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Version du 1 juillet 2021 à 01:34
Statistiques in Ashes of Creation are derived from primary attributes (Constitution, Dexterity, Intelligence, Mentality, Strength, and Wisdom) via a waterfall system.[1][2]
- A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.[2]
- Primary attributes are also referred to as Core stats, Primary stats, and Base stats.[12][13][14][15][16][17]
- Base stats are defined by a character's primary archetype.[13]
- These can be improved based on gear, tattoos, and other enhancements, such as socketed items.[13]
- Concentration will be a primary stat for spell casters.[12]
Primary attributes in Alpha-1:
- Constitution.[6][3][4]
- Dexterity.[6][3][4]
- Mentality.[6][3][4]
- Power.[6][3][4]
- Will.[6][3][4]
- Wisdom.[6][3][4]
Santé
La Santé est une stat dans Ashes of Creation.[19][20]
- Les joueurs qui ne sont pas dans le même groupe ou raid ne pourront pas voir le pourcentage de santé d'un autre joueur ou la valeur exacte de sa barre de vie.[19][20]
- La plaque de nom d'un joueur va se détériorer pour donner une indication de la quantité de dommages qu'il a subie.[19][20][21]
Pour ce qui est de voir la santé des autres joueurs : comme vous le savez, leur plaque de nom va se détériorer ou vous donner une indication du type "Eh, ils ont subi des dommages, ils sont sérieusement blessés", mais vous n'obtiendrez pas un pourcentage. Vous n'obtiendrez pas de valeur exacte, sauf si vous êtes dans leur groupe ou leur raid.[20] – Steven Sharif
Mana
Mana is a universal resource/energy in Ashes of Creation that keeps corresponding stats for mana pool, consumption and regeneration relevant.[24][25][26]
- All archetypes use mana to varying degrees.[24][25]
- Even pure melee players use mana to manipulate The Essence for their extraordinary abilities.[27]
- There are various ways to mitigate mana consumption, such as gear and set bonuses, tattoos, enchantments, and specs.[24]
- Mana management I think, not just for mage players but for really every class, is a relevant resource mechanic that they have to take into consideration when they're utilizing their rotations; and there are going to be abilities that will sap your mana faster than others; and they're going to be situational. Now, with that blanket statement of mana is always relevant, there is also going to be mechanics and/or class energies and abilities that you can spec into to help mitigate that. There's itemization that you can utilize from a set bonus perspective, or certain types of weapons and tattoos that you can acquire. There are certain enchantments that you can acquire that might reduce the cost of mana use, that might increase your amount of regeneration, that might increase your mana total pool. There are even specs that you can build towards if mana management is your issue. So we want to make it a compelling case that you need to think about mana use because you don't just want to go 100% all the time with no downside to that. That's a very boring type of interaction.[24] – Steven Sharif
Stat growth
L'évolution des stats se fait selon cet ordre:[29]
- La race établit les stats de base du joueur.[29]
- L'archétype principal fait évoluer les stats de base.[29]
- L'archétype secondaire (classe) n'affecte pas l'évolution des stats.[30]
- Il s'agit d'une correction de n'annonce précédente.[29]
Les différentes races n'auront pas les mêmes stats. Celles-ci peuvent être importantes, mais nous ne voulons pas non plus imposer une méta pour les meilleures combinaisons de classes et races.[31] – Steven Sharif
Le choix de la profession n'affecte pas les stats du joueur.[32]
L'équipement a environ 40-50% d'impact sur la puissance totale du joueur.[33]
Stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[34][35]
- Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[34] – Jeffrey Bard
- Master crafters will be able to influence several (but not all) stats on their crafted items.[34][36]
- Statistiques on crafted items will vary based on the item's rarity.[37]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[38][34]
- All gear will be able to be assigned any stat.[34]
Gear is broken down into Core Stats and Additional Stats.[26]
Passive skills
Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[39]
- Passive skills can be levelled up by allocating skill points on the skills UI.[39]
- Passive skills enable players to work toward mastery of a weapon.[40]
- Passive skills are based on the player's choice of primary archetype.[41]
- Some passives may be introduced with the choice of secondary archetype, but this hasn't been finalized yet.[42]
- All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[41] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Act of War | Fighter | Switching forms no longer triggers cooldowns or costs Combat Momentum.[43] | |
Beam Amplifier | Wand | Wand Hit 6+ now deals 50% more damage if the previous wand combo hit was also a beam attack.[44] | |
Blade Twist | Greatsword | Adds Wound to Greatsword Combo finishers and Extended Finishers.[45] | |
Brutality | Fighter | Weapon combo finishers and extended finishers apply 5 Wound stacks, plus an additional Wound for every 10 stacks already on the target. Each wound stack reduces target healing received by 0.5% and target damage mitigation by 0.15%, up to a maximum of 100 stacks.[46] | |
Burning Blade | Greatsword | Add Burning to Greatsword Combo finishers and Extended Finishers.[47] | |
Burning Projectiles | Wand | Every wand projectile and beam has a 10% chance to Burn the target.[ citation requise ] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[48] | |
Chilling Projectiles | Wand | Every wand projectile and beam has a 10% chance to Chill the target.[49] | |
Climactic Whirlwind | Fighter | Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing heavy damage and generating 5-10 Combat Momentum based on number of targets hit.[50] | |
Consuming Lethal Blow | Fighter | Lethal Blow returns 50% of overkill damage dealt as health and mana.[51] | |
Echo | Wand | Adds a 25% chance to gain the Echo proc upon completion of Wand Combo Finishers & Extended Finishers. This rate increases to 100% upon beam finishers. Echo - When you strike a target with direct damage, it gets struck again for magical damage.[52] | |
Electrifying Projectiles | Wand | Every wand projectile and beam has a 10% chance to Electrify the target.[ citation requise ] | |
Elemental Attunement I | Wand | Increases the trigger chance of Elemental status effect wand procs by 5%.[53] | |
Elemental Attunement II | Wand | Increases the trigger chance of Elemental status effect wand procs by 5%.[ citation requise ] | |
Elemental Attunement III | Wand | Increases the trigger chance of Elemental status effect wand procs by 5%.[ citation requise ] | |
Elemental Lure I | Wand | Wand damage is increased by 3% per application of Burning, Chilled, or Volatile on the target, up to 9%.[ citation requise ] | |
Elemental Lure II | Wand | Wand damage is increased by 3% per application of Burning, Chilled, or Volatile on the target, up to 9%.[ citation requise ] | |
Elemental Lure III | Wand | Wand damage is increased by 3% per application of Burning, Chilled, or Volatile on the target, up to 9%.[54] | |
Essence Harvest | Wand | Every time you trigger a wand proc, you have a 50% chance to increase magical powerby 3% by 10 seconds. Stacks up to 5 times.[55] | |
Extended Duration I | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[56] | |
Extended Duration I (Wand) | Wand | Extends the duration of the Echo and Perfect Timing proc effects by 2.5 seconds.[ citation requise ] | |
Extended Duration II | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[57] | |
Extended Duration II (Wand) | Wand | Extends the duration of the Echo and Perfect Timing proc effects by 2.5 seconds.[58] | |
Extended Duration III | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[59] | |
Extended Duration III (Wand) | Wand | Extends the duration of the Echo and Perfect Timing proc effects by 2.5 seconds.[ citation requise ] | |
Extra Stacks I | Greatsword | Second Strike and Perfect Timing now stack up to 2 times.[60] | |
Extra Stacks I (Wand) | Wand | Second Strike and Perfect Timing now stack up to 2 times.[ citation requise ] | |
Extra Stacks II (Wand) | Wand | Second Strike and Perfect Timing now stack up to 3 times.[61] | |
Extra Stacks III (Wand) | Wand | Second Strike and Perfect Timing now stack up to 4 times.[62] | |
