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info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Personaje stats and attributes.[1][2]
Estadística Base Clérigo nivel 1 Mago nivel 1 Tanque nivel 1
Salud.[3][4] Salud 224
Maná.[3] Maná 293
Poder.[3][1][2] Poder 10
Destreza.[3][1][2] Destreza 10
Constitución.[3][1][2] Constitución 10
Voluntad.[3] Voluntad 12
Sabiduría.[3][1][2] Sabiduría 14
Mente.[3][1][2] Mente 13
Bono de daño físico.[3] Poder 13
Physical Disable Modifier.[3] Poder 12
Bonificación del daño crítico físico.[3] Poder 12
Cooldown de habilidades físicas.[3] Destreza 6
Physical Critical Rate Bonus.[3] Destreza 6
Physical Evasion Bonus.[3] Destreza 7
Physical Accuracy.[3] Destreza 192
HP Regeneration.[3] Constitución 3
Physical Defense Mitigation.[3] Constitución 7
Physical Disable Defense Constitución 7
Physical Block Chance.[1][2][5] Constitución 17
Magical Attack Damage.[1][2] Voluntad 24
Magical Critical Damage Voluntad 23
Magical Disable Chance Voluntad 13
Magical Casting Speed Sabiduría 6
Magical Cooldown Modifier Sabiduría 7
Magical Critical Rate.[5] Sabiduría 7
Magical Accuracy Sabiduría 8
Mana Regeneration Mente 3
Magical Defense Mitigation Mente 8
Magical Disable Defense Mente 8
Magical Block Chance.[1][2][5] Mente 18

Los jugadores tendrán una gran influencia en la distribución de sus estadísticas.[6]

You will have significant agency over the allocation of your stat progression. Yes, some of that will be baked-in based on the archetype selection, but a large portion of that will come down to your itemization selection, your selection of tattoos, and other ancillary types of augments and benefits you can apply to specific items, such as socketing.[6]Steven Sharif

Ciertas estadísticas pueden tener rendientos decrecientes, pero no habrá límites (caps) estrictos.[7]

Aumento de estadísticas

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

El aumento de estadísticas lleva el siguiente orden.[8]

  1. La raza proporciona las estadísticas base de un jugador.[8]
  2. El arquetipo primario aumenta las estadísticas base.[8]
  3. El arquetipo secundario (clase) no hace que las estadísticas aumenten.[9] Esto es un repaso de la declaración anterior.[8]

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any meta for what classes are best used with different races.[10]Steven Sharif

La elección de una profesión no afecta a las estadísticas de un jugador.[11]

El equipo tiene aproximadamente un 40-50% de influencia en el poder total de un jugador en el juego.[12]

Stat adjustment (via the Tattoo system)

Tattoos in the Alpha-2 character creator (first pass).[13]

As of right now definitively there is going to be a tattooed system which will allow certain slots for you to apply stat migration, but it's a give-and-take relationship. There will be higher quality magical tattoos that can be applied to the character in order to adjust stats.[14]Steven Sharif

Tattoos in Ashes of Creation refers to.

  • Objetos cosméticos that allow players to customize their character in-game.[17]
    • These might be "sleeves" applied to different parts of the body.[18]
    • It may also be possible to create whole body sleeves.[18]
  • Tattoos that can be applied to a character to adjust their stats.[14][19]
    • These will have slots to allow stats to be migrated with a give-and-take relationship.[14]
    • Higher quality magical tattoos can be applied to adjust stats.[14]
      • They may also provide stat augments or other boosts.[19]

Tattoos can be removed.[19]

Stats on gear

Los artesanos (crafters) podrán asignar distintas habilidades y estadísticas el equipo.[20][21]

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.[20]Jeffrey Bard

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[21]Steven Sharif

El equipo se divide en estadísticas básicas y estadísticas adicionales..[25]

Gear progression

In-game achievable sword and polearm 3D renders.[26]

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.[27]Steven Sharif

Las armas tienen su propio progreso.[28][29]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[37]Sarah Flanagan

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.[38]Steven Sharif

Gear enhancement

Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[38][40]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing.[40]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[42]Steven Sharif

Enchanting

A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe, but once that scroll is created then it's in the hands of the open economy and players may utilize them to enchant weapons and stuff.[44]Steven Sharif

