Stats

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Character stats and attributes.[2][3]

Stat Base stat Level 1 Clérigo Level 1 Mago Level 1 Tanque
Health.[4][5] Health 224
Mana.[4] Mana 293
Power.[4][2][3] Power 10
Dexterity.[4][2][3] Dexterity 10
Constitution.[4][2][3] Constitution 10
Will.[4] Will 12
Wisdom.[4][2][3] Wisdom 14
Mentality.[4][2][3] Mentality 13
Physical Damage Bonus.[4] Power 13
Physical Disable Modifier.[4] Power 12
Physical Critical Damage Bonus.[4] Power 12
Physical Skill Cooldown.[4] Dexterity 6
Physical Critical Rate Bonus.[4] Dexterity 6
Physical Evasion Bonus.[4] Dexterity 7
Physical Accuracy.[4] Dexterity 192
HP Regeneration.[4] Constitution 3
Physical Defense Mitigation.[4] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[2][3][6] Constitution 17
Magical Attack Damage.[2][3] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[6] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[2][3][6] Mentality 18

There will be diminishing returns on certain stats, but there won't be hard caps.[7]

Most stats are contested, which means you're kind of testing your rating versus other people's ratings. So you kind of figure out what the end result is... but we're not going to go for like hard caps for sure.[7]Jeffrey Bard

Health

Health is a stat in Ashes of Creation.[8][5]

  • Players that are not in the same party, raid, alliance, or guild will not be able to see other player's health percentages or exact health bar values.[9][8][5]
  • A player's name plate will deteriorate to give an indication of how much damage they have taken.[8][5][10]

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.[5]Steven Sharif

Mana

Mana is a stat in Ashes of Creation.[11]

  • Mana is a universal energy and keeps corresponding stats for mana pool, consumption and regeneration relevant.[12]
  • All archetypes will use mana, some more intense than others.[12]
  • Even pure melee players will use mana to manipulate The Essence for their extraordinary abilities.[13]

Crecimiento de estadísticas

El crecimiento de estadísticas sigue el siguiente orden:[14]

  1. La raza otorga las estadísticas base de un jugador.[14]
  2. El arquetipo primario aumenta las estadísticas base.[14]
  3. El arquetipo secundario (clase) no contribuye al crecimiento de estadísticas.[15]
    • Esto es un repaso de la declaración anterior.[14]

Distintas razas tienen distintas composiciones de estadísticas. Estas estadísticas pueden ser importantes, pero no queremos que dicten algún tipo de meta para definir que clase es mejor para distintas razas.[16]Steven Sharif

La profesión de un jugador no afecta sus estadísticas.[17]

El equipo tiene aproximadamente un 40-50% de influencia en la fuerza total de un jugador.[18]

Stat adjustment (via the Tattoo system)

Niküa (islander dwarves) early pre-alpha concept art.

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.[19]Steven Sharif

Tattoos in Ashes of Creation refers to.

  • Cosmetic items that allow players to customize their character in-game.[20]
    • These might be "sleeves" applied to different parts of the body.[21]
    • It may also be possible to create whole body sleeves.[21]
  • Tattoos that can be applied to a character to adjust their stats.[19][22]
    • These will have slots to allow stats to be migrated with a give-and-take relationship.[19]
    • Higher quality magical tattoos can be applied to adjust stats.[19]
      • They may also provide stat augments or other boosts.[22]

Tattoos can be removed.[22]

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[23][24]

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.[23]Jeffrey Bard

Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[24]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[11]

Passive skills

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[28]

  • Passive skills can be levelled up by allocating skill points on the skills UI.[28]
  • Passive skills enable players to work toward mastery of a weapon.[29]

