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數值
數值 | 基礎數值 | 等級 1 牧師 | 等級 1 法師 | 等級 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 | ||
體質[4][2][3] | 體質 | 10 | ||
意志[4] | 意志 | 12 | ||
智慧[4][2][3] | 智慧 | 14 | ||
精神[4][2][3] | 精神 | 13 | ||
追加物理傷害[4] | 力量 | 13 | ||
物理失效修正[4] | 力量 | 12 | ||
追加物理爆擊傷害[4] | 力量 | 12 | ||
物理技能冷卻.[4] | 敏捷 | 6 | ||
追加物理爆擊率.[4] | 敏捷 | 6 | ||
追加物理閃避.[4] | 敏捷 | 7 | ||
物理命中.[4] | 敏捷 | 192 | ||
生命力恢復.[4] | 體質 | 3 | ||
物理防禦.[4] | 體質 | 7 | ||
物理失效防禦 | 體質 | 7 | ||
物理格擋率.[2][3][6] | 體質 | 17 | ||
法術傷害.[2][3] | 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[6] | 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[2][3][6] | 精神 | 18 |
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
生命力
生命力是 Ashes of Creation 的一項數值。[8][5]
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.[5] – Steven Sharif
數值增長
- 數值 can be improved based on gear, tattoos, and other enhancements, such as socketed items.[11]
- Players will have significant agency over the allocation of their stat progression.[11]
- 裝備 has approximately a 40-50% influence on a players overall power in the game.[12]
- Artisan profession does not affect a player's stats.[13]
- Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[14][15][16] Any contribution by the secondary archetype was later removed.[14]
Stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[17][18]
- 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.[17] – Jeffrey Bard
- Master crafters will be able to influence several (but not all) stats on their crafted items.[17][19]
- 數值 on crafted items will vary based on the item's rarity.[20]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[21][17]
- All gear will be able to be assigned any stat.[17]
Gear is broken down into Core Stats and Additional Stats.[22]
Combat RNG
隨機性 elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[23]
- RNG plays a role in both PvP or PvE.[24]
- Action combat is far less dependent on RNG.[24]
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.[24] – Jeffrey Bard
Damage
- Damage numbers will not be so large as to be meaningless.[26]
- 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.[26] – Steven Sharif
- 增強 can change damage types and values.[27]
- Death by fall damage is possible.[28]
- Receiving damage can cause casters to fail concentration checks, which does not interrupt the spell, but can result in increased casting time.[29]
Elements
There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[30][31][31][32][33][34]
- Other elemental influences may include Darkness, Light and Planar.[34] The Air Strike ability has a nature based root.[35]
- The 法師 archetype offers four elemental schools as augments to a character's primary skills.[32]
- Elements may have more influence in certain seasons and weather conditions. For example, frost abilities may be stronger in winter and lightning might be stronger in the rain.[36] This affects both PvE and PvP.[37][38]
- There may be ley lines and strong magical places in the world that change or alter the way spells work.[39]
- 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.[38] – 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".[34] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Ball Lightning | 法師 | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[40][41][42] | |
Blizzard | 法師 | 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.[43][44][40] | |
Chain Lightning | 法師 | 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.[45][46][47] | |
Cone of Cold | 法師 | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[40][48][49] | |
Elemental Empowerment | 法師 | 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.[50] | |
Fireball | 法師 | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[51] | |
