LOG IN

ALL

Read more

Combat System Changes Dossier Pt. 1

Greetings, Saviors! Following up on our QnA sessions about the ‘Plans for Combat System Changes’, this time we would like to create a series of posts with more detailed information on each aspect of the changes. Today, the topic we're discussing relates to a few specifics on how the new calculation formulas are going to affect the way combat is played in TOS. Other topics we have in mind for the next posts are subjects like the use of stats, skill factors, item changes and other updates. 1. What main differences will we see in TOS when the big changes are applied? In a nutshell, starting with the new combat system formulas, you’ll be getting revised character stats (in terms of both how they’re used and how they’re calculated), improved item stats and transcendence/enhancement systems, readjusted monster hunting difficulties and many other changes which will serve as guidelines to future dev improvements. 2. What’s the advantage of the new combat calculation formulas compared to our current ones? Our current [attack - defense] formula may be easier to understand, but in a game like TOS where you have several different types of classes, customizable basic stats and two types of attack and defense (physical/magic), it’s not so straightforward. When a game like this allows for such a wide range of character development and customization but the attack/defense values of items, monsters, etc. are fixed, it’s inevitable to come across certain limitations, and we (as well as our players) have certainly started to feel those limitations. That is why, if we’re going to consider future content updates, we need a formula that can take all these values and produce fairly balanced results no matter the stage of development of your character. That’s what we intend to achieve with the new combat calculation formulas (we ended up dwelling on this topic a little more specifically in topic no. 3, so do keep reading). 3. Can you give an example of how the new combat calculation formulas are going to work? Below is the new formula we’re using for calculating damage: damage = (% increase factor) x attack x min {1, log10 ((attack / (defense + 1))^0.8 + 1)} + (+ increase) 0.8 is the number we previously introduced as 0.x min is there to ensure that the applied attack value calculated via defense does not exceed 1 % increase factor refers to skills and other factors that increase attack on a percentage + increase refers to additional damage (+) from sources like property damage Now let’s calculate an example case of attack 1000 and defense 800. A = attack / (defense +1) = 1.248 (1 is added to defense so as to not divide any number by 0) B = A^0.8 + 1 = 2.19 C = min (1, log10 B) = 0.341 (min limits the maximum value of C to 1) This C value is a ratio applied according to the attack value, which makes D = attack x % factor x C + additional damage = 341 Here are a few examples of what the damage value would amount to according to different attack and defense values (assuming a % factor of 1.00 and a + increase of 0), under the new calculation formula: As you can see, with this formula, when attack and defense are the same value, the damage amounts to 30% of that number. The higher the defense, the lower the proportional damage; and vice versa. If the defense is 0, the damage will be the same value as the attack. For the sake of comparison, and to add a little to topic no. 2 of this post, here are the same calculations performed under the current formula (again, assuming a % factor of 1.00 and a + increase of 0). Here, with the [attack - defense] formula applied, investing enough in defense can make you virtually invincible. Some monsters compensated for this by upping their attack, which allowed them to deal some pretty nasty blows to your average player. As we explained before, this hindered many players wanting to quest or solo in Rank 8 fields or enjoy endgame contents like Earth Tower and, on the other hand, produced very extreme attack-defense proportions. We hope these examples help demonstrate how the new combat formulas can help players with different character builds experience a variety of contents more comfortably, which really is what we’re aiming for when applying these changes. 4. How will the new changes affect monsters under my character’s level in particular? For normal-grade field monsters 50 levels under the player’s, a virtual equipment factor is applied to maintain an attack reduction ratio of about 40% to 60%. This factor is applied at an even higher degree in special monsters like giant Hunting Ground monsters, elite or boss monsters. 5. Will the new changes make me invest more in defense? It depends on your circumstances. You can make your attack higher than your defense by investing in stats (STR/INT), but if the attack and defense values you get from items are similar, considering the significant attack increase you get according to your defense value, there won’t be that many contents demanding very high degrees of defense. Because of this, you can get fairly good results in regular fields, Hunting Grounds and instanced dungeons with moderate attack and some Heal or HP potions. On the other hand, the feedback you get from seriously investing in defense becomes more important in Earth Tower and other high-end PvE contents, as well as in PvP situations where it’s hard to estimate the attack of your opponent.

