Skill points
Os jogadores recebem skill points a medida que sobem de level. Esses pontos podem ser usados para upar as habilidade (aumentar o seu rank) dentro das árvores de habilidades ativas, passivas ou de combate/arma.[2][3][4][5]
- Não será possivel upar ao máximo todas as habilidade em uma árvore de habilidade.[5]
- Em relação a progressão de habilidade os jogadores conseguem escolher ter uma variedade maior de habilidade, ou ter um numero menor e mais especifico de habilidades.[6]
- Os jogadores tem a opção de resetar e realocar os seus pontos de habilidade.[7]
Tornar as habilidades ativas capazes de receber alocações de pontos de habilidade adicionais e desbloquear recursos adicionais de modo que, do ponto de vista da escolha dos jogadores, caberá a você decidir se quer ou não ser mais diversificado, mas menos profundo - mais amplo e não mais versátil, em algumas dessas escolhas de habilidades. Ou se você quiser ser muito versátil, isso será algo que caberá ao jogador nesse aspecto.[8] – Steven Sharif
Primary skills
Habilidades primárias (habilidades de classe) são baseadas no modelo do jogador.[12] Jogadores poderão personalizar suas habilidades primárias com modificações do segundo modelo.[13][12][14]
O design por trás das modificações não vem somente de mudar o estilo da habilidade para que reflita a segunda modificação, mas também fundamentalmente alterar os componentes principais das habilidades.[15] – Steven Sharif
- Cada Modelo secundário oferece 4 esferas diferentes de modificações.[13][16] Cada uma das modificações afeta as habilidades dos modelos primários de formas diferentes.[17]
- Por exemplo: Um Mage oferece teleporte e esferas elementais de modificações. Essas modificações vão afetar as habilidades primárias de um Fighter de uma forma diferente de como afetariam a de um Cleric, por exemplo.[13][17]
- Cada modificação tem seu nível de requerimento e número de pontos de habilidade necessários para serem adquiridos.[18]
- Haverá um certo limite após o qual você não poderá modificar suas habilidades da mesma maneira que modificou suas habilidades anteriores, então você terá que pegar e escolher cada uma que você quer modificar com muita atenção; certas modificações vão ter maior requerimento de pontos de habilidade.[18] – Steven Sharif
- Modificações nas habilidades primárias irão fundamentalmente mudar a forma de como aquelas habilidades funcionam: Adaptando o que a habilidade fazia para incorporar a identidade do modelo secundário.[20]
- O sistema de progressão para as modificações é muito parecido com o sistema de progressão de classe.[21]
- Para alterar as modificações em suas habilidades será necessário que você fale com um PNJ dentro de uma base em estágio de Vilarejo ou acima.[22]
- Algumas cores e efeitos de habilidade mudam baseado em suas modificações.[23]
- Habilidades ativas poderão ficar totalmente diferentes depois que uma modificação for aplicada.[24]
Jogadores receberão pontos de habilidades à medida que passam de nivel. Esses podem ser usados para aumentar o nível das suas habilidades, nas árvore de habilidades ativas, passivas ou de combate.[3][4][5]
- Não será possível maximizar todas as habilidades na árvore de habilidades.[5]
- Em termos de progressão de habilidades, jogadores poderão escolher diversidade e pegar muitas habilidades, ou se aprofundar em poucas habilidades específicas.[6]
Independente de qual dos oito modelos você escolha como secundário, você receberá uma escolha de modificações que representam alguns dos ideais daquela classe. Sabe, como um tank se especializa em controlar o campo de batalha, em sobreviver. O mago se especializa em dar dano e elementos e habilidades em área. O ladino se especializa em ficar invisível e dar dano crítico. Então essas modificações vão tentar oferecer um pouco dessas identidades.[25] – Steven Sharif
A ideia por trás do sistema é que você está meio que caminhando entre as linhas através dessas modificações do seu papel, sabe. Nós temos a tradicional trindade que está presente no design de classes para MMOs e, no geral, essas classes ou seguem um padrão à risca ou desviam completamente do padrão. A modificação procura oferecer um equilíbrio entre isso, onde você ainda mantém um semblante daquele sistema de trindade enquanto oferece a oportunidade de puxar seu jogo para um dos outros ângulos do triângulo[26] – Steven Sharif
Active skills
Players can build their characters with the active skills they want on their action bar (hotbar).[28][29][30]
- The maximum number of skills a player can have on their action bar will be around 15-20.[31][32]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[34][28][30] For example: One Fighter will be different from another based on what active skills they have chosen.[32]
- Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[34] – Steven Sharif
- Players are not given skills as they level up, they must choose what skills they take.[6]
- There is no spellbook requiring memorization.[35]
There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[28] – Steven Sharif
Class progression
