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Gear proficiency
(Redirecionado de Weapon mastery)
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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 | 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 I (Wand) | Wand | Increased Accuracy by 0.5%.[4] | |
Weapon Proficiency II (Wand) | Wand | Increased Accuracy by 0.5%.[5] | |
Weapon Proficiency III (Wand) | Wand | Increased Accuracy by 0.5%.[6] | |
Weapon Proficiency IV (Wand) | Wand | Increased Accuracy by 0.5%.[7] | |
Weapon Proficiency IX | Greatsword | Increased Attack Speed by 1%.[8] | |
Weapon Proficiency V (Wand) | Wand | Increased Accuracy by 0.5%.[9] |
- Death penalties may lead to a reduction in a character's gear proficiency.[10]
Weapon progression
Armas have their own progression paths.[13][14]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[15][16][17][18][19][20][21][22][13][2][23]
- The weapon combo system determines special effects that proc based on weapon progression.[13][23]
- Ancillary effects proc based on enchantment types.[23]
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.[23]
- Dual wielded weapons will have its own progression based on weapon type.[24]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[2]
- 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.[23] – 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.[25][26][27][28][29]
- Reaching maximum experience debt for a level can result in roughly 20% stat dampening for that character. This percentage is expected to be highly variable.[30]
- 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.[30] – Steven Sharif
- Non-combatant players accrue skill and stat dampening on death at twice the rate of combatants.[25][26][27][28][29]
- Corrupted players gain skill and stat dampening as soon as corruption is gained. This increases each time corruption is gained until they ultimately become ineffective at Pvp combat.[31][32][25][26][27][33][34][35][36][28][29][10]
Ver também
Referências
- ↑ 1.0 1.1 Entrevista, 2020-07-29 (55:55).
- ↑ 2.0 2.1 2.2 2.3 2.4 February 8, 2019 - Questions and Answers.
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 10.0 10.1 Podcast, 2017-05-05 (43:05).
- ↑ Transmissão ao vivo, 2021-04-30 (53:08).
- ↑ Entrevista, 2018-10-20 (2:53:52).
- ↑ 13.0 13.1 13.2 Transmissão ao vivo, 2020-01-30 (1:28:40).
- ↑ Transmissão ao vivo, 2018-05-04 (45:37).
- ↑ Transmissão ao vivo, 2022-06-30 (1:12:38).
- ↑ Transmissão ao vivo, 2022-09-30 (53:15).
- ↑ Transmissão ao vivo, 2022-09-30 (43:45).
- ↑ Vídeo, 2022-09-30 (24:49).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ Entrevista, 2021-02-07 (49:18).
- ↑ Entrevista, 2020-07-19 (53:59).
- ↑ Entrevista, 2020-07-18 (1:07:51).
- ↑ 23.0 23.1 23.2 23.3 23.4 Transmissão ao vivo, 2018-06-04 (1:11:19).
- ↑ Transmissão ao vivo, 2021-06-25 (1:29:39).
- ↑ 25.0 25.1 25.2 Transmissão ao vivo, 2022-10-28 (26:48).
- ↑ 26.0 26.1 26.2 Transmissão ao vivo, 2022-10-28 (24:28).
- ↑ 27.0 27.1 27.2
- ↑ 28.0 28.1 28.2 Podcast, 2018-04-23 (51:31).
- ↑ 29.0 29.1 29.2 Transmissão ao vivo, 2017-05-22 (42:33).
- ↑ 30.0 30.1 Transmissão ao vivo, 2024-03-29 (3:21).
- ↑
- ↑
- ↑ Entrevista, 2020-07-18 (41:54).
- ↑
- ↑ Entrevista, 2018-08-24 (8:35).
- ↑ Entrevista, 2018-05-11 (5:05).