Fissure | 法師 | 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.[52] | |
Frostbolt | 法師 | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[53][54] | |
Lightning Strike | 法師 | 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.[55][56] | |
Magma Field | 法師 | 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.[57] | |
Meteor | 法師 | 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.[58] | |
Quake | 法師 | 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.[59] | |
Thundering Shot | 遊俠 | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[60] |
Gear progression
武器 have their own progression paths.[63][64]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[65][66][67][68][69][70][12][71][63][72][73]
- The weapon combo system determines special effects that proc based on weapon progression.[63][73]
- Ancillary effects proc based on enchantment types.[73]
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.[73]
- Dual wielded weapons will have its own progression based on weapon type.[74]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[72]
- 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.[73] – Steven Sharif
Gear enhancement
Gear enhancements are possible both during and after an item is crafted.[75][76]
- 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.[75] – Kory Rice
- Crafting recipes can be enhanced by adding higher rarity or different crafting materials into their selectable crafting slots at crafting stations.[76][77][78][79]
- Enchantment scrolls and tempering allow gear to be enhanced post-crafting.[76][80]
- The bulk of a weapon's power comes from its crafting recipe and the materials used in its construction.[81]
- 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.[76] – Steven Sharif
- Runes/Power stones are a potential methods for enhancing weapons.[73][82]
- Enchantment stones are potential rewards for performance over six month PvP 賽季. These grant temporary PvP-focused benefits to gear (via a socketing system).[83][84]
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.[85][86]
- Enchantment scrolls can be sold on the open market.[76][85][87]
- Enchanting does not increase an item's level requirement.[88]
- 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.[88] – Steven Sharif
角色威力膨脹
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.[62]
PvX
Ashes of Creation 是一款 PvX 遊戲。 PvP 和 PvE 的要素都會自然接觸得到,[90][91][92] 而玩家將不太可能「純玩」PvP 或 PvE。[92]
- 遊戲中 PvP 和 PvE 之間將存在平衡。[92]
- 所有數值都會影響玩家的 PvX 戰鬥能力。[93]
- 伺服器將不會以 PvE 和 PvP 區分,但有些伺服器將可能較著著重 PvP。[91][94]
- 裝備將不會以 PvE 和 PvP 區分。[95]
- 角色或將需要透過 PvE 才能成長。[92]
我們有很清晰的目標和理念,也明白不會得到所有人的歡心。然而 PvE 和 PvP 內容相輛相成,它們都是玩家投放時間成長發展的方向,也讓玩家重視隨之而來的得失,從而誘發玩家的感情,而這樣的元素正是由 PvP 帶來的。因此我們很清楚我們的目標就是:風險與回報的關係、以及追求成就的思維。不會每個人都是贏家,而這是沒問題的。[96] – Steven Sharif
其他
引用
- ↑ 直播, 2020-08-28 (1:15:02).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 直播, 2020-01-30 (25:39).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 直播, 2018-02-09 (7:31).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 直播, 2020-08-28 (15:21).
- ↑ 5.0 5.1 5.2 5.3 5.4 直播, 2020-01-30 (1:40:48).
- ↑ 6.0 6.1 6.2 直播, 2017-05-30 (16:25).
- ↑ 7.0 7.1 直播, 2021-03-26 (1:02:08).
- ↑ 8.0 8.1 8.2 直播, 2020-07-25 (1:33:37).
- ↑ 9.0 9.1 直播, 2021-07-30 (1:10:34).
- ↑
- ↑ 11.0 11.1 直播, 2023-01-27 (1:27:42).
- ↑ 12.0 12.1 訪談, 2020-07-19 (53:59).
- ↑ 直播, 2017-07-18 (37:25).
- ↑ 14.0 14.1 直播, 2019-11-22 (1:4:56).
- ↑ 直播, 2017-07-18 (35:58).
- ↑ 直播, 2017-05-08 (43:30).
- ↑ 17.0 17.1 17.2 17.3 17.4 直播, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ 直播, 2020-12-22 (1:15:01).
- ↑ Podcast, 2021-09-29 (52:58).
- ↑ 直播, 2020-08-28 (1:14:54).
- ↑ 直播, 2017-05-30 (16:25).
- ↑ 24.0 24.1 24.2 直播, 2018-12-06 (48:52).
- ↑ 直播, 2020-07-25 (1:34:55).
- ↑ 26.0 26.1 訪談, 2018-08-24 (1:45).