Fuse | Mage | Your applied Burning statuses are 50% more powerful when applied to targets with Shocked.[63] | |
Greater Brutality | Fighter | Overpower and Brutal Cleave apply 10 Wound stacks to enemies hit.[64] | |
Greatsword Hit 3+ | Greatsword | Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[65] | |
Greatsword Hit 3+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[66] | |
Greatsword Hit 3+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[67] | |
Greatsword Hit 3+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[68] | |
Greatsword Hit 4 | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[69] | |
Greatsword Hit 4+ | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[70] | |
Greatsword Hit 4+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[71] | |
Greatsword Hit 4+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[72] | |
Greatsword Hit 4+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[73] | |
Greatsword Hit 4: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[74] | |
Greatsword Hit 4: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[75] | |
Greatsword Hit 4: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[76] | |
Guard | Greatsword | Your abilities have a 30% chance to proc Guard. Guard: Your next weapon combo finisher grants 6 seconds of temporary health equal to 1-3% of your maximum health.[77] | |
Hit 5+ Proc Chance I | Wand | Increases the base trigger chance of Hit 5+ to 50%.[78] | |
Hit 5+ Proc Chance II | Wand | Increases the base trigger chance of Hit 5+ to 75%.[79] | |
Hit 5+ Proc Chance III | Wand | Increases the base trigger chance of Hit 5+ to 100%.[80] | |
Hit 6+ Proc Chance I | Wand | Increases the base trigger chance of Hit 6+ to 50%.[81] | |
Hit 6+ Proc Chance II | Wand | Increases the base trigger chance of Hit 6+ to 75%.[82] | |
Hit 6+ Proc Chance III | Wand | Increases the base trigger chance of Hit 6+ to 100%.[83] | |
Keen Edge | Greatsword | Your abilities have a 30% chance to proc Keen Edge. Keen Edge: Your next weapon combo finisher has +100% chance to critically hit.[84] | |
Meditative Form of the River | Fighter | Form of the River increases your mana regeneration by 0.01% of your maximum mana per point of Combat Momentum you have.[85] | |
Overdrive | Fighter | After completing the final spin, you may continue spinning at maximum speed while rapidly depleting your Momentum. Ends after Momentum is fully depleted or after stopping the channel.[86] | |
Perfect Timing | Greatsword | Adds the Perfect Timing proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Perfect Timing Reduces the Cooldown of the next ability you cast by 5 seconds.[87] | |
Perfect Timing (Wand) | Wand | Adds a 25% chance to gain the Perfect Timing proc upon completion of Weapon Combo Finishers & Extended Finishers. This rate increases to 100% upon beam finishers. Perfect Timing - Reduces the Cooldown of the next ability you cast by 5 seconds.[88] | |
Potency I | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[89] | |
Potency III | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[90] | |
Pyromania | Mage | Upon cast completion, an additional Magma Field spawns under your character. But you also become afflicted by Burning at (500%🢆) fire damage power.[91] | |
Raging Blitz | Fighter | Blitz generates 20 Combat Momentum.[92] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[93] | |
Refreshing Followthrough | Greatsword | Your abilities have a 30% chance to proc Refreshing Followthrough. Refreshing Followthrough: Your next weapon combo finisher restores 3-5% of your maximum mana.[94] | |
Reinvigorating Exert | Fighter | Exert additionally refreshes all ability cooldowns by 1% per point of Combat Momentum the caster has upon activation.[95] | |
Reinvigorating Lethal Blow | Fighter | Killing an enemy with Lethal Blow resets the cooldown of Blitz.[96] | |
Relentless Form of the Avalanche | Fighter | Form of the Avalanche causes your weapon combo attacks to apply 3 stacks of Staggered to enemies hit, plus 1 additional stack per 30 Combat Momentum you have. Staggered reduces physical accuracy by 0.1% per stack and physical disable reduction by 1% per stack.[97] | |