À medida que um jogador progride com seu modelo primário, ele terá a oportunidade de escolher um modelo secundário para modificar suas habilidades primárias com efeitos do modelo secundário.[13][12] A combinação de modelos primários e secundários constitui uma classe.[13][36][37]
Se um Lutador escolhesse Mage como seu modelo secundário, esse lutador se tornaria um Spellsword. Essa combinação abre espaço para modificações que podem ser aplicadas às habilidades da árvore de habilidades primária. Lutadores têm a habilidade Investida que permite que eles avancem contra um alvo; ao chegar nesse alvo, eles causam uma certa quantia de dano com a chance de derrubar o oponente. A modificação Mage's escape poderia ser aplicada à habilidade Investida, que agora teleportaria o jogador para o alvo , eliminando o tempo necessário para avançar até o inimigo.[12]
Cada habilidade na árvore primária terá diversas opções de modificação vindas árvore secundária. Esse é um exemplo de progressão horizontal.[12]
- Modificações em habilidades primárias mudarão fundamentalmente a maneira como as habilidades funcionam - adaptando o que a habilidade fazia para incorporar a identidade do segundo modelo/classe.[20]
- Uma classe secundária não ofereçerá habilidades adicionais.[38]
Os jogadores recebem pontos de habilidade quando sobem de nível. Esses pontos são usados para aumentar o nível das habilidades na árvore de habilidade.[5]
- Não será possível maximizar o nível de todas as habilidades em uma árvore de habilidades.[5]
Weapon skills
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[39][41][42][43][44][45][46]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[47]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[48]
- Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[47] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[49][50]
- We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[49] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[47]
- Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[47] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[47]
- You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
- Weapon skill choices and rotations will vary based on whether the player is more focused on Pvp or PvE.[47]
- Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[47] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[48]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[48]
- It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[44] – Steven Sharif
Classes of weapons
Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[52][53]
Weapon progression
Armas have their own progression paths.[44][56]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[57][58][43][59][47][53][3][4][44][20][60]
- The weapon combo system determines special effects that proc based on weapon progression.[44][60]
- Ancillary effects proc based on enchantment types.[60]
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.[60]
- Dual wielded weapons will have its own progression based on weapon type.[61]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[20]
- 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.[60] – Steven Sharif
Passive skills
Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[1]
- Passive skills can be levelled up by allocating skill points on the skills UI.[1]
- Passive skills enable players to work toward mastery of a weapon.[20]
- Passive skills are based on the player's choice of primary archetype.[62]
- Some passives may be introduced with the choice of secondary archetype, but this hasn't been finalized yet.[63]
- All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[62] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Act of War | Fighter | Switching forms no longer triggers cooldowns or costs Combat Momentum.[64] | |
Blade Twist | Greatsword | Adds Wound to Greatsword Combo finishers and Extended Finishers.[65] | |
Brutality | Fighter | Weapon combo finishers and extended finishers apply 5 Wound stacks, plus an additional Wound for every 10 stacks already on the target. Each wound stack reduces target healing received by 0.5% and target damage mitigation by 0.15%, up to a maximum of 100 stacks.[66] | |
Burning Blade | Greatsword | Add Burning to Greatsword Combo finishers and Extended Finishers.[67] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[68] | |
Climactic Whirlwind | Fighter | Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing heavy damage and generating 5-10 Combat Momentum based on number of targets hit.[69] | |
Consuming Lethal Blow | Fighter | Lethal Blow returns 50% of overkill damage dealt as health and mana.[70] | |
Extended Duration I | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[71] | |
Extended Duration II | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[72] | |
Extended Duration III | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[73] | |
Extra Stacks I | Greatsword | Second Strike and Perfect Timing now stack up to 2 times.[74] | |
Greater Brutality | Fighter | Overpower and Brutal Cleave apply 10 Wound stacks to enemies hit.[75] | |
Greatsword Hit 3+ | Greatsword | Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[76] | |
