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Stats: verschil tussen versies

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[[Category:Combat]]

Versie van 25 jul 2018 01:50

Alpha-0 stats and attributes.[1]

Stat growth

  • Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[3]
  • Players will have significant agency over the allocation of their stat progression.[3]
  • Gear has approximately a 40-50% influence on a players overall power in the game.[4]
  • Artisan profession does not affect a player's stats.[5]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[6][7][8] Any contribution by the secondary archetype was later removed.[6]

Combat RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[9]

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.[10]Jeffrey Bard

Elements

There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[11][12][12][13][14][15]

  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[20]
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.[19]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".[15]Steven Sharif
Skill Icon Origin Description
Ball Lightning Ball Lightning Icon.png 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.[21][22][23]
Blizzard Blizzard.png 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.[24][25][21]
Chain Lightning Chain Lightning Icon clean.png 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.[26][27][28]
Cone of Cold Cone of Ice.png Mage Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[21][29][30]
Elemental Empowerment Elemental Empowerment (active).png 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.[31]
Fireball Fireball (Active).png Mage Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[32]
Fissure Mage Spell 7.png 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.[33]
Frostbolt Frostbolt (Active).png Mage Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[34][35]
Lightning Strike Lightning Strike (Active).png 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.[36][37]
Magma Field (Lavastorm).png 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.[38]
Meteor (Meteor Shower).png 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.[39]
Quake Quake.png 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.[40]
Thundering Shot Thundering Shot Icon.png Ranger Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[41]

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.[42]Steven Sharif

Ashes of Creation is een PvX-spel.[43] Spelers zullen automatisch beide PvP- en PvE-elementen tegenkomen.[44][45] Het is onwaarschijnlijk dat een speler zich puur kan focussen op alleen PvP of PvE.[45]

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.[48]Steven Sharif

Zie ook

Template:References