Stats
This section contains information from Alpha-1 testing. It will be updated when new information is made available. |
Players will have significant agency over the allocation of their stat progression.[6]
- Base stats defined by a character's primary archetype can be improved based on gear, tattoos, and other enhancements, such as socketed items.[6]
- Concentration will be a primary stat for spell casters.[7]
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]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[15][17]
- Stats on crafted items will vary based on the item's rarity.[18]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[19][15]
- All gear will be able to be assigned any stat.[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.[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 plays a role in both PvP or PvE.[22]
- Action combat is far less dependent on RNG.[22]
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
- Augments can change damage types and values.[25]
- Death by fall damage is possible.[26]
- Receiving damage can cause casters to fail concentration checks, which does not interrupt the spell, but can result in increased casting time.[7]
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]
- Other elemental influences may include Darkness, Light and Planar.[31] The Air Strike ability has a nature based root.[32]
- The Mage archetype offers four elemental schools as augments to a character's primary skills.[29]
- 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.[33] This affects both PvE and PvP.[34][35]
- 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
Skill | Icon | Base skill |
---|---|---|
Ball Lightning | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[54] |
Gear progression
Weapons have their own progression paths.[57][58]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[59][60][61][62][63][64][9][65][57][66][67]
- The weapon use combo system determines special effects that proc based on weapon progression.[57][67]
- Ancillary effects proc based on enchantment types.[67]
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.[67]
- Dual wielded weapons will have its own progression based on weapon type.[68]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[66]
- 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
- Crafting recipes can be enhanced by adding higher rarity or different crafting materials into their selectable crafting slots at crafting stations.[70][71][72][73]
- Enchantment scrolls and tempering allow gear to be enhanced post-crafting.[70][74]
- The bulk of a weapon's power comes from its crafting recipe and the materials used in its construction.[75]
- 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
- Runes/Power stones are a potential methods for enhancing weapons.[67][76]
- Enchantment stones are potential rewards for performance over six month PvP seasons. These grant temporary PvP-focused benefits to gear (via a socketing system).[77][78]
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]
- Enchantment scrolls can be sold on the open market.[70][79][81]
- Enchanting does not increase an item's level requirement.[82]
- 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
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]
- A defining principle of Ashes of Creation as a PvX game is that PvE builds the world, and PvP changes the world.[87]
- 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
- There will not be different PvP and PvE gear types.[95]
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Livestream, January 30, 2020 (25:39).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Livestream, February 9, 2018 (7:31).
- ↑ 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).
- ↑ Livestream, January 30, 2020 (1:40:48).
- ↑ 5.0 5.1 5.2 Livestream, May 30, 2017 (16:25).
- ↑ 6.0 6.1 6.2 Livestream, January 27, 2023 (1:27:42).
- ↑ 7.0 7.1 Livestream, December 19, 2023 (1:17:45).
- ↑ Livestream, March 26, 2021 (1:02:08).
- ↑ 9.0 9.1 Interview, July 19, 2020 (53:59).
- ↑ Livestream, July 18, 2017 (37:25).
- ↑ 11.0 11.1 Livestream, November 22, 2019 (1:4:56).
- ↑ Livestream, July 18, 2017 (35:58).
- ↑ Livestream, May 8, 2017 (43:30).
- ↑ 14.0 14.1 Livestream, September 29, 2023 (1:17:44).
- ↑ 15.0 15.1 15.2 15.3 15.4 Livestream, November 30, 2020 (1:05:22).
- ↑ 16.0 16.1 Podcast, August 4, 2018 (59:58).
- ↑
- ↑ Livestream, December 22, 2020 (1:15:01).
- ↑ Podcast, September 29, 2021 (52:58).
- ↑ Livestream, August 28, 2020 (1:14:54).
- ↑ Livestream, May 30, 2017 (16:25).
- ↑ 22.0 22.1 22.2 Livestream, December 6, 2018 (48:52).
- ↑ Livestream, July 25, 2020 (1:34:55).
- ↑ 24.0 24.1 Interview, August 24, 2018 (1:45).
- ↑ Podcast, September 29, 2021 (46:20).