Second Strike | Greatsword | Adds Second Strike proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[98] | |
Second Strike (Wand) | Wand | Adds Second Strike proc to Wand Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[ citation requise ] | |
Slicing Maim | Fighter | Maim launches a piercing projectile that deals damage to enemies in its path.[99] | |
Swordmaster: Consistent I | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum possible health restored by 0.5% Max HP.[100] | |
Swordmaster: Consistent II | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.[101] | |
Swordmaster: Endurance | Greatsword | Adds Swordmaster: Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.[102] | |
Swordmaster: Potential I | Greatsword | Adds Swordmaster: Swiftness - +5% Attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.[103] | |
Swordmaster: Proc Rate I | Greatsword | Increases all Swordmaster effect proc rates by 25%.[104] | |
Swordmaster: Proc Rate II | Greatsword | Increases all Swordmaster effect proc rates by 25%.[105] | |
Swordmaster: Proc Rate III | Greatsword | Increases all Swordmaster effect proc rates by 25%.[106] | |
Swordmaster: Swiftness | Greatsword | Adds Swordmaster: Swiftness proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to gain 25% attack speed for 1.5 seconds. Stack up to 2 times.[107] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[108] | |
Wand Damage Focus I | Wand | Increases the damage of all wand projectiles and beams by 5%.[ citation requise ] | |
Wand Damage Focus II | Wand | Increases the damage of all wand projectiles and beams by 5%.[ citation requise ] | |
Wand Damage Focus III | Wand | Increases the damage of all wand projectiles and beams by 5%.[109] | |
Wand Hit 5 Extra Damage I | Wand | Wand Hit 5 deals 15% more base damage.[ citation requise ] | |
Wand Hit 5 Extra Damage II | Wand | Wand Hit 5 deals 15% more base damage.[ citation requise ] | |
Wand Hit 5 Extra Damage III | Wand | Wand Hit 5 deals 15% more base damage.[ citation requise ] | |
Wand Hit 5+ | Wand | Wand Hit 5+ Unlocked. You have a 25% chance on the 5th hit to instead fire a beam at the target that triggers proc efffects. Triggers Weapon Finisher Effects.[110] | |
Wand Hit 5+ Extra Damage I | Wand | Wand Hit 5+ deals 15% more base damage.[ citation requise ] | |
Wand Hit 5+ Extra Damage II | Wand | Wand Hit 5+ deals 15% more base damage.[ citation requise ] | |
Wand Hit 5+ Extra Damage III | Wand | Wand Hit 5+ deals 15% more base damage.[ citation requise ] | |
Wand Hit 6 | Wand | Wand Hit 6 Unlocked. Triggers Weapon Finisher Effects.[111] | |
Wand Hit 6 Extra Damage I | Wand | Wand Hit 6 deals 15% more base damage.[ citation requise ] | |
Wand Hit 6 Extra Damage II | Wand | Wand Hit 6 deals 15% more base damage.[112] | |
Wand Hit 6 Extra Damage III | Wand | Wand Hit 6 deals 15% more base damage.[113] | |
Wand Hit 6+ | Wand | Wand Hit 6+ Unlocked. Wand Hit 6+ Unlocked. You have a 25% chance on the 6th hit to instead fire a beam at the target that triggers proc effects. Deals 50% more damage if the previous wand combo hit was also a beam attack. Triggers Weapon Finisher Effects.[114] | |
Wand Hit 6+ Extra Damage I | Wand | Wand Hit 6+ deals 15% more base damage.[115] | |
Wand Hit 6+ Extra Damage II | Wand | Wand Hit 6+ deals 15% more base damage.[116] | |
Wand Hit 6+ Extra Damage III | Wand | Wand Hit 6+ deals 15% more base damage.[ citation requise ] | |
Wand Projectile Damage I | Wand | Increases the damage of all wand projectiles by 8%.[117] | |
Wand Projectile Damage II | Wand | Increases the damage of all wand projectiles by 8%.[ citation requise ] | |
Wand Projectile Damage III | Wand | Increases the damage of all wand projectiles by 8%.[ citation requise ] | |
Weapon Mastery: Bows | Bow | Lowers the Cooldown of Barrage and Scatter Shot by 3s upon: Completion of a bow weapon combo; Firing a fully charged Longbow.[118] | |
Weapon Proficiency I (Wand) | Wand | Increased Accuracy by 0.5%.[119] | |
Weapon Proficiency II (Wand) | Wand | Increased Accuracy by 0.5%.[120] | |
Weapon Proficiency III (Wand) | Wand | Increased Accuracy by 0.5%.[121] | |
Weapon Proficiency IV (Wand) | Wand | Increased Accuracy by 0.5%.[122] | |
Weapon Proficiency IX | Greatsword | Increased Attack Speed by 1%.[123] | |
