Stats

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Waterfall stats.[1][2][3][4]
Primary attribute Stat
Constitution.[5][6][3][4]
Max Health
Health Regeneration
Physical Mitigation
Physical Disable Evasion
Dexterity.[7][6][3][4]
Physical Critical Chance
Attack Speed
Physical Evasion
Physical Disable Accuracy
Intelligence.[8]
Magical Power
Magical Critical Power
Magical Penetration
Magical Accuracy
Mentality.[9][6][3][4]
Max Mana
Mana Regeneration
Magical Mitigation
Magical Disable Evasion
Strength.[10]
Physical Power
Physical Critical Power
Physical Accuracy
Physical Penetration
Wisdom.[11][6][3][4]
Magical Critical Chance
Magical Casting Speed
Magical Evasion
Magical Disable Accuracy

Stats 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]
  • There will be diminishing returns on certain stats, but there won't be hard caps.[18]
info-orange.pngDit gedeelte bevat informatie over Alpha-1-tests. Het zal worden bijgewerkt wanneer nieuwe informatie beschikbaar is.

Primary attributes in Alpha-1:

Health

During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[19]

Health is a stat in Ashes of Creation.[20][21]

If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[22]Steven Sharif

Mana

Resting and mana regeneration.[25]

As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[26]Steven Sharif

Mana Regeneration.png

Mana is a universal resource/energy in Ashes of Creation that keeps corresponding stats for mana pool, consumption and regeneration relevant.[27][28][29]

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.[27]Steven Sharif

Stat growth

  • Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[13]
  • Players will have significant agency over the allocation of their stat progression.[13]
  • Gear has approximately a 40-50% influence on a players overall power in the game.[32]
  • Artisan profession does not affect a player's stats.[33]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[34][35][36] Any contribution by the secondary archetype was later removed.[34]

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[37][38]

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.[37]Jeffrey Bard
info-orange.pngDit gedeelte bevat informatie over Alpha-1-tests. Het zal worden bijgewerkt wanneer nieuwe informatie beschikbaar is.

Gear is broken down into Core Stats and Additional Stats.[29]

Combat RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[42]

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.[43]Jeffrey Bard

Damage

  • Damage numbers will not be so large as to be meaningless.[45]
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.[45]Steven Sharif
  • Death by fall damage is possible.[47]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[47]

Elements

There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[48][49][49][50][51][52]

  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[57]
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.[56]Steven Sharif

Elemental skills

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".[52]Steven Sharif
Skill Icon Origin Description
Ball Lightning Ball Lightning Icon.png Mage Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[58][59][60]
Blizzard Blizzard.png Mage Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[61][62][58]
Chain Lightning Chain Lightning Icon clean.png Mage Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[63][64][65]
Cone of Cold Cone of Ice.png Mage Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[58][66][67]
Elemental Empowerment Elemental Empowerment (active).png Mage Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[68][69]
Fireball Fireball (Active).png Mage Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[70] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[71]
Fissure Mage Spell 7.png Mage Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[72]
Frostbolt Frostbolt (Active).png Mage Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[73][74]
Lightning Strike Lightning Strike (Active).png Mage Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[75][76]
Magma Field (Lavastorm).png Mage Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[77]
Meteor (Meteor Shower).png Mage Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[78]
Quake Quake.png Mage Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[79]
Thundering Shot Thundering Shot Icon.png Ranger Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[80]

Gear progression

In-game achievable sword and polearm 3D renders.[81]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[82]Steven Sharif

Weapons have their own progression paths.[83][84]

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.[93]Steven Sharif

Gear enhancement

Gear enhancements are possible both during and after an item is crafted.[95][96]

There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[95]Kory Rice
The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[96]Steven Sharif
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Enchanting

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[105][106]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[108]Steven Sharif

Power creep

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.[82]

PvX

We zien onszelf graag als een PvX spel, omdat de systemen als PvP, PvE en ambacht allemaal met elkaar verweven zijn: ze zijn onafhankelijk van elkaar... Ons ontwikkelingssysteem heeft die onafhankelijkheid van de genoemde systemen echt nodig. Je hebt ambachtslieden nodig om de beste spullen te verkrijgen. Je hebt PvP'ers nodig om steden en kastelen veilig te stellen en te bemachtigen. Je hebt PvE'ers nodig om world bosses te doden voor zeldzame materialen om vervolgens spullen te maken.[109]Steven Sharif

Ashes of Creation is een PvX-spel.[110] Spelers zullen automatisch beide PvP- en PvE-elementen tegenkomen.[111][112] Het is onwaarschijnlijk dat een speler zich puur kan focussen op alleen PvP of PvE.[112]

Wij zijn zeer duidelijk in ons doel en onze filosofie en we snappen dat dit niet naar ieders wens zal zijn. Maar, weet je, er is een belangrijke wederkerige relatie tussen de inhoud gerelateerd aan PvE en aan PvP en ze vullen elkaar aan. Ze zijn elkaar katalisator: hun voortgang, hun ontwikkeling. Het zijn dingen waar mensen waarde aan hechten en waarbij ze kunnen zien dat ze iets verdient of verloren hebben. Dat lokt een emotionele reactie van de speler uit: hij heeft tijd in iets gestoken dat uiteindelijk slaagt of faalt; PvP staat het toe dat het element kan worden geïntroduceerd in de gameplay. En we zijn er zeer duidelijk in dat dit ons doel is: de relatie tussen risico en beloning, de prestatiegerichte mentaliteit. Niet iedereen zal een winnaar zijn, dat is niet erg.[115]Steven Sharif

Zie ook

Referenties

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  5. Constitution Stat Description.png
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