生命力

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Lex讨论 | 贡献2020年8月14日 (五) 21:57的版本 (Add section)

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生命力Ashes of Creation 的一項數值[1][2]

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.[2]Steven Sharif

數值

Alpha-1 早期概念角色介面[5]

角色數值和屬性[6][7]

數值 基礎數值 等級 1 牧師 等級 1 法師 等級 1 坦克
生命力[8][2] 生命力 224
法力[8] 法力 293
力量[8][6][7] 力量 10
敏捷[8][6][7] 敏捷 10
體質[8][6][7] 體質 10
意志[8] 意志 12
智慧[8][6][7] 智慧 14
精神[8][6][7] 精神 13
追加物理傷害[8] 力量 13
物理失效修正[8] 力量 12
追加物理爆擊傷害[8] 力量 12
物理技能冷卻.[8] 敏捷 6
追加物理爆擊率.[8] 敏捷 6
追加物理閃避.[8] 敏捷 7
物理命中.[8] 敏捷 192
生命力恢復.[8] 體質 3
物理防禦.[8] 體質 7
物理失效防禦 體質 7
物理格擋率.[6][7][9] 體質 17
法術傷害.[6][7] 意志 24
法術爆擊傷害 意志 23
法術失效率 意志 13
法術施放速度 智慧 6
法術冷卻修正 智慧 7
法術爆擊率[9] 智慧 7
法術命中 智慧 8
法力恢復 精神 3
法術防禦 精神 8
法術失效防禦 精神 8
法術格檔率[6][7][9] 精神 18

特定數值的效益將受遞減影響,但不設有上限。[10]

Most stats are contested, which means you're testing your rating versus other people's ratings. So you figure out what the end result is... but we're not going to go for like hard caps for sure.[10]Jeffrey Bard

Healing skills

info-orange.png本节包含来自 Alpha-1 测试的信息。当有新信息可用时,它将被更新。
Skill Icon Origin Description
Barrier Barrier.png 牧師 Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[11][12]
Blood Fusion Blood Fusion.png 鬥士 Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[13]
Castigation CastigationIcon.jpg 牧師 Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[14][15][16][17]
Communal Restoration Communal Restoration Icon2.png 牧師 Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[18][19] This can overheal.[18]
Consecrating Wave Consecrating Wave.png 牧師 Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[20][21]
Consuming Lethal Blow Consuming Lethal Blow Skill Tree IconAlpha.png 鬥士 Lethal Blow returns 50% of overkill damage dealt as health and mana.[22]
Defiant Light Defiant Light.png 牧師 Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[23][24]
Deliverance Deliverance.png 牧師 Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[25][26]
Devotion DevotionIcon.jpg 牧師 Launch an orb of energy into the air that will fall upon your target, healing them.[27][15][28][17]
Divine Censure DivineCensureIcon.jpg 牧師 Hurls a radiant spear at the target, dealing damage.[29][15][30][17]
Divine Flare Divine Flare.png 牧師 Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[31][32]
Divine Infusion Divine Infusion.png 牧師 Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[33][34][35][36]
Divine Light DivineLightIcon.jpg 牧師 Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[37][15]
Flash Cure Flash Cure.png 牧師 Instantly heal target ally. This may be used during other ability activations.[38][39]
Healing Aura Healing Aura.png Caravan Provides healing to nearby defenders over time.[40]
Healing Touch Healing Touch.png 牧師 Heal target ally in melee range for a large amount of health.[41][42]
Indomitable Spirit Indomitable Spirit.png 坦克 30% increased max HP and 30% increased healing received.[43]
Judgment Judgment Icon2.png 牧師 Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[44][45]
Mend Mend.png 牧師 Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[46][47]
Radiant Burst RadiantBurstIcon.jpg 牧師 Heals allies around you in a wide area for a large amount.[48] Stacks up to 3 times.[15]
Regeneration RegenerationIcon.jpg 牧師 Bathe your target with restorative energy that heals them over time.[49][15]
Resplendent Beam Resplendent Beam.png 牧師 Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[50][51]
Shake It Off Shake It Off.png 坦克 Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[52]
Soothing Glow Soothing Glow.png 牧師 Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[53][54]
Wings of Salvation Wings of Salvation.png 牧師 Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[55][56] An ally is defined as any non-combatant player or non-mob NPC.[57]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[58]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[58]Steven Sharif

Ashes of Creation Apocalypse healing potions

- None -

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[62]

These classes relate to the trinity of classes: 坦克, DPS and Support.[62][63]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[64]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[61]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[61][65]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[65]Steven Sharif

Ashes of Creation Apocalypse 職業 only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[66]

角色定位

Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[67][68][69]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[70]Steven Sharif

職業技能

Alpha-1 preview primary skills.[15]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[71]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[72]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[73][74]

技能點

Alpha-2 Ranger skill tree user interface (WIP).[81]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[81]Tradd Thompson

Players receive skill points at specific points as they level.[82] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[83][84][85][86]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[87]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[82]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[82]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[88]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[89][90]
  • Augments do not cost skill points.[91] It was previously stated that certain augments will have more expense required on the skill point side.[92]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • It will not be possible to max all skills in a skill tree.[86]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[93]

其他

引用

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  14. a1castigation.png
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  21. Consecrating Wave Info Panel.png
  22. Consuming Lethal Blow Description.png
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  26. Deliverance Info Panel.png
  27. a1devotion.png
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  36. Divine Power Buff Description.png
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  40. Healing Aura Description.png
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  42. Healing Touch Info Panel.png
  43. Indomitable Spirit Description.png
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  45. Judgment Info Panel.png
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  47. Mend Info Panel.png
  48. a1radiantburst.png
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  51. Resplendent Beam Info Panel.png
  52. Shake It Off Description.png
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  54. Soothing Glow Info Panel.png
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