Weapon Proficiency V (Wand) | Wand | Increased Accuracy by 0.5%.[124] | |
Weapon Training: Deflection | Greatsword | Increases your Evasion by 0.5%.[125] | |
Weapon Training: Followthrough | Greatsword | Increases your Mitigation Penetration by 0.5%.[126] | |
Weapon Training: Power | Greatsword | Increases your Critical Damage by 0.5%.[127] | |
Weapon Training: Power (Wand) | Wand | Increases your Critical Damage by 2%.[128] | |
Weapon Training: Precision | Greatsword | Increases your Accuracy by 0.5%.[129] |
Combat RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[130]
- RNG plays a role in both JcJ or JcE.[131]
- Action combat is far less dependent on RNG.[131]
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[131] – Jeffrey Bard
Damage
- Damage numbers will not be so large as to be meaningless.[133]
- We don't see the need to have these enormous numbers that are really start to lose meaning. That seems to be an innate design issue with other games as they try to balance the damage output in PvP and in PvE; but our design system allows for a more manageable damage protocol for PvE and PvP to be shared; and those damage protocols relate more to lower numbers.[133] – Steven Sharif
- Augmentation can change damage types and values.[134]
- Death by fall damage is possible.[135]
- Receiving damage can cause casters to fail concentration checks, which does not interrupt the spell, but can result in increased casting time.[12]
Resistances
Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[136]
- Certain damage types will be strong or weak against certain enemy types. So you'll have to be somewhat smart about who you're bringing where, or what abilities or specs. Obviously, you'll be able to do the content, but you'll have an easier time with certain contents if you're using a certain spec over others.[137] – Tradd Thompson
- Magic damage is mitigated by cloth armor (light armor).[138][136][139][140]
- Holy/radiant damage are modifying energy types that have corresponding synergies and resistances.[137][141]
- Physical damage is mitigated by plate armor (heavy armor).[136]
- Different classes of weapons may deal different types of physical damage: Bludgeoning damage, Slashing damage, Piercing damage.[142][143]
- When there's a lot of different complexity that exists between the multi-layered interactions of damage mitigation, resistances, damage penetration... those things stack up over time and there's an opportunity for that subtlety to be more expressed when the receiving target is, let's say, weak to that or... chosen not to spec into any resistances against that. That keeps things fresh and it also keeps a healthy level of itemization progression that's necessary for the player as well.[145] – Steven Sharif
- There is also non-mitigated damage.[136]
- Monsters will have certain types of resistances based on its type.[146][144]
- Not every monster is going to have unique resistances. They'll share groups of types of resistances based on whether that monster is a particular elemental affinity or a particular heavy armor, particular weapon type, stuff like that. So there will be resistances groups that are shared by certain types of monsters and their location and as it relates to their lower background and stuff like that.[144] – Steven Sharif
Elements
There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[147][148][148][138][139][140]
- Other elemental influences may include Darkness, Light and Planar.[140] The Air Strike ability has a nature based root.[149]
- The Mage archetype offers four elemental schools as augments to a character's primary skills.[138]
- Elements may have more influence in certain seasons and weather conditions. For example, frost abilities may be stronger in winter and lightning might be stronger in the rain.[150] This affects both JcE and JcJ.[151][152]
- There may be ley lines and strong magical places in the world that change or alter the way spells work.[153]
- We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[152] – Steven Sharif
Compétences élémentaires
- The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[140] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Ball Lightning | Mage | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[154][155][156] | |