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[45]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[46]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[47] Vertical enchantments include risks.[46]
    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.[49]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.[49][50][51]
    • There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[52][45][50]
    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.[52]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.[46]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[46]
    • This type of enchanting assumes no risk, just time and effort.[46]

Escalada de poder

Los desarrolladores pretenden limitar el aumento de poder mediante la degradación de objetos, la falta de vinculación de equipo, y la ausencia de pay-to-win o pay-to-convenience.[27]

Salud

La salud es una estadística en Ashes of Creation.[53][4]

  • Los jugadores que no estén en el mismo grupo, raid, allianza, o gremio no podrán ver los porcentajes de salud de otros jugadores ni los valores exactos de sus barras de salud.[54][53][4]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[4]Steven Sharif

Maná

Resting and mana regeneration.[56]

As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[57]Steven Sharif

El maná es una estadística en Ashes of Creation.[25]

  • El maná es una energía universal y hace relevantes las estadísticas correspondientes a reserva de maná, consumo y regeneración.[58]
  • Todos los arquetipos usarán maná, algunos con más intensidad que otros.[58]
  • Incluso los jugadores enfocados totalmente en el cuerpo cuerpo usarán maná para manipular La Esencia para sus habilidades extraordinarias.[59]
  • Sentarse puede aumentar la regeneración de maná (mientras se está fuera de combate).[57][60]

Damage

  • Damage numbers will not be so large as to be meaningless.[62]
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.[62]Steven Sharif
  • Death by fall damage is possible.[64]
    • 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.[64]

Resistances

Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[66]

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.[67]Tradd Thompson
  • Players will be able to counter resistances with resistance penetration stats.[73]
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.[74]Steven Sharif
  • There is also non-mitigated damage.[66]
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.[73]Steven Sharif

Spell concentration

Concentration will be a primary stat for spell casters.[65]

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.[65]Steven Sharif

Caravan stats

Alpha-2 Tier 5 caravan stats UI.[76]

If I am utilizing components that might give my caravan a significantly higher stat of speed, it's unlikely that I would also at the same time be able to select components that were to give an equitable amount of benefit in the stat of, let's say, cargo or health. It's going to be tradeoff in that sense.[77]Steven Sharif

Caravan stats are derived from caravan components. The higher tier the components, the better the stats.[76]

Estadísticas básicas
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Ver además

Referencias

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  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Transmisión en vivo, 2018-02-09 (7:31).
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 Transmisión en vivo, 2020-08-28 (15:21).
  4. 4.0 4.1 4.2 4.3 4.4 Transmisión en vivo, 2020-01-30 (1:40:48).
  5. 5.0 5.1 5.2 Transmisión en vivo, 2017-05-30 (16:25).
  6. 6.0 6.1 6.2 Transmisión en vivo, 2023-01-27 (1:27:42).
  7. Transmisión en vivo, 2021-03-26 (1:02:08).
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  9. Transmisión en vivo, 2019-11-22 (1:4:56).
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  13. Vídeo, 2022-03-31 (22:02).
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  15. Vídeo, 2022-03-31 (19:49).
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  18. 18.0 18.1 Transmisión en vivo, 2017-05-26 (14:23).
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  20. 20.0 20.1 20.2 20.3 20.4 Transmisión en vivo, 2020-11-30 (1:05:22).
  21. 21.0 21.1 Pódcast, 2018-08-04 (59:58).
  22. steven-crafting-stats.png
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  24. Pódcast, 2021-09-29 (52:58).
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  39. Transmisión en vivo, 2021-06-25 (1:29:39).
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  45. 45.0 45.1 steven-enchanting2.png
  46. 46.0 46.1 46.2 46.3 46.4 enchanting.png
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  48. Rng crafting.jpg
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  52. 52.0 52.1 steven-enchanting1.png
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  54. 54.0 54.1 Transmisión en vivo, 2021-07-30 (1:10:34).
  55. steven-health-nameplate.png
  56. Twitter - Resting has its benefits!
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  58. 58.0 58.1 steven-mana-1.png
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  71. steven-holy-radiant.png
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  75. [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
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  80. 80.0 80.1 Simple Carriage Description.png
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  83. Wooden Wheel Set Description.png