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info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.
Character stats and attributes.[1][2]
Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Health.[3][4] Health 224
Mana.[3] Mana 293
Power.[3][1][2] Power 10
Dexterity.[3][1][2] Dexterity 10
Constitution.[3][1][2] Constitution 10
Will.[3] Will 12
Wisdom.[3][1][2] Wisdom 14
Mentality.[3][1][2] Mentality 13
Physical Damage Bonus.[3] Power 13
Physical Disable Modifier.[3] Power 12
Physical Critical Damage Bonus.[3] Power 12
Physical Skill Cooldown.[3] Dexterity 6
Physical Critical Rate Bonus.[3] Dexterity 6
Physical Evasion Bonus.[3] Dexterity 7
Physical Accuracy.[3] Dexterity 192
HP Regeneration.[3] Constitution 3
Physical Defense Mitigation.[3] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[1][2][5] Constitution 17
Magical Attack Damage.[1][2] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[5] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[1][2][5] Mentality 18

Players will have significant agency over the allocation of their stat progression.[6]

You will have significant agency over the allocation of your stat progression. Yes, some of that will be baked-in based on the archetype selection, but a large portion of that will come down to your itemization selection, your selection of tattoos, and other ancillary types of augments and benefits you can apply to specific items, such as socketing.[6]Steven Sharif
  • There will be diminishing returns on certain stats, but there won't be hard caps.[7]

Stat growth

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Stat growth proceeds in the following order:[8]

  1. The race "seeds" a player's base stats.[8]
  2. The primary archetype grows the base stats.[8]
  3. The secondary archetype (class) does not contribute to stat growth.[9] This is a revision of an earlier statement.[8]

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any kind of meta for what classes are best used with different races.[10]Steven Sharif

Choice of profession does not affect a player's stats.[11]

Gear has approximately a 40-50% influence on a players overall power in the game.[12]

Stat adjustment (via the Tattoo system)

Tattoos in the Alpha-2 character creator (first pass).[13]

As of right now definitively there is going to be a tattooed system which will allow certain slots for you to apply stat migration, but it's a give-and-take relationship. There will be higher quality magical tattoos that can be applied to the character in order to adjust stats.[14]Steven Sharif

Tattoos in Ashes of Creation refers to.

  • Cosmetic items that allow players to customize their character in-game.[17]
    • These might be "sleeves" applied to different parts of the body.[18]
    • It may also be possible to create whole body sleeves.[18]
  • Tattoos that can be applied to a character to adjust their stats.[14][19]
    • These will have slots to allow stats to be migrated with a give-and-take relationship.[14]
    • Higher quality magical tattoos can be applied to adjust stats.[14]
      • They may also provide stat augments or other boosts.[19]

Tattoos can be removed.[19]

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[20][21]

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.[20]Jeffrey Bard

Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[21]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[25]

Gear progression

In-game achievable sword and polearm 3D renders.[26]

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.[27]Steven Sharif

Weapons have their own progression paths.[28][29]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[37]Sarah Flanagan

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 kind of 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 kind of 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.[38]Steven Sharif

Gear enhancement

Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[38][40]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[40]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[42]Steven Sharif

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.[44][45]

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.[41]Steven Sharif

Power creep

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.[27]

Health

Health is a stat in Ashes of Creation.[48][4]

  • A player's name plate will deteriorate to give an indication of how much damage they have taken.[48][4][50]

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.[4]Steven Sharif

Mana

Resting and mana regeneration.[51]

As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[52]Steven Sharif

Mana is a stat in Ashes of Creation.[25]

  • Mana is a universal energy and keeps corresponding stats for mana pool, consumption and regeneration relevant.[53]
  • All archetypes will use mana, some more intense than others.[53]
  • Even pure melee players will use mana to manipulate The Essence for their extraordinary abilities.[54]
  • Sitting may increase mana regeneration (while out of combat).[52][55]

Damage

There won't be any damage dampening due to differences in levels in either PvP or PvE.[56]

Damage numbers will not be so large as to be meaningless.[57]

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.[57]Steven Sharif

Death by falling is possible.[58]

  • 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.[58]

Resistances

Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[59]

Certain damage types will be strong or weak against certain enemy types. So you'll have to be somewhat smart about who you're bringing where, or what kind of abilities or specs. Obviously, you'll be able to do the content, but you'll have an easier time with certain contents if you're using a certain spec over others.[60]Tradd Thompson
  • Magic damage is mitigated by cloth armor (light armor).[59]
  • Physical damage is mitigated by plate armor (heavy armor).[59]
  • There will be resistances to elemental damage.[61][62][63]
  • Holy/radiant damage are modifying energy types that have corresponding synergies and resistances.[60][64]
  • There is also non-mitigated damage.[59]
  • Monsters will have certain types of resistances based on its type.[65][66]
    Not every monster is going to have unique resistances. They'll share groups of types of resistances based on whether that monster is a particular elemental affinity or a particular heavy armor, particular weapon type, you know stuff like that. So there will be resistances groups that are shared by certain types of monsters and their location and as it relates to their lower background and stuff like that.[66]Steven Sharif
  • Players will be able to counter resistances with resistance penetration stats.[66]

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.[67]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.[68]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[68][69][70] It is unlikely that a player could purely focus on just PvP or just PvE.[70]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[74]Steven Sharif

See also

References

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