- ↑ 26.0 26.1 Livestream, February 25, 2022 (1:06:45).
- ↑
- ↑ 28.0 28.1 Livestream, April 7, 2023 (1:11:14).
- ↑ 29.0 29.1 Interview, July 18, 2020 (1:05:04).
- ↑ Livestream, May 24, 2017 (27:47).
- ↑ 31.0 31.1 31.2 Livestream, 2018-04-8 (PM) (26:19).
- ↑ Video, September 30, 2022 (15:28).
- ↑ Livestream, February 29, 2024 (55:34).
- ↑ Livestream, September 30, 2020 (1:04:56).
- ↑ 35.0 35.1 Livestream, June 1, 2017 (20:23).
- ↑ Livestream, June 26, 2020 (1:32:16).
- ↑ 37.0 37.1 37.2 Video, September 29, 2023 (11:29).
- ↑
- ↑ Video, April 28, 2023 (7:15).
- ↑ Video, April 28, 2023 (9:22).
- ↑
- ↑
- ↑ Video, April 28, 2023 (11:22).
- ↑ Video, April 28, 2023 (14:55).
- ↑
- ↑
- ↑
- ↑
- ↑ Video, April 28, 2023 (15:35).
- ↑
- ↑ Video, April 28, 2023 (13:40).
- ↑
- ↑
- ↑
- ↑ Livestream, April 30, 2021 (53:08).
- ↑ 56.0 56.1 Interview, October 20, 2018 (2:53:52).
- ↑ 57.0 57.1 57.2 Livestream, January 30, 2020 (1:28:40).
- ↑ Livestream, May 4, 2018 (45:37).
- ↑ Livestream, June 30, 2022 (1:12:38).
- ↑ Livestream, September 30, 2022 (53:15).
- ↑ Livestream, September 30, 2022 (43:45).
- ↑ Video, September 30, 2022 (24:49).
- ↑ Podcast, September 29, 2021 (47:57).
- ↑ Interview, February 7, 2021 (49:18).
- ↑ Interview, July 18, 2020 (1:07:51).
- ↑ 66.0 66.1 February 8, 2019 - Questions and Answers.
- ↑ 67.0 67.1 67.2 67.3 67.4 67.5 Livestream, June 4, 2018 (1:11:19).
- ↑ Livestream, June 25, 2021 (1:29:39).
- ↑ 69.0 69.1 Podcast, December 3, 2023 (17:10).
- ↑ 70.0 70.1 70.2 70.3 70.4 Livestream, November 30, 2023 (1:38:47).
- ↑ Video, November 30, 2023 (1:01:04).
- ↑ Video, November 30, 2023 (59:21).
- ↑ Livestream, May 26, 2017 (5:25).
- ↑
- ↑ Livestream, November 30, 2023 (1:54:37).
- ↑ Livestream, June 4, 2018 (21:37).
- ↑ Interview, July 18, 2020 (16:34).
- ↑ Interview, July 18, 2020 (14:22).
- ↑ 79.0 79.1 Livestream, May 27, 2022 (1:20:00).
- ↑ Livestream, May 26, 2017 (51:37).
- ↑ Livestream, May 17, 2017 (58:55).
- ↑ 82.0 82.1 Livestream, March 26, 2021 (1:15:57).
- ↑ 83.0 83.1 Video, April 16, 2018 (1:32).
- ↑ 84.0 84.1 84.2 Podcast, April 11, 2021 (38:31).
- ↑ 85.0 85.1 85.2 Livestream, May 12, 2017 (24:52).
- ↑ 86.0 86.1 Livestream, May 5, 2017 (33:25).
- ↑ Livestream, August 31, 2023 (20:54).
- ↑ Livestream, May 31, 2023 (45:47).
- ↑ Livestream, April 7, 2023 (55:22).
- ↑ Livestream, March 31, 2023 (1:00:16).
- ↑ Livestream, October 28, 2022 (32:52).
- ↑ 92.0 92.1 Livestream, June 1, 2017 (37:39).
- ↑ MMORPG Interview, 2016-12-12.
- ↑
- ↑ Livestream, May 15, 2017 (14:05).