- ↑ Podcast, 2021-09-29 (46:20).
- ↑ 28.0 28.1 直播, 2022-02-25 (1:06:45).
- ↑ 直播, 2023-12-19 (1:17:45).
- ↑
- ↑ 31.0 31.1 直播, 2023-04-07 (1:11:14).
- ↑ 32.0 32.1 訪談, 2020-07-18 (1:05:04).
- ↑ 直播, 2017-05-24 (27:47).
- ↑ 34.0 34.1 34.2 直播, 2018-04-8 (PM) (26:19).
- ↑ 影片, 2022-09-30 (15:28).
- ↑ 直播, 2024-02-29 (55:34).
- ↑ 直播, 2020-09-30 (1:04:56).
- ↑ 38.0 38.1 直播, 2017-06-01 (20:23).
- ↑ 直播, 2020-06-26 (1:32:16).
- ↑ 40.0 40.1 40.2 影片, 2023-09-29 (11:29).
- ↑
- ↑ 影片, 2023-04-28 (7:15).
- ↑ 影片, 2023-04-28 (9:22).
- ↑
- ↑
- ↑ 影片, 2023-05-31 (12:12).
- ↑ 影片, 2023-04-28 (17:50).
- ↑
- ↑ 影片, 2023-04-28 (11:22).
- ↑
- ↑
- ↑
- ↑
- ↑ 影片, 2023-04-28 (15:35).
- ↑
- ↑ 影片, 2023-04-28 (13:40).
- ↑
- ↑
- ↑
- ↑
- ↑ 直播, 2021-04-30 (53:08).
- ↑ 62.0 62.1 訪談, 2018-10-20 (2:53:52).
- ↑ 63.0 63.1 63.2 直播, 2020-01-30 (1:28:40).
- ↑ 直播, 2018-05-04 (45:37).
- ↑ 直播, 2022-06-30 (1:12:38).
- ↑ 直播, 2022-09-30 (53:15).
- ↑ 直播, 2022-09-30 (43:45).
- ↑ 影片, 2022-09-30 (24:49).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ 訪談, 2021-02-07 (49:18).
- ↑ 訪談, 2020-07-18 (1:07:51).
- ↑ 72.0 72.1 February 8, 2019 - Questions and Answers.
- ↑ 73.0 73.1 73.2 73.3 73.4 73.5 直播, 2018-06-04 (1:11:19).
- ↑ 直播, 2021-06-25 (1:29:39).
- ↑ 75.0 75.1 Podcast, 2023-12-03 (17:10).
- ↑ 76.0 76.1 76.2 76.3 76.4 直播, 2023-11-30 (1:38:47).
- ↑ 影片, 2023-11-30 (1:01:04).
- ↑ 影片, 2023-11-30 (59:21).
- ↑ 直播, 2017-05-26 (5:25).
- ↑
- ↑ 直播, 2023-11-30 (1:54:37).
- ↑ 直播, 2018-06-04 (21:37).
- ↑ 訪談, 2020-07-18 (16:34).
- ↑ 訪談, 2020-07-18 (14:22).
- ↑ 85.0 85.1 直播, 2022-05-27 (1:20:00).
- ↑ 直播, 2017-05-26 (51:37).
- ↑ 直播, 2017-05-17 (58:55).
- ↑ 88.0 88.1 直播, 2021-03-26 (1:15:57).
- ↑ 影片, 2018-04-16 (1:32).
- ↑ 90.0 90.1 Podcast, 2021-04-11 (38:31).
- ↑ 91.0 91.1 直播, 2017-05-12 (24:52).
- ↑ 92.0 92.1 92.2 92.3 直播, 2017-05-05 (33:25).
- ↑
- ↑ MMORPG Interview, 2016-12-12.
- ↑ 直播, 2017-05-15 (14:05).
- ↑ 直播, 2017-06-01 (37:39).