Evasion

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閃躲 in Alpha-1 early combat.[1]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[1]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[2][3][4]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[3]Steven Sharif

靈活性

Revamped Alpha-1 法師 Fireball ability.[8][9]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[8]Tradd Thompson

A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[10]Steven Sharif
  • Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[10][15]
Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[15]Steven Sharif
That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[18]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[19][20]
    • Crouching may or may not be in the game.[21][22]
  • The ability to prone is not be in the game.[21][22]
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[24]Steven Sharif
If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[25]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[26]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png 遊俠 Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[27] The root effect is nature based.[28]
Blink Blink.png 法師 Instantly teleport a set distance in the direction you are moving.[29][30]
Blitz Blitz.png 鬥士 Charge directly toward target enemy, dealing Physical damage to the target on arrival.[31]
Call of the Wild Call of the Wild Icon.png 遊俠 Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[32]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[33]
Exert Exert.png 鬥士 Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[34]
Form Of Celerity Form of Celerity.png 鬥士 While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[35]
Form Of Fluidity Form of Fluidity.png 鬥士 While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[36]
Leap Strike Leap Strike.png 鬥士 Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[37]
Lunging Assault Lunging Assault.png 鬥士 Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[38]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png 鬥士 Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[39]
Shield Assault ShieldAssaultIcon.png 坦克 Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[40]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[41]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png 鬥士 Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[42]
Whirlwind Whirlwind.png 鬥士 Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[43]
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.[44][45] An ally is defined as any non-combatant player or non-mob NPC.[46]

人物動作

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[48]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[49]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[48]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[50]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[51]

碰撞

There are player and spell/projectile collision mechanics in Ashes of Creation.[55][56][57]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[58][57]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[60]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[55]
Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[56]Steven Sharif

動作

Alpha-2 work-in-progress combat animations and decals.[61]

The intensity of those weapon trailings; how they scale based on the type of weapon, the level of weapon, that you have; but not just the trailing on the weapon per-se but also the ground decals. Like for this heavy weapon, that first strike you see that decal in the ground is- I love that look- and even on the backswing when I hit the ground behind me, it's causing that decal.[61]Steven Sharif

We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[62]Keenan Reimer
We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[66]Steven Sharif

動作取消

戰鬥系統中不會有動作取消的機制。[68]

主動格擋

坦克 active blocking with a Shield in Alpha-2.[69]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[70]Tradd Thompson

主動格擋 is a universal skill that applies to all classes.[72][73][2][74][70][5]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[74]Steven Sharif
Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[76]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[73]
If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[73]Steven Sharif
  • Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[77][78]

戰鬥系統改良

Alpha-1 角色上下身分開 近戰 戰鬥預覽。[12]

角色揮動武器的同時可以移動,也可以一邊退後一邊繼續攻擊。攻擊的同時玩家可以完全控制角色。[12]Steven Sharif

改良後的戰鬥系統將根據玩家意見在 Alpha-1 測試中推出。[80][81][9]

  • 改良的目標是希望給予玩家更多主導權,施放技能時可以更靈活流暢地戰鬥[82][8]
  • 目前的 Tab 鍵和無鎖定混合戰鬥系統在改良後仍會保留。[82]
  • 改良後的版本並不是戰鬥系統的最終設計,但會反映日後開發方向。[83]
  • 此版本會持續更新,並在不同階段開放予玩家測試。[8]

改良後的戰鬥系統中,角色的動作上下身分開角色的上半身會被揮動武器的動作鎖住,而下半身可以自由行動。[12][13][14]

揮動武器的同時,角色將可以自由行動,讓玩家近戰攻擊時完全操作角色。[12]Steven Sharif

初期 Alpha-1 測試的重點是核心系統的運作,而不是戰鬥平衡[14]

我留意到很多人在談論傷害數值和生命值之類的東西。這方面有兩點:一,我再重申這不是為了測試遊戲內容,目前只進行了初步的平衡調整,大多的平衡會在特定系統日後實際測試時進行。我們目前的重點是這些系統的核心運作,而不是細微的調整。因此我不會太在意目前的平衡性。[14]Steven Sharif

目標鎖定模式

Alpha-1 early hybrid combat demo.[84]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press 'Q' you can lock on to that target. You can also hold tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[85]Steven Sharif

混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定無鎖定模式進行戰鬥[85][86]

  • 點擊 Z 鍵 (預設快捷鍵是 Z,玩家可以設置成其他快捷鍵) 讓玩家切換至無鎖定或 Tab 鍵鎖定戰鬥模式。[87][82][84][88]
  • 無鎖定模式設有準星,與第三人稱動作遊戲相似。[85][84][88][89]
    • 玩家無須處於準星模式來施放無鎖定技能。[90]
    施放指向性無鎖定技能,玩家無須處於準星模式。技能會自動判定準星的位置施放。因此如果玩家使用 Tab鍵鏡頭模式憑感覺瞄準,也可以使用無鎖定技能。[90]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[85][84]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[87][85]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[87]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[85]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[84]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[91]
    • In future the user will have the ability to choose from different reticle appearances.[92]
  • The tab mode (MMO mode) facilitates tab targeted combat.[84][88] A tab-targeted ability requires a target in order to utilize that skill.[87][89]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[84]
    • There will be a "target of target" capability on the user interface.[93]

Hybrid combat is being tested in Alpha-1.[85][94]

  • Targeting modes are able to be achieved through choice of skills/abilities.[87][94][95]
    • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[95]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[96]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[95]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[97]

  • Damage.[97]
  • Charge up time.[97]
  • CC effects.[97]
  • Cooldown.[98]
  • Energy consumption.[98]
  • Cost to spec.[98]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[99]

As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [97]Steven Sharif

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。

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[98]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[98][95]
  • Softer CC's would be housed in tab-targeted abilities.[98]

Alpha-1 combat

Alpha-1 early hybrid combat demo.[84]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press Q you can lock on to that target. You can also hold Tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[85]Steven Sharif

Hybrid combat was tested in Alpha-1.[85][94]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[87][82][84][88]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[85][84][88][89]
    • The player does not have to be in reticle mode to use an action combat ability.[90]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[90]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[85][84]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[87][85]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[87]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[85]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[84]
  • The tab mode (MMO mode) facilitates tab targeted combat.[84][88] A tab-targeted ability requires a target in order to utilize that skill.[87][89]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[84]
    • There will be a "target of target" capability on the user interface.[93]

命中判定模型

The developers are testing different approaches to accommodate varying hitboxes between the races.[100]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[100]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[100]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[100]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[100]Steven Sharif

多向攻擊

多向攻擊 (背面,側面,正面打擊) 能根據攻擊位置造成追加傷害。[101]

橫掃攻擊

Weapon attack cone in Alpha-1.[84]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[84]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[84]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[84]Steven Sharif

This is described as a weapon attack not an active skill.[84]

其他

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