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[EU] Fedimian Temporary Maintenance for May 4, 2017

Greetings Saviors, We will be performing temporary maintenance on the [EU] Fedimian server today due to server issues. Maintenance is expected to take place during the following period: May 4, 2017 EDT - 02:00 AM to 04:00 AM // CEST - 08:00 AM to 10:00 AM Thank you for your patience and understanding.

Announcement
May 3rd, 2017
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[COMPLETE] Official Forum Maintenance - May 4, 2017

Greetings Saviors, We would like to announce that the Official Forums will be temporarily inaccessible as it will be undergoing maintenance. - Maintenance Period : (EDT) 22:30 - 23:00 May 4, 2017 Please note that access to the other sections of the Official Website will not be affected in any way during this maintenance period. Sincerely, IMC Staff

Announcement
May 3rd, 2017
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Combat System Changes Dossier Pt. 3

Greetings, Saviors! We're continuing our Dossier series about the ‘Plans for Combat System Changes’ with part 3 today. In this post, we would like to lay out some details regarding the changes that are coming to skills and the way they deal damage. 1. How will the attack factor of skills affect damage? We introduced this chart in our last Dossier post to explain how each factor affects skills before and after the combat system changes. Currently, the attack of a skill is calculated by adding the skill’s attack value to the level + stats + weapon. After the changes, however, this value is going to be calculated based on factors that increase the skill’s attack by a certain percentage. [Bash (Swordsman) Lv. 10 offers a factor of 245%.] The skill increase factor (highlighted below in red) contributes to the new damage calculation formula as such: damage = (% increase factor) x attack x min {1, log10 ((attack / (defense + 1))^0.8 + 1)} + (+ increase) Taking the Bash skill from the image above as an example, the damage provided would be the following (assuming a character of attack 1000, defense 800): Now let’s look at a case of multi-hit damage. [Multi Shot (Archer) Lv. 10 offers a factor of 81% over 10 hits.] Here’s what the damage would look like with this skill (again, assuming a build with attack 1000, defense 800): Multiple hit skills come with a lower attack factor compared to single-hit ones, but in a situation where every hit is accurate, the attack multiplying effect is higher. Boost that with some + additional damage and this type of skills can really prove themselves useful. 2. How will the attack factor vary from skill to skill? There are many types of attack skills in Tree of Savior, each with a different setting. Some skills consist of short, fast-paced hits, while others hit slowly over a longer period. Below are some of the aspects we’re considering in regards to how the different factors will be applied depending on the type of attack skill. The final factor is then determined based on the combination of the aspects above. The only exceptions that escape this rule would be tile skills, which are closely associated with their corresponding class, and skills which would end up nerfed excessively. In those cases, we adjusted the values a little so as to not make the changes too dramatic. 3. How will the attack factor apply in multi-hit skills? For many skills in Tree of Savior, their cooldown (or number of hits) and attack factor will develop simultaneously as the skill level is increased. In those skills, upping the attack factor by basing the sum in the accumulated damage would produce massive degrees of damage by Lv. 15. On the other hand, calculating the skill’s factor on a percentage based in the accumulated damage value would add up to ridiculously low factors at earlier levels. In order for these skills to develop at a more reasonable pace, we decided to either have a fixed cooldown (no. of hits or range) and let only the factor increase, or give them a set factor and allow for only the cooldown (no. of hits or range) to grow with the skill level. Multi Shot (Archer), Breaking Wheel (Inquisitor), Incineration (Plague Doctor) and Cyclone (Doppelsoeldner) are some of the skills that will be receiving this treatment, as well as any future class skills we consider worthy of it. 4. What will happen to skills with no cooldown? We have some pretty major changes planned for no-cooldown skills. The original purpose of no-cooldown skills is to allow your character to have an SP-consuming attack that is more effective that your regular attack. This works fine if the skill only offers an attack factor that is slightly higher (no need for a cooldown), but many no-cooldown skills also include added effects (bleeding, ricochet, debuffs, etc.), which according to the new factor rules leaves them with a much lower attack factor. Now, we don’t think it would be right for these skills to have an attack factor that is lower than regular attacks (100%), nor do we want to increase their SP consumption. To work around this problem, our plan is to give these skills a cooldown that is shorter than that of other 2-3 overheat attack skills, but a visibly higher attack factor than regular attacks. We believe that, in doing this, these low-cooldown skills can be used during the cooldown time of other major attack skills to create a better damage dealing cycle overall. 5. What other changes do you have planned for skills? While testing the new changes, we didn’t individually analyze the effects of every skill in every class build; instead, we simply adjusted the skill factors necessary for the changes along with the buffs and debuffs that most heavily affect them. This method, however, came with a few negative side effects. For example, having insufficient attack skills and skills where the attack/factor doesn’t match the character’s rank/circle continued to be a problem in magic attack Cleric classes (Krivis, Druid, Bokor, Sadhu, Taoist). Because of this, we decided to reduce the general degree of damage magnification obtained from combining skills. In the current version of the game, it’s not uncommon to achieve 2 or 3 times the attack of a skill; with the changes applied, however, you’ll be getting a smaller % of increase that rarely exceeds 2 times. The same will happen in cases where the skill combination can be maintained for longer durations. The main reason why we went for this approach is that, after the combat system changes, the amplification you get from the skill factors and item enhancement is much more noticeable than before. In order to maintain a more balanced environment in future updates and in the current PvP (including GvG) gameplay, we felt like we needed to be stricter about this aspect.

