Gear proficiency

Innen: Ashes of Creation Wiki
Ugrás a navigációhoz Ugrás a kereséshez

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
Proficiency Icon Origin Description
Weapon Mastery: Bows Weapon Mastery Bows Skill Tree IconAlpha.png Bow 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 Swordmaster Potential IconAlpha.png Greatsword Increased Attack Speed by 1%.[4]
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Fegyver fejlődés

A fegyverek saját fejlődési úttal rendelkeznek, továbbá saját fegyver készségekkel.[7][8]

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

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 that impacts the world... We want the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; 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.[9]Steven Sharif

Skill and stat dampening

Skill and stat dampening penalties are applied when a player dies or when they gain corruption. This causes negative effects, such as a reduction of health and mana.[10][11][12][13][14]

Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[15]Steven Sharif

Továbbiak

Hivatkozások