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法力

来自Ashes of Creation Wiki
Lex讨论 | 贡献2021年5月30日 (日) 18:46的版本 (Convert to article)

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Resting and mana regeneration.[1]

As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[2]Steven Sharif

Mana Regeneration.png

法力 is a universal resource/energy in Ashes of Creation that keeps corresponding stats for mana pool, consumption and regeneration relevant.[3][4][5]

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.[3]Steven Sharif

數值

Alpha-1 早期概念角色介面[8]

角色數值和屬性[9][10]

數值 基礎數值 等級 1 牧師 等級 1 法師 等級 1 坦克
生命力[11][12] 生命力 224
法力[11] 法力 293
力量[11][9][10] 力量 10
敏捷[11][9][10] 敏捷 10
體質[11][9][10] 體質 10
意志[11] 意志 12
智慧[11][9][10] 智慧 14
精神[11][9][10] 精神 13
追加物理傷害[11] 力量 13
物理失效修正[11] 力量 12
追加物理爆擊傷害[11] 力量 12
物理技能冷卻.[11] 敏捷 6
追加物理爆擊率.[11] 敏捷 6
追加物理閃避.[11] 敏捷 7
物理命中.[11] 敏捷 192
生命力恢復.[11] 體質 3
物理防禦.[11] 體質 7
物理失效防禦 體質 7
物理格擋率.[9][10][13] 體質 17
法術傷害.[9][10] 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[13] 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[9][10][13] 精神 18

特定數值的效益將受遞減影響,但不設有上限。[14]

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.[14]Jeffrey Bard

角色定位

Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[15][16][17]

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.[18]Steven Sharif

職業技能

Alpha-1 preview primary skills.[19]

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.[20]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.[21]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[22][23]

技能點

Alpha-2 Ranger skill tree user interface (WIP).[30]

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.[30]Tradd Thompson

Players receive skill points at specific points as they level.[31] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[32][33][34][35]

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.[36]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.[31]
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.[31]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[37]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[38][39]
  • Augments do not cost skill points.[40] It was previously stated that certain augments will have more expense required on the skill point side.[41]
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.[35]
  • 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.[42]

其他

引用

  1. 1.0 1.1 Twitter - Resting has its benefits!
  2. 2.0 2.1 直播, 2022-12-02 (54:16).
  3. 3.0 3.1 3.2 3.3 直播, 2023-04-28 (1:02:04).
  4. 4.0 4.1 steven-mana-1.png
  5. 直播, 2020-08-28 (1:14:54).
  6. steven-mana-2.png
  7. 影片, 2022-12-02 (25:31).
  8. 直播, 2020-08-28 (1:15:02).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 直播, 2020-01-30 (25:39).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 直播, 2018-02-09 (7:31).
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 11.14 11.15 11.16 直播, 2020-08-28 (15:21).
  12. 直播, 2020-01-30 (1:40:48).
  13. 13.0 13.1 13.2 直播, 2017-05-30 (16:25).
  14. 14.0 14.1 直播, 2021-03-26 (1:02:08).
  15. Podcast, 2021-04-11 (13:30).
  16. 16.0 16.1 16.2 16.3 Group dynamics blog.
  17. 17.0 17.1 17.2 17.3 直播, 2017-05-22 (46:04).
  18. 18.0 18.1 訪談, 2018-10-20 (2:40:16).
  19. toast-keybinds-skills.png
  20. 直播, 2017-10-16 (1:00:44).
  21. 訪談, 2018-08-08 (22:27).
  22. 22.0 22.1 直播, 2023-12-19 (1:20:41).
  23. 23.0 23.1 progression.png
  24. 24.0 24.1 直播, 2023-07-28 (1:04:27).
  25. 25.0 25.1 訪談, 2020-07-18 (1:05:04).
  26. class secondary.png
  27. 直播, 2021-11-19 (50:38).
  28. 影片, 2022-09-30 (17:00).
  29. 直播, 2021-09-24 (1:18:06).
  30. 30.0 30.1 影片, 2023-12-19 (5:29).
  31. 31.0 31.1 31.2 直播, 2023-07-28 (1:03:27).
  32. 訪談, 2020-07-29 (55:44).
  33. 訪談, 2020-07-19 (53:59).
  34. 訪談, 2020-07-18 (1:07:51).
  35. 35.0 35.1 直播, 2017-07-28 (19:05).
  36. 直播, 2020-08-28 (1:19:24).
  37. 直播, 2023-12-19 (1:49:56).
  38. 直播, 2023-12-19 (1:46:12).
  39. 訪談, 2020-07-29 (54:44).
  40. Forums - Livestream Q&A 2022-08-26.
  41. 訪談, 2020-07-18 (1:07:06).
  42. 直播, 2017-11-16 (30:02).