Developer's Blog
May 2nd, 2017
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Scheduled Maintenance for May 02, 2017

Greetings, Saviors!We would like to announce the details of our weekly maintenance for May 02, 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
May 1st, 2017
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[CLOSED] Grateful Donnes

Greetings, Saviors!   Receptionist Donnes is eternally thankful to all the adventurers who joined the mission to rid the Kingdom of his most wanted monsters. As a token of his appreciation, Donnes is offering even more rewards to anyone who completes his daily quests at the Mercenary Post. Keep reading to find out how you can participate.     01. Event Period   FROM the scheduled maintenance on May 2, 2017 TO the scheduled maintenance on May 23, 2017   02. Who Can Participate   - Characters of level 100 and above   03. How to Participate   STEP 1. Receive a Donnes Badge every time you complete a daily quest from Receptionist Donnes at the Mercenary Post. STEP 2. Bring your Donnes Badges to the Event Notice Board in the cities of Klaipeda or Orsha to receive two different costume rewards.     - 25 Donnes Badges = Sprout Hair Costume x1 (submitting 5 times)     - 50 Donnes Badges = Simple Costume Box x1 (submitting 10 times)     NOTE 1: Donnes Badges can only be submitted 5 at a time.     NOTE 2: Each of these rewards can only be received once per team (make sure you receive them on the right character). STEP 3. Every time you submit 5 Badges at the Event Notice Board you will also receive a 2-hour buff of +100% EXP gains.   04. IMPORTANT   - Donnes Badges will be deleted after the event period ends. - Donnes Badges can only be submitted at the Event Notice Board 5 at a time. - Donnes' buff does not stack with itself (max. duration = 120 minutes). - Donnes Badges can be moved via Team Storage, and the total number of Badges delivered to the Event Notice Board is counted by team, not by character. - The costume contained in the Simple Costume Box will match the class and gender of the character that opens it, so keep that in mind when using this item. - You can check your team's current total amount of Badges submitted by interacting with the Event Notice Board.