Developer's Blog
May 10th, 2017
Read more

[COMPLETE] [SA] Silute Scheduled Maintenance Extended - April 25, 2017

UPDATE: Maintenance is now complete in [SA] Silute. Make sure to retrieve your compensation items from the Message Box at your Lodge. Greetings, Saviors. We regret to inform that this week's scheduled maintenance has been extended in the [SA] Silute server. Maintenance in Silute is expected to be completed at the following time: [EDT] 11:00 - April 25, 2017 (6-hour extension) Please be reminded that this 6-hour extension will only affect [SA] Silute; all other servers will open as stated in the original maintenance notice (2-hour extension). We will update this announcement once maintenance in Silute is complete. Thank you for your understanding.

Announcement
April 25th, 2017
Read more

[COMPLETE] Scheduled Maintenance for April 24-25, 2017

Greetings, Saviors!We would like to announce the details of our weekly maintenance for April 24-25, 2017. Make sure to check below for the maintenance schedule and patch notes.Please note that other issues and bugs are also being worked on even if they are not mentioned below.

Patch Note
April 25th, 2017
Read more

Adventure Journal Renewal – First Notice

Greetings, Saviors. We’re planning to improve on some of the problems affecting Adventure Journal contents, and for that we would like to notify you of a few big changes that are taking place in the near future. 1) Data registered in the Adventure Journal will be applied on a per-team basis, instead of the current per-character setup. This means you will have a single Adventure Journal shared with all the characters of your team, and the contents you play with each character will all contribute to your team’s common Adventure Journal. 2) Data currently registered in Adventure Journals will be deleted, and all compensation-related content will be revised. 3) Current Adventure Journal rewards can only be received before the renewal, so make sure to collect any rewards you may have from your Adventure Journal achievements before the changes are applied. Details about which contents will be changed and how they will change will be shared in a future announcement, along with the renewal schedule. Make sure to keep an eye on our News page for more updates.

Announcement
April 23rd, 2017
Read more

[UPDATED] Notice on the Instanced Dungeon Reset Issue

Greetings, Saviors. We would like to announce that we have applied a client patch via hotfix to correct the issue that, for the past days, has caused the daily instanced dungeon and mission entries of some or all of a team’s characters to not reset at the correct time. As you may be aware from reading our patch notes, our team has been closely monitoring this issue and attempting several times to correct it. We recorded the logs of any errors that occurred and, based on the results, corrected the components suspected of causing the problem, gradually narrowing down the possible origins of the initial error. Unfortunately, this being an issue which affects players in specific situations, it has taken us longer than usual to trace the source of the problem and correct it, and we apologize for the inconvenience it has caused. Kindly let us know through a ticket at our Support page if you are still experiencing this issue after today. Keep in mind the time at which instanced dungeons/missions reset: (server time) NA/SA 06:00, EU 00:00, SEA 18:00. IMPORTANT: 1) Make sure to receive the latest TOS patch (April 21) to ensure that the fix is applied. You will need to apply the new patch even if you already have the patch from the latest maintenance (April 18). If you currently have the client open, you will have to close the game and open it again to receive the latest patch. 2) Daily instanced dungeon/mission entries should reset properly starting today, April 21, 2017 (yesterday's entries will not reset immediately). To confirm whether your entries were correctly reset, please check them AFTER the following times: NA/SA: [EDT] 06:00 (server time 06:00), April 21st EU: [CET] 06:00 (server time 00:00), April 22nd SEA: [SGT] 06:00 (server time 18:00) April 22nd Thank you. [UPDATED] We have provided Superior Instanced Dungeon Reset Vouchers (14 days) * 3 ea to everyone via GM messages. Please remember to retrieve them before they expire on April 23rd, 2017.