Blizzard | Mage | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[157][158][154] | |
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[159][160][161] | |
Cone of Cold | Mage | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[154][162][163] | |
Elemental Empowerment | Mage | Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[164] | |
Fireball | Mage | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[165] | |
Fissure | Mage | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[166] | |
Frostbolt | Mage | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[167][168] | |
Lightning Strike | Mage | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[169][170] | |
Magma Field | Mage | Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[171] | |
Meteor | Mage | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[172] | |
Quake | Mage | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[173] | |
Thundering Shot | Ranger | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[174] |
Gear progression
Armes have their own progression paths.[177][178]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[179][180][181][182][183][143][33][184][177][40][185]
- The weapon combo system determines special effects that proc based on weapon progression.[177][185]
- Ancillary effects proc based on enchantment types.[185]
- Augmentations d'équipement (power stones) can be applied to add elemental or energy types of damage.[185]
- Dual wielded weapons will have its own progression based on weapon type.[186]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[40]
- Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[185] – Steven Sharif
Gear enhancement
Des améliorations d'équipement (pierres de puissance / runes) peuvent être appliquées aux armes pour ajouter des types de dégâts élémentaires ou énergétiques.[185][187]
- Les améliorations d'équipement n'augmentent pas le niveau requis d'un objet.[188]
Nous allons très probablement avoir un système de runes et ensuite nous aurons la possibilité d'enchanter des armes en dehors de cela aussi... Ce ne sera pas toujours comme une progression verticale... Une partie demandera d’abandonner quelque chose pour obtenir autre chose ; alors peut-être que je fais moins de dégâts physiques mais plus de dégâts magiques, ce genre de chose.[187] – Jeffrey Bard
- La Progression dans divers systèmes JcJ débloquera des pierres d'enchantement qui accordent des avantages temporaires axés sur le PvP à l'équipement (via un système de sertissage).[189] Les performances sont mesurées sur des saisons PvP de six mois.[190] – Steven Sharif
Ce n'est pas comme si vous alliez nécessairement les acquérir une fois et ensuite vous êtes prêt pour vos enchantements PvP, mais au lieu de cela, vous devrez continuellement performer mois après mois afin de continuer à avoir ces enchantements.[189]
Enchanting
Il existe deux types d'enchantements pour les objets : Verticale et horizontal.[191]
- Les enchantements verticaux sont une progression de puissance pour un objet fabriqué. Plus de dégâts ou d'atténuations, d'effets ou de bonus supplémentaires. Les enchantements verticaux comportent des risques.[191]
- Il n'y a pas de RNG dans l'artisanat mais il peut y avoir une petite quantité de RNG dans l'enchantement.[192]
- Sur-enchanter des objets comporte un risque potentiel que l'objet soit usé ou même détruit si la marge de sécurité est dépassée. Ce système est soumis à des tests.[193][194]
En ce qui concerne les choses sur-enchantées, ce que nous allons faire est probablement d'avoir une sécurité - et c'est évidemment quelque chose qu'il faut tester - mais nous allons avoir une période d'enchantement de sécurité vous savez, comme dans Lineage 2, je pense que vous pourriez enchanter à plus quatre ou quelque chose comme ça. Et donc nous allons avoir un système similaire où vous pouvez enchanter en toute sécurité, puis lorsque vous commencez à prendre des risques, ce pourcentage d'endommager potentiellement votre objet soit via le système d'usure, soit en le désactivant complètement via le système de destruction sera un risque présent.[193] – Steven Sharif