Event
May 25th, 2017
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Combat System Changes Dossier Pt. 2

Greetings, Saviors! Following up on our QnA sessions about the ‘Plans for Combat System Changes’, we're continuing with a series of posts offering more detailed information on each aspect of the game's revised contents. Today’s discussion will focus on the changes that are coming to the basic and combat stats of characters, as well as the role of accuracy and evasion, block and critical. 1. How will stats be organized and how will the stat system work? STR, INT, CON, SPR and DEX will continue to form the set of basic stats that you can freely increase using the points you receive every time you level up. These basic stats, combined with the influence of your level, rank, items, buffs, etc. will contribute along with the variables of your physical attack, magic attack, accuracy, critical rate, etc. to form your final combat stats. Here’s an overview of the stat system changes: 2. In what way will the efficacy of attack stats increase? As you likely know, in TOS there are two types of attack, physical and magic, which are calculated independently and increased by the STR and INT stats, respectively. If so far STR (INT) increased +1 of physical (magic) attack at a time, now these stats will increase attack +2 at a time. The following skill attack chart, which includes some of what we’ll be discussing more in-depth on our next post in the Dossier series, summarizes the influence of attack stats on your final attack values. In the current setup, the skill factor comprises all of the additional damage, so the higher you level up (along with your skill damage and item attack), the less your attack stats will be worth, comparatively. This can cause physical attack characters to lean towards full DEX builds, while magic attack characters, not receiving any effect from DEX in their attacks, often bit the bullet and either invest in INT or go full CON for a tank-like build. Having STR and INT go from +1 to +2 may not seem like a big difference, but when you account for the new skill calculations, the influence of these stats in attack increases significantly. Forgoing STR and INT to invest in your items while picking only utility skills will, of course, continue to be a feasible type of build, but after the big changes STR and INT will certainly be worth more than before. We’re confident that at least you won’t feel fooled by the stat tutorial NPC in West Siauliai Woods going “STR is for Swordsmen!”… 3. How will CON and SPR relate to HP and SP? CON and SPR will continue to increase HP and SP respectively, but the extent to which they do so will depend on the character’s class, level and stats. As far as class goes, max. HP and max. SP will increase as such (assuming characters of the same level and stats): With the new changes, we expect any total amount of HP you have to be enough for your character. Because of the revised damage formulas, it’s a lot more difficult to become almost invincible no matter how high your defense is, and every little bit of damage counts. This will also, we hope, help avoid situations where a character becomes incapable of combat after one or two hits for having low HP. SP, on the other hand, is going to become a bigger necessity. A few skills may have gained some degree of SPR efficiency, but in general, if you want to use skills more than your average character, you’re going to have to invest at least a little in SPR (whether through stats or items). Alternatively, you can start relying on SP potions, since you’ll be able to use more than one at a time. 4. What will change about critical rate and resistance/chance? A lot of things are changing about the basic stats and their purpose, but to physical attack characters, the biggest change is probably in the use of DEX. If currently DEX increases accuracy, evasion and critical rate, after the changes it will increase a whole different set of factors: attack speed, evasion, block penetration and critical attack. Also, apart from the standard increments you get from leveling up, there will be no way to increase your critical rate or resistance by investing in a basic stat. With TOS’ current combat formulas, it’s not that difficult to reach nearly full critical attack, if you focus on DEX and collect all the extra critical rate factors from items, skills and buffs. As far as your DPS goes, after level 50 (even with a level 45 weapon), STR and INT tend to become progressively less significant, while the critical rate you can get from DEX allows you to increase your attack by a certain percentage with almost every hit, which makes this stat a lot more appealing to Archers in particular. [Stat distribution by class tree - data collected from recently active characters on Steam]  Any seasoned player of TOS will be familiar with game guides advocating full DEX builds for physical attack characters; and for good reason, as they have allowed for 100% accuracy and very high degrees of evasion. Because of this situation, we concluded that it was best not to leave this up to personal stat customization and instead decided to remove critical rate from DEX and critical resistance from CON. This is the new critical rate formula we’re using: critical chance = (max(0, critical rate – critical resistance)) ^ 0.6 To this formula you can add all the other chance-increasing values to calculate your final critical chance. Unlike in the current version of the game, you won’t be able to have all your attacks be critical, but you’re going to get a bigger increase in critical attack from DEX than the one you currently get from STR (changed from +2 to +4). [Chances of hitting critical according to the difference of critical rate and resistance] Basic critical chance will come from the difference between the attacker’s critical rate and the target’s critical resistance. There will be a standard increase according to the level of the character or monster, but that difference will not exist when both individuals are of the same level. Unlike attack, since critical chance is determined by this difference, if an item offers +20 critical rate for example, this factor will be worth the same at both low and high levels. The relative effect of +50 critical rate from a full set of leather armor, then, will also carry over regardless of your level. Along with this, we’re changing the critical rate increase obtained through skills and buffs from a percentage value to a fixed +/- one. A good example would be the Swift Step: Critical Rate attribute, where the increase was changed from +5% to +30 per attribute level. We do feel like our choices regarding the critical chance formula and the items and skills with critical chance and resistance were a little conservative in these new combat changes. On the other hand, we are aware that there are classes which rely on critical attack and we understand the value of Yellow Gems is important, which is why we added critical rate options to all the new Hunting Grounds 270 and 315 physical attack weapons, and we’ll continue to apply similar options to new items, skills and attributes. 5. What changes can we expect in terms of evasion and block? First, we changed the evasion calculation formula in the same way we did with critical; like so: evasion chance = (max(0, evasion – accuracy)) ^ 0.65 The factors are slightly different, but here the final evasion rate is also calculated from the difference between the attacker’s accuracy and the target’s evasion, and just like it happens with critical rate/resistance, accuracy/evasion factors remain relatively valuable regardless of the character’s level. This, in fact, is one of the reasons why we decided to remove accuracy and evasion from gloves and boots. With the new changes applied, armor items will only increase your basic defense, and to a degree that is appropriate for your own level (in any case, it’s not like accuracy gloves were of much use to magic characters anyway…). As for the block calculation formula, no surprises here: block chance = (max(0, block – block penetration)) ^ 0.7 We used a very similar calculation to the other two introduced in this post. Block rates are therefore determined from the difference between block resistance and block penetration, with the final rate also being influenced by buffs or the Peltasta’s Shield Guard, for example. Here we’d like to note that, the reason why evasion and block factors are going to increase with stat investment while critical won’t, is because the former two do not have the side effect of significantly amplifying your DPS. Plus, they do not produce any results with a magic attack target, since they rely on the side that is receiving the attack. Also, we’d like to clarify that the critical, evasion and block factors we discussed here are not related to magic attack. Magic attack naturally applies to all kinds of targets, the way it has always been in TOS. Magic attack players therefore have it relatively easier when it comes to deciding their attack stat distribution, but on the other hand they also gain no bonus from it. This is a feature that we do not intend to change.

