Stats

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Wersja z dnia 19:13, 25 lut 2023 autorstwa Lex (dyskusja | edycje) (Reorder sections)

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Waterfall stats.[1][2][3][4]
Primary attribute Stat
Constitution.[5]
Max Health
Health Regeneration
Physical Mitigation
Physical Disable Evasion
Dexterity.[6]
Physical Critical Chance
Attack Speed
Physical Evasion
Physical Disable Accuracy
Intelligence.[7]
Magical Power
Magical Critical Power
Magical Penetration
Magical Accuracy
Mentality.[8]
Max Mana
Mana Regeneration
Magical Mitigation
Magical Disable Evasion
Strength.[9]
Physical Power
Physical Critical Power
Physical Accuracy
Physical Penetration
Wisdom.[10]
Magical Critical Chance
Magical Casting Speed
Magical Evasion
Magical Disable Accuracy

Stats in Ashes of Creation are derived from primary attributes (Constitution, Dexterity, Intelligence, Mentality, Strength, and Wisdom) via a waterfall system.[1][2]

A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.[2]
  • There will be diminishing returns on certain stats, but there won't be hard caps.[13]

Stat growth

  • Stats 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]
  • Gear has approximately a 40-50% influence on a players overall power in the game.[14]
  • Artisan profession does not affect a player's stats.[15]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[16][17][18] Any contribution by the secondary archetype was later removed.[16]

Stat adjustment (via the Tattoo system)

Tattoos in the Alpha-2 character creator (first pass).[19]

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.[20]Steven Sharif

Tattoos in Ashes of Creation refers to.

  • Cosmetic items that allow players to customize their character in-game.[23]
    • These might be "sleeves" applied to different parts of the body.[24]
    • It may also be possible to create whole body sleeves.[24]
  • Tattoos that can be applied to a character to adjust their stats.[20][25]
    • These will have slots to allow stats to be migrated with a give-and-take relationship.[20]
    • Higher quality magical tattoos can be applied to adjust stats.[20]
      • They may also provide stat augments or other boosts.[25]

Tattoos can be removed.[25]

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[26][27]

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.[26]Jeffrey Bard
info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.

Gear is broken down into Core Stats and Additional Stats.[31]

Gear progression

In-game achievable sword and polearm 3D renders.[32]

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.[33]Steven Sharif

Weapons have their own progression paths.[34][35]

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.[44]Steven Sharif

Gear enhancement

Gear enhancements are possible both during and after an item is crafted.[46][47]

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.[46]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.[47]Steven Sharif
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

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.[56][57]

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.[59]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.[33]

Health

During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[60]

Health is a stat in Ashes of Creation.[61][62]

If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[63]Steven Sharif

Mana

Resting and mana regeneration.[66]

As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[67]Steven Sharif

Mana Regeneration.png

Mana is a universal resource/energy in Ashes of Creation that keeps corresponding stats for mana pool, consumption and regeneration relevant.[68][69][31]

Mana management I think, not just for mage players but for really every class, is a relevant resource mechanic that they have to take into consideration when they're utilizing their rotations; and there are going to be abilities that will sap your mana faster than others; and they're going to be situational. Now, with that blanket statement of mana is always relevant, there is also going to be mechanics and/or class energies and abilities that you can spec into to help mitigate that. There's itemization that you can utilize from a set bonus perspective, or certain types of weapons and tattoos that you can acquire. There are certain enchantments that you can acquire that might reduce the cost of mana use, that might increase your amount of regeneration, that might increase your mana total pool. There are even specs that you can build towards if mana management is your issue. So we want to make it a compelling case that you need to think about mana use because you don't just want to go 100% all the time with no downside to that. That's a very boring type of interaction.[68]Steven Sharif

Damage

  • Damage numbers will not be so large as to be meaningless.[73]
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.[73]Steven Sharif
  • Death by fall damage is possible.[75]
    • 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.[75]

Resistances

Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[76]

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 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.[77]Tradd Thompson
  • Players will be able to counter resistances with resistance penetration stats.[83]
When there's a lot of different complexity that exists between the multi-layered interactions of damage mitigation, resistances, damage penetration... those things stack up over time and there's an opportunity for that subtlety to be more expressed when the receiving target is, let's say, weak to that or... chosen not to spec into any resistances against that. That keeps things fresh and it also keeps a healthy level of itemization progression that's necessary for the player as well.[84]Steven Sharif
  • There is also non-mitigated damage.[76]
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, 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.[83]Steven Sharif

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 is a PvX game. Players will naturally encounter both PvP and PvE elements.[88][87][89][90] It is unlikely that a player could purely focus on just PvP or just PvE.[87][86][89][90]

Ashes is a PvX game; and so in that regard, your ability to wholesale disconnect from the PvP elements of the game are likely not going to be entirely successful. Now, does that mean that you can reduce your exposure to PvP? A hundred percent; and there are multiple play paths and progression points that players can elect instead to be more PvE focused, but by the sheer nature of risk-versus-reward, and risk including not being able to predict how other players might impact your gameplay, that is an element of the innate risk that exists in the multiplayer environment of a PvX setting. So, not everybody is going to like that and we accept that; and we're not trying to build a game that everybody is going to like, because everybody it's doing that is not going to be successful, because there're just people with different interests; and you know we accept that and we're very on the nose about what we're trying to achieve. The idea is not to create a gank fest, is not to create a grief fest. That is not what PvX is; and so because of that we have certain mechanisms and systems that govern the way players engage in PvP and the majority of those are opt-in, but there is always that element of risk that's governed by the flagging system. And so, if you're interested in that I would take a look at the Wiki and look up what flagging is, and look up what corruption is. My experience tells me- and my expectations of the system are that they will signal significantly reduce a player's exposure to non-consensual PvP, but that risk is always going to be present to some degree.[88]Steven Sharif
  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[92][93][94][95][96]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[88][89][97]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But 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.[96]Steven Sharif
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

See also

References

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  5. Constitution Stat Description.png
  6. Dexterity Stat Description.png
  7. Intelligence Stat Description.png
  8. Mentality Stat Description.png
  9. Strength Stat Description.png
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