Stats

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info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
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]

  • There will be diminishing returns on certain stats, but there won't be hard caps.[8]

Stat growth

Base stats are defined by a character's primary archetype. Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[6]

  • Gear 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]
  • Waterfall stats are stats that are derived from another stat.[14]
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.[14]

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[15][16]

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.[15]Jeffrey Bard

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[16]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[20]

Combat RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[21]

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.[22]Jeffrey Bard

Damage

  • Damage numbers will not be so large as to be meaningless.[24]
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.[24]Steven Sharif
  • Death by fall damage is possible.[26]
    • 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.[26]

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

Elemental skills

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

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Base skill
Ball Lightning Ball Lightning Icon.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[37][38][39]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[40][41][37]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[37][42][43]
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[44][45]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[46] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[47]
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[48][49]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[50][51]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[52]
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[53]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[54]

Gear progression

In-game achievable sword and polearm 3D renders.[55]

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.[56]Steven Sharif

Weapons have their own progression paths.[57][58]

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.[67]Steven Sharif

Gear enhancement

Gear enhancements are possible both during and after an item is crafted.[69][70]

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.[69]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.[70]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

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.[79][80]

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.[82]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.[56]

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.[83]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.[84]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[84][85][86] It is unlikely that a player could purely focus on just PvP or just PvE.[84][83][85][86]

  • 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.[88][89][90][91][92]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[85][93]
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.[92]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

See also

References

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  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 Livestream, August 28, 2020 (15:21).
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  5. 5.0 5.1 5.2 Livestream, May 30, 2017 (16:25).
  6. 6.0 6.1 6.2 Livestream, January 27, 2023 (1:27:42).
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  13. Livestream, May 8, 2017 (43:30).
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  17. steven-crafting-stats.png
  18. Livestream, December 22, 2020 (1:15:01).
  19. Podcast, September 29, 2021 (52:58).
  20. Livestream, August 28, 2020 (1:14:54).
  21. Livestream, May 30, 2017 (16:25).
  22. 22.0 22.1 22.2 Livestream, December 6, 2018 (48:52).
  23. Livestream, July 25, 2020 (1:34:55).
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  25. Podcast, September 29, 2021 (46:20).
  26. 26.0 26.1 Livestream, February 25, 2022 (1:06:45).
  27. Fissure Description.png
  28. 28.0 28.1 Livestream, April 7, 2023 (1:11:14).
  29. 29.0 29.1 Interview, July 18, 2020 (1:05:04).
  30. Livestream, May 24, 2017 (27:47).
  31. 31.0 31.1 31.2 Livestream, 2018-04-8 (PM) (26:19).
  32. Video, September 30, 2022 (15:28).
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  36. Livestream, June 26, 2020 (1:32:16).
  37. 37.0 37.1 37.2 Video, September 29, 2023 (11:29).
  38. New Ball Lightning Description.png
  39. Video, April 28, 2023 (7:15).
  40. Video, April 28, 2023 (9:22).
  41. Blizzard Description2.png
  42. Cone of Cold Description2.png
  43. Video, April 28, 2023 (11:22).
  44. Video, April 28, 2023 (14:55).
  45. Elemental Empowerment Description.png
  46. Fireball Description2.png
  47. New Fireball Description.png
  48. New Frostbolt Description.png
  49. Video, April 28, 2023 (15:35).
  50. Lightning Strike Description2.png
  51. Video, April 28, 2023 (13:40).
  52. Magma Field Description2.png
  53. Meteor Description2.png
  54. Thundering Shot Description.png
  55. Livestream, April 30, 2021 (53:08).
  56. 56.0 56.1 Interview, October 20, 2018 (2:53:52).
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  58. Livestream, May 4, 2018 (45:37).
  59. Livestream, June 30, 2022 (1:12:38).
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  68. Livestream, June 25, 2021 (1:29:39).
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  74. enchanting.png
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  87. Livestream, August 31, 2023 (20:54).
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  94. pvx stats.png
  95. Livestream, May 15, 2017 (14:05).