All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[30]Steven Sharif

Passive skill Icon Archetype(s) Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Mago Increases attack damage by 5.[30]
Block Chance Block Chance.png Tanque Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[31]
Cooldown Reduction Cooldown Reduction.png Clérigo Mago Tanque Reduce all ability cooldowns by 5%.[30]
Critical Hit Damage Critical Hit Damage.png Mago Increase the damage and healing bonus from critical hits by 20%.[30]
Critical Hit Rate Critical Hit Rate.png Clérigo Mago Tanque Increase the chance for damage and healing abilities to critically hit by 5%.[30]
Defense Mitigation Defense Mitigation.png Clérigo Mago Tanque Increase defense mitigation by 4.[30]
Disable Chance Disable Chance.png Mago Increase chance to disable by 15%.[30]
Disable Defense Disable Defense.png Clérigo Increase maximum mana by 100.[32]
Healing Received Healing Received.png Tanque Increase the amount of healing received by 10%.[33]
Health Regeneration Health Regeneration.png Clérigo Mago Tanque Generate an additional 1.5% of your maximum health per second.[30]
Increased Healing Increased Healing.png Clérigo Increase healing done by 10%.[34]
Mana Regeneration Mana Regeneration.png Clérigo Mago Tanque Generate an additional 1% of your maximum mana per second.[30]
Maximum Health Maximum Health.png Clérigo Mago Tanque Increase maximum health by 75.[30]
Maximum Mana Maximum Mana.png Clérigo Increase maximum mana by 100.[35]
Movement Speed Movement Speed.png Clérigo Mago Tanque Increase movement speed by 5%.[30]
Physical Evasion Bonus Physical Evasion Bonus.png Tanque Increase physical evasion bonus by 5.[36]

Combat RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[6]

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 you know 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.[37]Jeffrey Bard

Damage

There won't be any damage dampening due to differences in levels in either Pvp or PvE.[38]

Damage numbers will not be so large as to be meaningless.[39]

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.[39]Steven Sharif

Resistances

Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[40]

  • Magic damage is mitigated by cloth armor (light armor).[40]
  • Physical damage is mitigated by plate armor (heavy armor).[40]
  • There will be resistances to elemental damage.[41][42][43]
  • Holy/radiant damage are modifying energy types that have corresponding synergies and resistances.[44]
  • There is also non-mitigated damage.[40]
  • Monsters will have certain types of resistances based on its type.[45]
    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, you know 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.[45]Steven Sharif
  • Players will be able to counter resistances with resistance penetration stats.[45]

Elements

There will be elements (such as Air, Fire, Water, Lightning) in Ashes of Creation each with their own resistances.[41][42][43]

  • Other elemental influences may include Darkness, Light and Planar.[43]
  • Elements may have more influence in certain seasons and climates. For example, frost abilities may be stronger in winter. This affects both PvE and Pvp.[46][47]
  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[48]

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.[47]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[47]Jeffrey Bard

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".[43]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Fireball Fireball Icon.jpg Hurl a ball of fire toward your target, dealing direct damage upon impact.[49][50][51] Increased damage.[49][52][53][54] Burns the target for additional damage over time.[49][52][53]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[55] Arrow explodes upon reaching the end of its distance.[55] Enemies take burning damage for entering the flames.[55]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[50][56][57] Increased damage. Increased duration.[56][52] Increased damage. Increased duration.[56][52]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[58][50][59] Increased damage.[58][60] Now knocks down hit targets.[58][60]

Gear progression

Armas will have their own progression paths and their own applicable types of skills.[62][63]

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.[29]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 kind of 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 kind of 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.[64]Steven Sharif

Gear enhancement

Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[64][66]

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 kind of thing.[66]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.[68]Steven Sharif

Enchanting

There are two types of enchantments for items: Vertical and horizontal.[70]

When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[72]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.[70]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[70]
    • This type of enchanting assumes no risk, just time and effort.[70]

Enchanting services are sold at player stalls.[74]

Enchanting does not increase an item's level requirement.[67]

