1% 0% → 9.1% 15.0% → 27.9% 19,500 20,000 -500 0.6% → 9.6% 0.6% → 9.6% 20.6% → 28.9% 20,000 20,000 0 10.0% → 10.0% 10.0% → 10.0% 30.0% → 30.0% 20,500 20,000 +500 19.4% → 10.5% 19.4% → 10.5% 39.4% → 31.0% 21,000 20,000 +1,000 25.0% → 10.9% 25.0% → 10.9% 45.0% → 32.1% 25,000 20,000 +5,000 42.8% → 14.8% 42.8% → 14.8% 62.8% → 40.1% 30,000 20,000 +10,000 51.7% → 20.0% 51.7% → 20.0% 71.7% → 49.1% - Extreme cases where a slight stat deficit results in a 0% rate, or conversely, where a slight lead completely nullifies an opponent's evasion, will no longer occur. - When both sides have identical stats, the baseline probabilities remain unchanged: 90% Accuracy, 10% Critical Chance, and 30% Block Rate. - The calculation formula remains identical across Evasion Rate and Critical Chance, differing only in the specific stats used. 2) Fair application across all growth stages - Because probabilities are determined based on stat ratios, virtually identical probabilities will apply across all progression stages regardless of overall stat scale, whether [1,000 vs. 500] or [40,000 vs. 20,000]. 3) Tangible scaling with stat investment - Investing stats into Accuracy, Critical Rate, and Block will scale probabilities smoothly, preventing spikes or steep drop-offs across specific thresholds. 3. Additional Notes With this overhaul, players holding a significant stat advantage will see slightly lower probability values compared to before (e.g., 25,000 [Self] vs. 20,000 [Opponent]: 42.8% → 14.8%). This adjustment mitigates the extreme probability skew of the previous formula, establishing a more stable and balanced environment. Additionally, the following elements will remain unchanged: - Base probabilities when both sides have equal stats (Accuracy 90%, Critical Chance 10%, Block Rate 30%) - Accuracy adjustment based on character level difference: - The penalty reducing Accuracy when the opponent's level is higher remains active. - The Accuracy bonus applied when your level is higher than the opponent will not be applied. - Accuracy, Evasion, Critical, and Block modifiers from Cards, Buffs, and Attributes - Damage calculation formulas - Accuracy, Critical Rate, and Block calculation formulas applied to PvE content (This overhaul applies exclusively to PvP content.) The newly applied PvP formulas are scheduled to be patched in an upcoming regular maintenance. Please note that continuous monitoring and further fine-tuning may take place following the patch. This overhaul is not the final step; we will continue to listen to our Saviors' valuable feedback and address any shortcomings going forward. Notice Regarding the Damage Reduction Cap We would like to provide detailed information regarding the issue where certain boss monsters' damage appeared to increase following the recent update. While this was also guided through today's (Oct 23) temporary maintenance notice, we would like to take this opportunity to explain once again. Damage reduction effects were originally intended to cap at a maximum of 80%. However, this specification had been omitted from the live environment for an extended period, operating without a cap. While this specification was operating normally in our internal development environment, it was inadvertently applied to the live environment during the October 20 (Tue) update. As a result, Saviors perceived monster damage as having significantly increased after the update. Although we initially described this as "Fixed an issue where the damage of certain boss monsters increased" in the notice so that the symptom could be intuitively recognized, we clarify that monster stats were not buffed; rather, the previously missing damage reduction cap was reintroduced. Please note that through today's (Oct 23) temporary maintenance, we have reverted the damage reduction cap to an uncapped state, matching the previous live environment, to eliminate confusion during gameplay. The damage reduction cap will be refined to ensure fair and balanced damage calculations and will be reintroduced in a future update. The exact implementation schedule will be announced in advance through a separate notice so that you may plan your gameplay accordingly. We will continue to do our utmost to provide a fair and enjoyable combat environment that Saviors can appreciate. We apologize for the confusion caused during gameplay, and sincerely thank you for your continued love and support. Thank you.
Greetings, Saviors! We will conduct temporary maintenance on W, Z server due to : Fixed an issue where the damage of certain boss monsters increased. We would like to provide detailed information regarding this issue. Damage reduction effects were originally intended to cap at a maximum of 80%. However, at some point, this specification was omitted in the live environment and applied without a limit. This specification had been active in our internal development environment, and as it was applied to the live environment during the October 20 (Tue) update, Saviors experienced monster damage as having increased significantly. Therefore, while we initially guided this as "Fixed an issue where the damage of certain boss monsters increased" so that Saviors could intuitively recognize the issue, we would like to clarify that monster stats were not buffed, but rather the previously missing "Damage Reduction Cap" was reapplied. Please note that in today's temporary maintenance, we are reverting the damage reduction cap back to an uncapped state, identical to the previous live environment, to prevent further confusion during gameplay. The damage reduction cap will be refined to ensure reasonable and balanced damage calculations and will be reintroduced in a future update. The exact schedule will be announced in advance through a separate notice. Fixed an issue where the magic circle indicating the impact location was not displayed when the 'Starfall' pattern was triggered in Weekly Boss Raid. Fixed an issue where Archaeology Batch Dismantle did not proceed if the resulting items exceeded the maximum possession limit (99,999). [Maintenance Period] [KST] 10:30 to 11:30 (October 23, 2026) [EST] 20:30 to 21:30 (October 22, 2026) [SGT] 09:30 to 10:30 (October 23, 2026) The compensation for the temporary maintenance will be given to your mailbox and removed within a day. We suggest that you take them all as soon as possible. Thank you for your patience and understanding. Regards, IMC staff
Greetings, Saviors! We will conduct temporary maintenance on W, Z server due to : Fixed an issue where the damage of certain boss monsters increased. Archaeology: Modified the tooltip from 'Increase attack against Human-type targets' to 'Increase ATK against Human-type monsters'. - This option does not apply to characters, such as in PvP. - This does not increase via the 'Attack against target of every creature type' option. Modified so that a notice message is displayed when Relic identification cannot proceed. [Maintenance Period] [KST] 16:30 to 17:30 (October 21, 2026) [EST] 02:30 to 03:30 (October 21, 2026) [SGT] 15:30 to 16:30 (October 21, 2026) The compensation for the temporary maintenance will be given to your mailbox and removed within a day. We suggest that you take them all as soon as possible. Thank you for your patience and understanding. Regards, IMC staff
