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[[File:x4MMqfjQs91we5so.mp4|thumb|450px|Work-in-progress [[Alpha-2]] basic [[Weapon attack combo system|weapon attack combos]].{{web|https://twitter.com/AshesofCreation/status/1542611359761833986|Twitter - Take a look at our new basic weapon attack combos!}}]]
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A [[Weapon use combo system|weapon use combo system]] (also referred to as ''Combo system''{{livestream|30 January 2020|1h28m40|O1KhYxEKdgA}}, and ''Weapon use ability''{{livestream|18 January 2018|22m46|mD1q3aTRcPY}}) is utilized instead of a traditional [[Definition:Auto-attack|auto-attack]] ability in [[Ashes of Creation]].{{livestream|30 January 2020|1h28m40|O1KhYxEKdgA}}{{quote|steven-auto-attack-definition.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/716016505686327386}}
 
A [[Weapon use combo system|weapon use combo system]] (also referred to as ''Combo system''{{livestream|30 January 2020|1h28m40|O1KhYxEKdgA}}, and ''Weapon use ability''{{livestream|18 January 2018|22m46|mD1q3aTRcPY}}) is utilized instead of a traditional [[Definition:Auto-attack|auto-attack]] ability in [[Ashes of Creation]].{{livestream|30 January 2020|1h28m40|O1KhYxEKdgA}}{{quote|steven-auto-attack-definition.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/716016505686327386}}
  

Version du 30 juin 2022 à 21:42

A weapon use combo system (also referred to as Combo system[2], and Weapon use ability[3]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[2][4]

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.[5]Steven Sharif
The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[5]Steven Sharif
  • Depending on class skill choice these effects will have synergy effects with the combat montage.[5]
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.[5]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.[5]
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.[5]Steven Sharif
  • Using a skill/ability (other than the weapon attack Q or left-mouse-click) will in general reset the combo.[7]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[7]

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.[2]Steven Sharif