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.[67]Steven Sharif

Power creep

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.[75]Steven Sharif

PvX

Nos gusta referirnos a nosotros mismos como un juego PvX, porque en esos juegos los sistemas de PvP, PvE y crafting están todos interconectados: Son interdependientes unos con otros... Nuestro sistema de desarrollo realmente necesita de la interdependencia de estos aspectos. Necesitarás un artesano para que te de los mejores items. Necesitarás a los mejores jugadores de PvP para asegurar ciudades y castillos. Necesitaras jugadores de PvE para derribar a los jefes de mundo y obtener materiales para los artesanos.[76]Steven Sharif

Ashes of Creation es un juego PvX.[77] Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[78][79] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[79]

Tenemos muy claro nuestro objetivo y nuestra filosofía para el juego y entendemos que podría no gustarle a todos. Pero sabemos que es importante tener una relación recíproca entre el contenido relacionado al PvE y el contenido relacionado al PvP y que estos se complementen el uno al otro. Son los catalizadores del cambio: su progresión, su desarrollo. Son cosas que la gente aprecia, tanto cuando ganan algo como cuando pierden algo. Eso incita a una respuesta emocional por parte del jugador: Que ellos han invertido tiempo ya sea para triunfar o fallar; y el PvP permite que ese elemento sea introducido en el gameplay. Tenemos muy claro nuestro objetivo: y es esa relación de riesgo / recompensa, esa mentalidad basada en logros. No todos van a ser ganadores y eso está bien.[82]Steven Sharif

