This server is amazing and the potential is unrivaled in the field. I highly recommend checking it out if you haven't already.Primo: With all due respect, the idea that “knights have always dealt more damage than paladins” simply doesn’t align with the history of Global Tibia. From the very beginning, the paladin has been the vocation with the highest single-target ranged damage, especially when using bolts and crossbows.
The official CipSoft website, in many of its early descriptions, always portrayed paladins as a vocation with consistent and reliable ranged damage — and superior to knights, whose role has always focused on defense and tanking.
Secundo: A level 80 paladin with 90 distance fighting, using a crossbow and Enchanted Spear (Attack 35), could hit for up to 230–260 damage in a single shot.
This proves that the perks on your server do not properly affect paladins, something I’ve already noticed in various changes and tests.
Meanwhile, a level 80 elite knight with 90 axe fighting, using a Dragon Slayer (Attack 43), would barely reach 150–180 raw damage on monsters with average defense.
Additionally, paladins have always made great use of offensive runes like HMM and GFB, while knights only started to gain any meaningful offensive tool with the release of Exori (in version 8.0) — and later Exori Gran.
In other words, a paladin’s raw DPS has always been higher than a knight’s in the classic versions.
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Tertio: Maybe your reference comes from OT servers with modified formulas or questionable balance changes. On Global Tibia, whether in solo hunts or team hunts, paladins have always stood out for their damage, while knights were the shield, holding monsters in place.
It’s like comparing an archer to a tank — different roles, different performance.
Claiming that a knight hits harder is a complete misunderstanding of CipSoft’s original design.
Old forum posts and classic guides confirm that, even in version 7.4, bows and crossbows used by paladins would partially bypass enemy shielding, resulting in higher average damage than melee knights.
Classic example: bolts would reach 210–240 DPS against dragons, something that not even a paladin with 100+ distance on Darkrest can replicate today — which raises serious concerns about the accuracy of your server’s damage formulas.
CipSoft’s original game design made this very clear:
Paladins were made to deal high ranged damage.
Knights were made to be the wall that holds the monsters.
Therefore, in Global Tibia (version 7.4), paladins have always outperformed knights in DPS, especially when well-equipped with arbalests, bolts, and runes.
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And based on my experience — having played Tibia since version 7.4 — I can assure you: Elite Knights have never dealt more damage than Paladins, not on any server, and especially not on Global servers that follow the so-called Vanilla 7.4 you mention so often.
I believe the solution would be to make quests more accessible, so that paladins can obtain a better crossbow, especially considering that bards and knights have a wide variety of weapons that can be crafted or dropped from regular creatures, without the need to kill bosses or do high-end content.
Nowadays, even low-level players can get access to endgame-tier weapons, which paladins simply can’t.
So either be honest about what Vanilla 7.4 really was, or nerf those vocations to reflect their real damage output from that version — because they currently have a huge advantage in weapon access that paladins never had.
Seriously, what’s the logic behind a custom server where you’re a fully geared, high-level RP and a level 80 EK outdamages you? Is that what you guys call “balance”?
As per the formula. As others mentioned, based on 7.4 formula, EKs are indeed supposed to have higher raw dmg output. However, melee attacks have to go through the reduction that the defense on top of armor provides. So its important to note, that with the custom +skill attributes as well as +attack on weapon, the amount of actual damage output by melee classes scales more than you would assume based on raw damage output. For example:
Let's assume the EK/bard's max hit is 300, so average 150. The target has 27 armor and 45 defense, so the average dmg reduction should be around 63.
Therefore, the 150 - 63 = 87 - this is average damage the melee player deals to a monster in question (example is Hydra).
Now if you increase the max damage by 10% (max hit = 330), then the average hit is 165. So the average dmg on hydra is 165 - 63 = 102.
Now 102 is 17% more than 87, so by increasing the max hit by 10% the actual dmg dealt was increased by 17%.
The moral of the story is that the melee classes by having access to increase in baseline attack and skill as a result scale much more strongly than it would seem.
Now the melee classes on high level with high skills and reasonably amazing equipment (rare/epic anni weapon) currently can hit max dmg dealt (after being already reduced by defense and armor) at around 330 (as in the example on hydra). That's 165 damage dealt by melee autoattack on average.