Developer's Blog
April 28th, 2017
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[RESOLVED] Issues Detected on the 'Varena' Server

[RESOLVED] There was a temporary issue with the [SEA] Varena server and has since been resolved. You should have no issues when attempting to login to the server. Please note that this is a separate incident from the [SA] Silute server connection issues which has also since been resolved. Our apologies for the inconvenience.  Greetings, Saviors. We are aware that the 'Varena' server has instability issues. As such, we are investigating the problem and will make another announcement as soon as possible. If you are experiencing any issues with the game, please send a ticket describing the problem via our Support page. Thank you.  

Announcement
April 26th, 2017
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Known Issues: April 26, 2017

Greetings, Saviors. We are currently aware of the following issues and they are being worked on. We apologize for the inconvenience, and we will update you once they are resolved. 1) Attributes Stuck On 99 Minutes - Players who began learning attributes before the scheduled maintenance of April 25, 2017 have reported the learning time of those attributes being displayed as "99 minutes left" indefinitely. 2) Saalus Convent Bosses Not Dropping Cubes - Final bosses in Saalus Convent missions have been reportedly failing to drop the corresponding cube items upon being defeated. An error message will also appear after the boss is defeated. Please let us know via Support Ticket if you are experiencing other problems. When reporting issues, please be as detailed as possible. Screenshots, character/team/server/class details and timestamps would be greatly appreciated. The more information we have on a specific issue, the quicker it will be resolved. 

Known Issues
April 26th, 2017
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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