See also

Referencias

  1. Transmisión en vivo, 2020-08-28 (1:15:02).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Transmisión en vivo, 2020-01-30 (25:39).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 Transmisión en vivo, 2018-02-09 (7:31).
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 Transmisión en vivo, 2020-08-28 (15:21).
  5. 5.0 5.1 5.2 5.3 5.4 Transmisión en vivo, 2020-01-30 (1:40:48).
  6. 6.0 6.1 6.2 6.3 Transmisión en vivo, 2017-05-30 (16:25).
  7. 7.0 7.1 Transmisión en vivo, 2021-03-26 (1:02:08).
  8. 8.0 8.1 8.2 Transmisión en vivo, 2020-07-25 (1:33:37).
  9. 9.0 9.1 Transmisión en vivo, 2021-07-30 (1:10:34).
  10. steven-health-nameplate.png
  11. 11.0 11.1 Transmisión en vivo, 2020-08-28 (1:14:54).
  12. 12.0 12.1 steven-mana-1.png
  13. steven-mana-2.png
  14. 14.0 14.1 14.2 14.3 Transmisión en vivo, 2017-07-18 (35:58).
  15. Transmisión en vivo, 2019-11-22 (1:4:56).
  16. Transmisión en vivo, 8 April 2018 (AM) (25:52).
  17. Transmisión en vivo, 2017-07-18 (37:25).
  18. Entrevista, 2020-07-19 (53:59).
  19. 19.0 19.1 19.2 19.3 Transmisión en vivo, 2021-08-27 (1:18:55).
  20. Transmisión en vivo, 2017-05-08 (48:49).
  21. 21.0 21.1 Transmisión en vivo, 2017-05-26 (14:23).
  22. 22.0 22.1 22.2 Vídeo, 2017-09-03 (55:38).
  23. 23.0 23.1 23.2 23.3 23.4 Transmisión en vivo, 2020-11-30 (1:05:22).
  24. 24.0 24.1 Podcast, 2018-08-04 (59:58).
  25. steven-crafting-stats.png
  26. Transmisión en vivo, 2020-12-22 (1:15:01).
  27. Podcast, 2021-09-29 (52:58).
  28. 28.0 28.1 Transmisión en vivo, 2020-08-28 (1:12:50).
  29. 29.0 29.1 29.2 29.3 February 8, 2019 - Questions and Answers.
  30. 30.00 30.01 30.02 30.03 30.04 30.05 30.06 30.07 30.08 30.09 30.10 Transmisión en vivo, 2021-06-25 (23:08).
  31. Alpha-1 screenshot.
  32. Alpha-1 screenshot.
  33. Alpha-1 screenshot.
  34. Alpha-1 screenshot.
  35. Alpha-1 screenshot.
  36. Alpha-1 screenshot.
  37. 37.0 37.1 37.2 Transmisión en vivo, 2018-12-06 (48:52).
  38. Transmisión en vivo, 2020-07-25 (1:34:55).
  39. 39.0 39.1 Entrevista, 2018-08-24 (1:45).
  40. 40.0 40.1 40.2 40.3 Entrevista, 2020-07-18 (1:02:44).
  41. 41.0 41.1 41.2 Entrevista, 2020-07-18 (1:05:04).
  42. 42.0 42.1 Transmisión en vivo, 2017-05-24 (27:47).
  43. 43.0 43.1 43.2 43.3 Transmisión en vivo, 8 April 2018 (PM) (26:19).
  44. steven-holy-radiant.png
  45. 45.0 45.1 45.2 Transmisión en vivo, 2021-06-25 (1:08:23).
  46. Transmisión en vivo, 2020-09-30 (1:04:56).
  47. 47.0 47.1 47.2 Transmisión en vivo, 2017-06-01 (20:23).
  48. Transmisión en vivo, 2020-06-26 (1:32:16).
  49. 49.0 49.1 49.2 Alpha-1 screenshot.
  50. 50.0 50.1 50.2 toast-keybinds-skills.png
  51. Vídeo, 2020-12-23 (0:31).
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  53. 53.0 53.1 Transmisión en vivo, 2017-10-16 (38:35).
  54. PAX West 2017 Mage poster.
  55. 55.0 55.1 55.2 Transmisión en vivo, 2017-10-16 (46:52).
  56. 56.0 56.1 56.2 Vídeo, 2020-12-22 (7:36).
  57. Vídeo, 2020-12-23 (1:29).
  58. 58.0 58.1 58.2 Alpha-1 screenshot.
  59. Vídeo, 2020-12-23 (0:40).
  60. 60.0 60.1 Transmisión en vivo, 2017-10-16 (39:15).
  61. Transmisión en vivo, 2019-05-30 (58:28).
  62. 62.0 62.1 62.2 62.3 Transmisión en vivo, 2020-01-30 (1:28:40).
  63. Transmisión en vivo, 2018-05-04 (45:37).
  64. 64.0 64.1 64.2 64.3 64.4 64.5 Transmisión en vivo, 2018-06-04 (1:11:19).
  65. Transmisión en vivo, 2021-06-25 (1:29:39).
  66. 66.0 66.1 Transmisión en vivo, 2018-06-04 (21:37).
  67. 67.0 67.1 67.2 Transmisión en vivo, 2021-03-26 (1:15:57).
  68. 68.0 68.1 68.2 68.3 68.4 Entrevista, 2020-07-18 (14:22).
  69. Entrevista, 2020-07-18 (16:34).
  70. 70.0 70.1 70.2 70.3 70.4 enchanting.png
  71. Rng crafting.jpg
  72. 72.0 72.1 Entrevista, 2020-07-29 (15:04).
  73. Transmisión en vivo, 2017-05-05 (20:41).
  74. Transmisión en vivo, 2017-05-17 (58:55).
  75. Entrevista, 2018-10-20 (2:53:52).
  76. Vídeo, 2018-04-16 (1:32).
  77. PvX definition.
  78. 78.0 78.1 Transmisión en vivo, 2017-05-12 (24:52).
  79. 79.0 79.1 79.2 79.3 Transmisión en vivo, 2017-05-05 (33:25).
  80. Transmisión en vivo, 2017-05-15 (14:05).
  81. pvx stats.png
  82. Transmisión en vivo, 2017-06-01 (37:39).