- Les enchantements horizontaux sont plus situationnels. Par exemple : J'aimerais que mon épée fasse des dégâts de force au lieu de dégâts sacrés car les monstres que j'ai tendance à combattre sont incorporels.[191]
Les services d'enchantements sont vendus dans les étals de joueurs.[195]
L'enchantement n'augmente pas le niveau requis des objets.[188]
- Vous ne poussez pas vraiment l'exigence de niveau d'un élément particulier ou l'identité de cet élément. Vous pouvez l'améliorer, vous pouvez y ajouter des enchantements, mais c'est toujours l'objet qu'il est.[188] – Steven Sharif
Excès de puissance
The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[176]
PvX
Nous préférons grandement nous qualifier de jeu JcX, car dans ce systèmes JcJ, JcE et artisanat sont tous interconnectés: ils sont co-dépendants l'un avec l'autre... Notre système nécessite réellement quelques co-dépendances entre ces éléments. Vous aurez besoin d'un artisan pour vous fournir les meilleurs objets. Vous aurez besoin de JcJ pour sécuriser les villes et châteaux. vous aurez besoin de JcE pour vaincre les world bosses pour les ressources d'artisanat.[196] – Steven Sharif
Ashes of Creation est un jeu JcX.[197] Les joueurs seront naturellement confrontés au éléments JcJ et JcE.[198][199] Il est très peu probable qu'un joueur puisse se concentrer uniquement sur le JcJ ou le JcE.[199]
- Il y aura un équilibre entre le JcJ et JcE dans Ashes of Creation.[199]
- Certains serveurs pourront être plus orientés JcJ que d'autres.[198]
- Il n'y aura pas de différence entre les types d'équipements JcJ et JcE .[200]
- La progression en jeu pourra nécessiter des éléments JcE.[199]
- Toutes les stats seront en rapport avec l'efficacité au combat du joueur en JcX.[201]
Nous sommes très clair sur notre objectif et philosophie sur le jeu et nous comprenons que ça ne plaira peut être pas à tout le monde. Mais vous savez que c'est une relation réciproque importante entre le contenu qui est orienté JcE et celui orienté JcJ et qu'ils s'alimentent l'un l'autre. Ils sont les catalyseurs pour un changement: leur progression, leur développement. Ce sont des choses que les gens apprécient quand ils voient quelque chose de gagné et quelque chose de perdu. Cela entraine une réponse émotionnelle des joueurs: le fait qu'ils aient investis du temps pour réussir ou échouer; et le JcJ permet à cet élément d'être introduit dans la partie. Et nous sommes très clair que c'est notre objectif: cette relation entre le risque et la récompense, cette mentalité basée sur les succès. tout le monde ne sera pas un gagnant et c'est normal.[202] – Steven Sharif
Voir également
Les références
- ↑ 1.0 1.1 Vidéo, 2024-03-29 (35:39).
- ↑ 2.0 2.1 2.2 Direct, 2023-09-29 (1:17:44).
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Direct, 2020-01-30 (25:39).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Direct, 2018-02-09 (7:31).
- ↑
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 Direct, 2020-08-28 (15:21).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 12.0 12.1 12.2 Direct, 2023-12-19 (1:17:45).
- ↑ 13.0 13.1 13.2 Direct, 2023-01-27 (1:27:42).
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Direct, 2021-03-26 (1:02:08).
- ↑ 19.0 19.1 19.2 Direct, 2020-07-25 (1:33:37).
- ↑ 20.0 20.1 20.2 20.3 Direct, 2020-01-30 (1:40:48).
- ↑
- ↑ 22.0 22.1 Twitter - Resting has its benefits!
- ↑ 23.0 23.1 Direct, 2022-12-02 (54:16).
- ↑ 24.0 24.1 24.2 24.3 Direct, 2023-04-28 (1:02:04).
- ↑ 25.0 25.1
- ↑ 26.0 26.1 Direct, 2020-08-28 (1:14:54).
- ↑
- ↑ Vidéo, 2022-12-02 (25:31).
- ↑ 29.0 29.1 29.2 29.3 Direct, 2017-07-18 (35:58).
- ↑ Direct, 2019-11-22 (1:4:56).
- ↑ Direct, 2018-04-8 (AM) (25:52).
- ↑ Direct, 2017-07-18 (37:25).
- ↑ 33.0 33.1 Entrevue, 2020-07-19 (53:59).
- ↑ 34.0 34.1 34.2 34.3 34.4 Direct, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ Direct, 2020-12-22 (1:15:01).
- ↑ Podcast, 2021-09-29 (52:58).
- ↑ 39.0 39.1 Direct, 2020-08-28 (1:12:50).
- ↑ 40.0 40.1 40.2 February 8, 2019 - Questions and Answers.
- ↑ 41.0 41.1 Direct, 2021-06-25 (23:08).
- ↑ Direct, 2023-03-31 (1:30:07).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
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- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Direct, 2017-05-30 (16:25).
