Difference between revisions of "Template:Gear proficiency"
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↑ 1.0 1.1 Interview, July 29, 2020 (55:55).
↑ 2.0 2.1 2.2 February 8, 2019 - Questions and Answers.
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↑ Podcast, May 5, 2017 (43:05).
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Revision as of 01:40, 16 April 2024
Gear proficiency is based on selection of passive skills to increase proficiency with armor and weapons.[1][2]
- There are three specific categories in the skill tree for your classes. There is passive skills and these will- you can allocate skill points there that are going to essentially increase your proficiency with certain armors or with specific weapons, or you can add to your passive stat effect bonuses, like mana regeneration, health regeneration, health pool, and all those types of things.[1] – Steven Sharif
- Weapon proficiency based on length of use is not a planned feature.[2]
- 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.[2] – Sarah Flanagan
Skill | Icon | Base skill |
---|---|---|
Weapon Mastery: Bows | Lowers the Cooldown of Barrage and Scatter Shot by 3s upon: Completion of a bow weapon combo; Firing a fully charged Longbow.[3] | |
Weapon Proficiency IX | Increased Attack Speed by 1%.[4] |
- Death penalties may lead to a reduction in a character's gear proficiency.[5]