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數值

来自Ashes of Creation Wiki
Lex讨论 | 贡献2018年10月26日 (五) 04:51的版本

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Alpha-1 早期概念角色界面[1]

角色数值和属性[2][3]

数值 基础数值 等级 1 牧师 等级 1 法师 等级 1 坦克
生命力[4][5] 生命力 224
法力[4] 法力 293
力量[4][2][3] 力量 10
敏捷[4][2][3] 敏捷 10
体质[4][2][3] 体质 10
意志[4] 意志 12
智慧[4][2][3] 智慧 14
精神[4][2][3] 精神 13
追加物理伤害[4] 力量 13
物理失效修正[4] 力量 12
追加物理爆击伤害[4] 力量 12
物理技能冷却.[4] 敏捷 6
追加物理爆击率.[4] 敏捷 6
追加物理闪避.[4] 敏捷 7
物理命中.[4] 敏捷 192
生命力恢复.[4] 体质 3
物理防御.[4] 体质 7
物理失效防御 体质 7
物理格挡率.[2][3][6] 体质 17
法术伤害.[2][3] 意志 24
法术爆击伤害 意志 23
法术失效率 意志 13
法术施放速度 智慧 6
法术冷却修正 智慧 7
法术爆击率[6] 智慧 7
法术命中 智慧 8
法力恢复 精神 3
法术防御 精神 8
法术失效防御 精神 8
法术格档率[2][3][6] 精神 18

特定数值的效益将受递减影响,但不设有上限。[7]

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.[7]Jeffrey Bard

数值增长

  • 数值 can be improved based on gear, tattoos, and other enhancements, such as socketed items.[8]
  • Players will have significant agency over the allocation of their stat progression.[8]
  • 装备 has approximately a 40-50% influence on a players overall power in the game.[9]
  • Artisan profession does not affect a player's stats.[10]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[11][12][13] Any contribution by the secondary archetype was later removed.[11]

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[14][15]

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.[14]Jeffrey Bard
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。

Gear is broken down into Core Stats and Additional Stats.[19]

Combat RNG

随机性 elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[20]

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 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.[21]Jeffrey Bard

Damage

  • Damage numbers will not be so large as to be meaningless.[23]
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.[23]Steven Sharif
  • Death by fall damage is possible.[25]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[25]

Elements

There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[27][28][28][29][30][31]

  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[36]
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.[35]Steven Sharif

元素技能

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".[31]Steven Sharif
Skill Icon Origin Description
Ball Lightning Ball Lightning Icon.png 法师 Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[37][38][39]
Blizzard Blizzard.png 法师 Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[40][41][37]
Chain Lightning Chain Lightning Icon clean.png 法师 Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[42][43][44]
Cone of Cold Cone of Ice.png 法师 Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[37][45][46]
Elemental Empowerment Elemental Empowerment (active).png 法师 Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[47]
Fireball Fireball (Active).png 法师 Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[48]
Fissure Mage Spell 7.png 法师 Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[49]
Frostbolt Frostbolt (Active).png 法师 Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[50][51]
Lightning Strike Lightning Strike (Active).png 法师 Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[52][53]
Magma Field (Lavastorm).png 法师 Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[54]
Meteor (Meteor Shower).png 法师 Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[55]
Quake Quake.png 法师 Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[56]
Thundering Shot Thundering Shot Icon.png 游侠 Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[57]

Gear progression

In-game achievable sword and polearm 3D renders.[58]

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.[59]Steven Sharif

武器 have their own progression paths.[60][61]

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 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 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.[70]Steven Sharif

Gear enhancement

Gear enhancements are possible both during and after an item is crafted.[72][73]

There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[72]Kory Rice
The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[73]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。

Enchanting

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[82][83]

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.[85]Steven Sharif

角色威力膨胀

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[59]

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[86]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[87]Steven Sharif

Ashes of Creation 是一款 PvX 游戏。 PvPPvE 的要素都会自然接触得到,[87][88][89] 而玩家将不太可能“纯玩”PvPPvE[89]

我们有很清晰的目标和理念,也明白不会得到所有人的欢心。然而 PvE 和 PvP 内容相辆相成,它们都是玩家投放时间成长发展的方向,也让玩家重视随之而来的得失,从而诱发玩家的感情,而这样的元素正是由 PvP 带来的。因此我们很清楚我们的目标就是:风险与回报的关系、以及追求成就的思维。不会每个人都是赢家,而这是没问题的。[93]Steven Sharif

其他

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