Statistiques
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]
- Base stats are defined by a character's primary archetype.[11]
- These can be improved based on gear, tattoos, and other enhancements, such as socketed items.[11]
- Concentration will be a primary stat for spell casters.[12]
Stat growth
L'évolution des stats se fait selon cet ordre:[14]
- La race établit les stats de base du joueur.[14]
- L'archétype principal fait évoluer les stats de base.[14]
- L'archétype secondaire (classe) n'affecte pas l'évolution des stats.[15]
- Il s'agit d'une correction de n'annonce précédente.[14]
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.[16] – Steven Sharif
Le choix de la profession n'affecte pas les stats du joueur.[17]
L'équipement a environ 40-50% d'impact sur la puissance totale du joueur.[18]
Stat adjustment (via the Tattoo system)
Tattoos in Ashes of Creation refers to.
- Decals applied through the character creator.[21]
- The developers are considering whether to allow custom tattoos to be uploaded by users.[22]
- Cosmetic items that allow players to customize their character in-game.[23]
- Tattoos that can be applied to a character to adjust their stats.[20][25]
- These will have slots to allow stats to be migrated with a give-and-take relationship.[20]
- Higher quality magical tattoos can be applied to adjust stats.[20]
- They may also provide stat augments or other boosts.[25]
Tattoos can be removed.[25]
Stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[26][27]
- 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.[26] – Jeffrey Bard
- Master crafters will be able to influence several (but not all) stats on their crafted items.[26][28]
- Statistiques on crafted items will vary based on the item's rarity.[29]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[30][26]
- All gear will be able to be assigned any stat.[26]
Gear is broken down into Core Stats and Additional Stats.[31]
Gear progression
Armes have their own progression paths.[34][35]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[36][37][38][39][40][41][18][42][34][43][44]
- The weapon combo system determines special effects that proc based on weapon progression.[34][44]
- Ancillary effects proc based on enchantment types.[44]
- Augmentations d'équipement (power stones) can be applied to add elemental or energy types of damage.[44]
- Dual wielded weapons will have its own progression based on weapon type.[45]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[43]
- 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.[44] – 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.[44][46]
- Les améliorations d'équipement n'augmentent pas le niveau requis d'un objet.[47]
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.[46] – 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).[48] Les performances sont mesurées sur des saisons PvP de six mois.[49] – 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.[48]
Enchanting
There are two types of enchantments for items: Vertical and horizontal.[52]
- Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[53] Vertical enchantments include risks.[52]
- There isn't RNG in crafting but there may be a small amount of RNG in enchanting.[54]
- Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[55][56][57]
- It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[55] – Steven Sharif
- Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[55][56][57]
- There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[58][51][56]
- Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses.[58] – Steven Sharif
- Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[52]
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.[33]
Santé
La Santé est une stat dans Ashes of Creation.[59][60]
- 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.[59][60]
- La plaque de nom d'un joueur va se détériorer pour donner une indication de la quantité de dommages qu'il a subie.[59][60][61]
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.[60] – Steven Sharif
Mana
Mana is a universal resource/energy in Ashes of Creation that keeps corresponding stats for mana pool, consumption and regeneration relevant.[64][65][31]
- All archetypes use mana to varying degrees.[64][65]
- Even pure melee players use mana to manipulate The Essence for their extraordinary abilities.[66]
- There are various ways to mitigate mana consumption, such as gear and set bonuses, tattoos, enchantments, and specs.[64]
- 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.[64] – Steven Sharif
Damage
- Damage numbers will not be so large as to be meaningless.[69]
- 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.[69] – Steven Sharif
- Augmentation can change damage types and values.[70]
- Death by fall damage is possible.[71]
- 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.[72]
- 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.[73] – Tradd Thompson
- Magic damage is mitigated by cloth armor (light armor).[74][72][75][76]
- Holy/radiant damage are modifying energy types that have corresponding synergies and resistances.[73][77]
- Physical damage is mitigated by plate armor (heavy armor).[72]
- Different classes of weapons may deal different types of physical damage: Bludgeoning damage, Slashing damage, Piercing damage.[78][41]
- 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.[80] – Steven Sharif
- There is also non-mitigated damage.[72]
- Monsters will have certain types of resistances based on its type.[81][79]
- 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.[79] – Steven Sharif
Spell concentration
Concentration will be a primary stat for spell casters.[12]
- Concentration is a stat that's associated with one of our primary attributes being a derivative waterfall for concentration checks. When concentration fails due to damage that's done, it is going to increase that casting time slightly. It won't interrupt it completely, but it will increase the casting time.[12] – Steven Sharif
- Receiving damage can cause casters to fail concentration checks, which does not interrupt the spell, but can result in increased casting time.[12]
Caravan stats
Caravan stats are derived from caravan components. The higher tier the components, the better the stats.[82][84]
- Statistiques de base
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).
- ↑ Direct, 2020-01-30 (25:39).
