Compétence ultime

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Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Système de combo des armes.[1]

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Weapon skill tree

Basic weapon attack livestream teaser.[2]

L’idée est que chacune de ces armes ait un arbre de compétences unique pour les différentier, pas seulement en matière de sensations, mais aussi de mécaniques. L’une des choses importantes que nous voulons vraiment inclure dans Ashes, est une vaste base de compétences, afin que les joueurs puissent construire leurs personnages comme ils le souhaitent ; et que cela dépasse leur panoplie de classe. Par exemple, si je suis un ranger, je peux me spécialiser à l’arc court ou à l’arc long, et ce seront deux builds très différents. Dans cet exemple je pourrais avoir une partie de l’arbre de compétences (arc court) spécialisé dans le saignement qui pourrait entrer en synergie avec les compétences spécifiques du ranger, pour lesquelles l’arc long n’aurait pas nécessairement de synergie. Le choix de leurs armes influera sur les compétences dans lequel un archétype est spécialisé.[3]Tradd Thompson

Les compétences d’armes octroient des compétences passives, des effet de procs et autres effets de status, plutôt que des compétences utilisables dans la barre d’action du joueur.[4] Plus il y aura de points de compétences alloués à un arbre de compétences d’armes, plus un joueur maîtrisera cette dernière. Cela a des influences variées comme le nombre d’attaques, la vitesse d’attaque, ou encore les chances d’effets de procs avec les attaques de base délivrées par cette arme. Ces procs pourraient entrer en synergie avec les compétences actives du joueur.[5][6][7][3][8][9][10][11][12][13][14] Ces synergies fonctionnent aussi avec les compétences actives des autres joueurs.[15]

Notre approche ne sera pas de distribuer des compétences via les armes. Ce sera de distribuer des compétences via les classes.[5]Steven Sharif
Disons qu’une dague a un effet tranchant qui fait saigner ou qui estropie la cible… A chacune de vos attaques vous avez une chance de déclencher cet effet. Ensuite cet effet peut entrer en synergie avec les compétences actives que votre arbre de compétences propose. Donc imaginons que l’attaque sournoise fait 30 dégâts supplémentaires à une cible qui saigne. Si vous attaquez avec votre arme principale en premier pour déclencher l’effet de saignement, puis que vous utilisez la compétence d’attaque sournoise, alors vous avez une synergie.[11]Steven Sharif
Imaginons que vous pouvez utiliser une attaque sournoise pour faire des dégâts, et que cette attaque a un modificateur sur ses dégâts à condition que vous soyez derrière la cible, et qu’elle inflige 50 dégâts supplémentaires si la cible saigne. Alors vous voudrez essentiellement mettre en synergie les conditions de proc de votre arme, avec vos compétences actives, afin que vous puissiez synchroniser certaines compétences actives avec les effets de statuts infligés à la cible. [10]Steven Sharif

Système de combo des armes

Alpha-2 greatsword weapon combo animation.[19]

Whenever you get stab hits on the third and the fourth hit, those are actually procs. So, if you connect with the second hit of that proc hit you'll receive the additional effects, but you actually have to connect with a monster or player to receive the effect; and I think the proc rate is at a static 25 percent right now. We're looking at other ways to scale that. Maybe it scales with a stat, or maybe it scales with additional nodes, but right now it's kind of low.[20]Brian Ferguson

A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[19][21][22][7][12][23][24]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[8]Steven Sharif
  • The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[25][26]
We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[25]Brian Ferguson
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[8]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • Weapon skill choices and rotations will vary based on whether the player is more focused on JcJ or JcE.[8]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[8]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[16]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[16]
It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[12]Steven Sharif

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