- ↑ 131.0 131.1 131.2 Direct, 2018-12-06 (48:52).
- ↑ Direct, 2020-07-25 (1:34:55).
- ↑ 133.0 133.1 Entrevue, 2018-08-24 (1:45).
- ↑ Podcast, 2021-09-29 (46:20).
- ↑ 135.0 135.1 Direct, 2022-02-25 (1:06:45).
- ↑ 136.0 136.1 136.2 136.3 Entrevue, 2020-07-18 (1:02:44).
- ↑ 137.0 137.1 137.2 Vidéo, 2022-12-02 (19:38).
- ↑ 138.0 138.1 138.2 Entrevue, 2020-07-18 (1:05:04).
- ↑ 139.0 139.1 Direct, 2017-05-24 (27:47).
- ↑ 140.0 140.1 140.2 140.3 Direct, 2018-04-8 (PM) (26:19).
- ↑
- ↑ Vidéo, 2023-08-31 (45:06).
- ↑ 143.0 143.1 Entrevue, 2021-02-07 (49:18).
- ↑ 144.0 144.1 144.2 Direct, 2021-06-25 (1:08:23).
- ↑ Entrevue, 2023-09-10 (42:09).
- ↑ [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
- ↑
- ↑ 148.0 148.1 Direct, 2023-04-07 (1:11:14).
- ↑ Vidéo, 2022-09-30 (15:28).
- ↑ Direct, 2024-02-29 (55:34).
- ↑ Direct, 2020-09-30 (1:04:56).
- ↑ 152.0 152.1 Direct, 2017-06-01 (20:23).
- ↑ Direct, 2020-06-26 (1:32:16).
- ↑ 154.0 154.1 154.2 Vidéo, 2023-09-29 (11:29).
- ↑
- ↑ Vidéo, 2023-04-28 (7:15).
- ↑ Vidéo, 2023-04-28 (9:22).
- ↑
- ↑
- ↑ Vidéo, 2023-05-31 (12:12).
- ↑ Vidéo, 2023-04-28 (17:50).
- ↑
- ↑ Vidéo, 2023-04-28 (11:22).
- ↑
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-04-28 (15:35).
- ↑
- ↑ Vidéo, 2023-04-28 (13:40).
- ↑
- ↑
- ↑
- ↑
- ↑ Direct, 2021-04-30 (53:08).
- ↑ 176.0 176.1 Entrevue, 2018-10-20 (2:53:52).
- ↑ 177.0 177.1 177.2 Direct, 2020-01-30 (1:28:40).
- ↑ Direct, 2018-05-04 (45:37).
- ↑ Direct, 2022-06-30 (1:12:38).
- ↑ Direct, 2022-09-30 (53:15).
- ↑ Direct, 2022-09-30 (43:45).
- ↑ Vidéo, 2022-09-30 (24:49).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ Entrevue, 2020-07-18 (1:07:51).
- ↑ 185.0 185.1 185.2 185.3 185.4 185.5 Direct, 2018-06-04 (1:11:19).
- ↑ Direct, 2021-06-25 (1:29:39).
- ↑ 187.0 187.1 Direct, 2018-06-04 (21:37).
- ↑ 188.0 188.1 188.2 Direct, 2021-03-26 (1:15:57).
- ↑ 189.0 189.1 189.2 189.3 189.4 Entrevue, 2020-07-18 (16:34).
- ↑ Entrevue, 2020-07-18 (14:22).
- ↑ 191.0 191.1 191.2 191.3 191.4
- ↑
- ↑ 193.0 193.1 Entrevue, 2020-07-29 (15:04).
- ↑ Direct, 2017-05-05 (20:41).
- ↑ Direct, 2017-05-17 (58:55).
- ↑ Vidéo, 2018-04-16 (1:32).
- ↑ PvX definition.
- ↑ 198.0 198.1 Direct, 2017-05-12 (24:52).
- ↑ 199.0 199.1 199.2 199.3 Direct, 2017-05-05 (33:25).
- ↑ Direct, 2017-05-15 (14:05).
- ↑
- ↑ Direct, 2017-06-01 (37:39).