- ↑ Direct, 2018-02-09 (7:31).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 11.0 11.1 Direct, 2023-01-27 (1:27:42).
- ↑ 12.0 12.1 12.2 12.3 12.4 Direct, 2023-12-19 (1:17:45).
- ↑ Direct, 2021-03-26 (1:02:08).
- ↑ 14.0 14.1 14.2 14.3 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).
- ↑ 18.0 18.1 Entrevue, 2020-07-19 (53:59).
- ↑ Vidéo, 2022-03-31 (22:02).
- ↑ 20.0 20.1 20.2 20.3 Direct, 2021-08-27 (1:18:55).
- ↑ Vidéo, 2022-03-31 (19:49).
- ↑ Direct, 2022-03-31 (1:01:08).
- ↑ Direct, 2017-05-08 (48:49).
- ↑ 24.0 24.1 Direct, 2017-05-26 (14:23).
- ↑ 25.0 25.1 25.2 Vidéo, 2017-09-03 (55:38).
- ↑ 26.0 26.1 26.2 26.3 26.4 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).
- ↑ 31.0 31.1 Direct, 2020-08-28 (1:14:54).
- ↑ Direct, 2021-04-30 (53:08).
- ↑ 33.0 33.1 Entrevue, 2018-10-20 (2:53:52).
- ↑ 34.0 34.1 34.2 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).
- ↑ 41.0 41.1 Entrevue, 2021-02-07 (49:18).
- ↑ Entrevue, 2020-07-18 (1:07:51).
- ↑ 43.0 43.1 February 8, 2019 - Questions and Answers.
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 Direct, 2018-06-04 (1:11:19).
- ↑ Direct, 2021-06-25 (1:29:39).
- ↑ 46.0 46.1 Direct, 2018-06-04 (21:37).
- ↑ Direct, 2021-03-26 (1:15:57).
- ↑ 48.0 48.1 48.2 48.3 48.4 Entrevue, 2020-07-18 (16:34).
- ↑ Entrevue, 2020-07-18 (14:22).
- ↑ Direct, 2022-05-27 (1:20:00).
- ↑ 51.0 51.1
- ↑ 52.0 52.1 52.2 52.3 52.4
- ↑ Direct, 2023-11-30 (1:38:47).
- ↑
- ↑ 55.0 55.1 55.2 Entrevue, 2023-07-09 (1:50:10).
- ↑ 56.0 56.1 56.2 Entrevue, 2020-07-29 (15:04).
- ↑ 57.0 57.1 Direct, 2017-05-05 (20:41).
- ↑ 58.0 58.1
- ↑ 59.0 59.1 59.2 Direct, 2020-07-25 (1:33:37).
- ↑ 60.0 60.1 60.2 60.3 Direct, 2020-01-30 (1:40:48).
- ↑
- ↑ 62.0 62.1 Twitter - Resting has its benefits!
- ↑ 63.0 63.1 Direct, 2022-12-02 (54:16).
- ↑ 64.0 64.1 64.2 64.3 Direct, 2023-04-28 (1:02:04).
- ↑ 65.0 65.1
- ↑
- ↑ Vidéo, 2022-12-02 (25:31).
- ↑ Direct, 2020-07-25 (1:34:55).
- ↑ 69.0 69.1 Entrevue, 2018-08-24 (1:45).
- ↑ Podcast, 2021-09-29 (46:20).
- ↑ 71.0 71.1 Direct, 2022-02-25 (1:06:45).
- ↑ 72.0 72.1 72.2 72.3 Entrevue, 2020-07-18 (1:02:44).
- ↑ 73.0 73.1 73.2 Vidéo, 2022-12-02 (19:38).
- ↑ Entrevue, 2020-07-18 (1:05:04).
- ↑ Direct, 2017-05-24 (27:47).
- ↑ Direct, 2018-04-8 (PM) (26:19).
- ↑
- ↑ Vidéo, 2023-08-31 (45:06).
- ↑ 79.0 79.1 79.2 Direct, 2021-06-25 (1:08:23).
- ↑ Entrevue, 2023-09-10 (42:09).
- ↑ [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
- ↑ 82.00 82.01 82.02 82.03 82.04 82.05 82.06 82.07 82.08 82.09 82.10 82.11 82.12 82.13 82.14 82.15 Vidéo, 2023-10-31 (10:13).
- ↑ Vidéo, 2023-10-31 (21:47).
- ↑ 84.0 84.1 84.2 84.3 84.4 84.5 84.6 Direct, 2017-05-22 (40:41).
- ↑ 85.0 85.1 85.2 85.3 Direct, 2020-05-29 (46:36).
- ↑ 86.0 86.1 86.2 Direct, 2022-08-26 (1:20:17).
- ↑ 87.0 87.1
- ↑ 88.0 88.1
- ↑ 89.0 89.1 Direct, 2017-07-28 (20:56).