“Stat growth”的版本间差异

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== Class abilities ==
 
== Class abilities ==
  
{{Class abilities}}
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{{Primary skills}}
  
 
== See also ==
 
== See also ==

2019年12月17日 (二) 23:55的版本

  • 數值 can be improved based on gear, tattoos, and other enhancements, such as socketed items.[1]
  • Players will have significant agency over the allocation of their stat progression.[1]
  • 裝備 has approximately a 40-50% influence on a players overall power in the game.[2]
  • Artisan profession does not affect a player's stats.[3]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[4][5][6] Any contribution by the secondary archetype was later removed.[4]

職業技能

Alpha-1 preview primary skills.[7]

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.[8]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.[9]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[10][11]

其他

引用