Announcement
April 21st, 2017
Read more

Combat System Changes QnA Session 2

Greetings, Saviors! Today we bring you another round of answers from the dev team about the ‘Plans for Combat System Changes’ post. Please keep your questions and suggestions coming in [this thread] for the next Q&A session! Rank Reset Q1. If I’m a Templar, will I need to transfer the position of guild master to someone else or disband the guild to reset my rank? A1. Yes. We know it’s not the most convenient solution, but you will have to transfer the position of guild master or leave the guild in order to reset your rank. We want to continue to work on improving the rank reset system while taking into account the issue of Templar guild masters. Q2. What happens if I don’t immediately advance into higher ranks and just leave my character as it is after the rank reset? A2. After you reset your rank, you receive rank-up cards that can restore your EXP to the rank you had before the reset. If you choose not to use these cards, you can still keep playing the game to increase your EXP and advance ranks the way you would normally do. There’s no advantage in saving the rank-up cards, however, since they can only take your character up until the rank you had before the reset. Also, you won’t be able to reset your character’s rank if you still have any rank-up cards left over from the previous rank reset. Q3. What if I was a Kannushi before the reset and want to advance into Kannushi again after the reset? A3. We mentioned last time that players who have advanced into hidden classes will not have their hidden class advancement requirements reset. To become a Kannushi, however, you will still need to use Switch Gender again after the reset. Q4. Can I only reset one of my characters each day? Or only once during the rank reset event? A4. During the reset event, you will be able to reset you rank, stats and skills one time per day, per character. This means that, during the event, you can reset all your characters on the same day if you wish, but to reset one or more of them again you will have to wait until the next day. Stats and Skill Attack Q5. If I wait until Circle 3 to start increasing my skill levels, will that make the skills stronger? A5. No. The performance of skills will be proportional to the skill level; the timing at which you rank up will not have an effect on it. Q6. How will the use of single- and multi-hit skills change according to item stat boosts and the enemy’s defense? A6. Because damage will be calculated on a division system, a single-hit skill with 500% attack and a five-hit skill with 100% attack, for example, will offer the same basic damage. However, you’ll also have to consider additional property attack factors and buffs, which can change the way in which single- and multi-hit skills are used. An enemy with high defense will likely take a toll on your damage, but since additional attack factors and buffs are calculated as true damage (independently from the enemy’s defense), skills which hit multiple times can turn out more advantageous. Miscellaneous Q7. Since the effects of the Glass Mole Card are based on the attack of the main weapon, we barely get to see any effect in the subweapon. Will this be improved, too? A7. Yes, with the new combat system changes, the effects of the Glass Mole Card will apply to subweapons as well. Q8. When is Rune Caster going to be patched? A8. There are still a few Rune Caster improvements we want to implement that unfortunately were a little pushed back by the plans for the new combat system changes. We will introduce them in a future patch though, so stay tuned! Q9. I’m worried about players using the rank reset event to abuse the Varnalesa and Lettuce items, since they can just advance into a class that can get those items to purchase them in large quantities, then reset into their actual desired class. A9. We have no plans to keep players from resetting into another class after advancing into Alchemist to purchase herbs. We’re in the process of readjusting the performance, cooldown time, etc. of all herbs and potions, however, so keep that in mind.

Developer's Blog
April 20th, 2017
Read more

[COMPLETE] [SA] Silute Relocation Maintenance - April 19-20, 2017

Greetings, Saviors. We will be performing maintenance on the [SA] Silute server in order to relocate the server to São Paulo, Brazil. Please note that this maintenance is NOT a server transfer, meaning we will not be transferring teams from one server to another. The maintenance will not change any aspects about your team, items, etc. so if you are playing in [SA] Silute, you do not have to take any special measures before the maintenance. This maintenance is expected to take place during the following period: BRT April 19th 23:00 ~ April 20th 09:00 (EDT April 19th 22:00 ~ April 20th 08:00) [10 hours] - The server may be opened earlier than the notified timeline depending on the circumstances The following compensation will be provided to all players on the [SA] Silute server due to the long maintenance time. They will remain in your Postbox until April 23rd, 2017 so please remember to claim them before they expire. - 7 day Token * 1 ea - Superior Instanced Dungeon Reset Voucher (14 days) * 1 ea - Instanced Dungeon Multiply Token (14 Days) * 2 ea - EXP Tome * 3 ea

Announcement
April 20th, 2017
Read more

[Video] Combat System Change Details - Part 2

Greetings Saviors, Here is a video showcasing some of the changes we have planned for the combat system. You can check our more detailed announcement here!  Please note that they may have changed a bit when they are implemented here on iTOS.  

Developer's Blog
April 19th, 2017
Read more

[UPDATED] Scheduled Maintenance for April 18, 2017

Greetings, Saviors!We would like to announce the details of our weekly maintenance for April 18, 2017. Make sure to check below for the maintenance schedule and patch notes.Please note that other issues and bugs are also being worked on even if they are not mentioned below.

Patch Note
April 18th, 2017