Greatsword Hit 3+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[77] | |
Greatsword Hit 3+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[78] | |
Greatsword Hit 3+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[79] | |
Greatsword Hit 4 | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[80] | |
Greatsword Hit 4+ | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[81] | |
Greatsword Hit 4+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[82] | |
Greatsword Hit 4+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[83] | |
Greatsword Hit 4+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[84] | |
Greatsword Hit 4: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[85] | |
Greatsword Hit 4: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[86] | |
Greatsword Hit 4: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[87] | |
Guard | Greatsword | Your abilities have a 30% chance to proc Guard. Guard: Your next weapon combo finisher grants 6 seconds of temporary health equal to 1-3% of your maximum health.[88] | |
Keen Edge | Greatsword | Your abilities have a 30% chance to proc Keen Edge. Keen Edge: Your next weapon combo finisher has +100% chance to critically hit.[89] | |
Meditative Form of the River | Fighter | Form of the River increases your mana regeneration by 0.01% of your maximum mana per point of Combat Momentum you have.[90] | |
Overdrive | Fighter | After completing the final spin, you may continue spinning at maximum speed while rapidly depleting your Momentum. Ends after Momentum is fully depleted or after stopping the channel.[91] | |
Perfect Timing | Greatsword | Adds the Perfect Timing proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Perfect Timing Reduces the Cooldown of the next ability you cast by 5 seconds.[92] | |
Potency I | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[93] | |
Potency III | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[94] | |
Raging Blitz | Fighter | Blitz generates 20 Combat Momentum.[95] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[96] | |
Refreshing Followthrough | Greatsword | Your abilities have a 30% chance to proc Refreshing Followthrough. Refreshing Followthrough: Your next weapon combo finisher restores 3-5% of your maximum mana.[97] | |
Reinvigorating Exert | Fighter | Exert additionally refreshes all ability cooldowns by 1% per point of Combat Momentum the caster has upon activation.[98] | |
Reinvigorating Lethal Blow | Fighter | Killing an enemy with Lethal Blow resets the cooldown of Blitz.[99] | |
Relentless Form of the Avalanche | Fighter | Form of the Avalanche causes your weapon combo attacks to apply 3 stacks of Staggered to enemies hit, plus 1 additional stack per 30 Combat Momentum you have. Staggered reduces physical accuracy by 0.1% per stack and physical disable reduction by 1% per stack.[100] | |
Second Strike | Greatsword | Adds Second Strike proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[101] | |
Slicing Maim | Fighter | Maim launches a piercing projectile that deals damage to enemies in its path.[102] | |
Swordmaster: Consistent I | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum possible health restored by 0.5% Max HP.[103] | |
Swordmaster: Consistent II | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.[104] | |
Swordmaster: Endurance | Greatsword | Adds Swordmaster: Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.[105] | |
Swordmaster: Potential I | Greatsword | Adds Swordmaster: Swiftness - +5% Attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.[106] | |
Swordmaster: Proc Rate I | Greatsword | Increases all Swordmaster effect proc rates by 25%.[107] | |
Swordmaster: Proc Rate II | Greatsword | Increases all Swordmaster effect proc rates by 25%.[108] | |
Swordmaster: Proc Rate III | Greatsword | Increases all Swordmaster effect proc rates by 25%.[109] | |
Swordmaster: Swiftness | Greatsword | Adds Swordmaster: Swiftness proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to gain 25% attack speed for 1.5 seconds. Stack up to 2 times.[110] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[111] | |
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.[112] | |
Weapon Proficiency IX | Greatsword | Increased Attack Speed by 1%.[113] | |
Weapon Training: Deflection | Greatsword | Increases your Evasion by 0.5%.[114] | |
Weapon Training: Followthrough | Greatsword | Increases your Mitigation Penetration by 0.5%.[115] | |
Weapon Training: Power | Greatsword | Increases your Critical Damage by 0.5%.[116] | |
Weapon Training: Precision | Greatsword | Increases your Accuracy by 0.5%.[117] |
Ver também
Referências
- ↑ 1.0 1.1 1.2 1.3 Transmissão ao vivo, 2020-08-28 (1:12:50).
- ↑ Entrevista, 2020-07-29 (55:44).
- ↑ 3.0 3.1 3.2 Entrevista, 2020-07-19 (53:59).
- ↑ 4.0 4.1 4.2 Entrevista, 2020-07-18 (1:07:51).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Transmissão ao vivo, 2017-07-28 (19:05).
- ↑ 6.0 6.1 6.2 Transmissão ao vivo, 2017-11-16 (30:02).
- ↑ Entrevista, 2020-07-29 (54:44).
- ↑ Transmissão ao vivo, 2020-08-28 (1:19:24).
- ↑ Transmissão ao vivo, 2020-03-28 (1:25:32).
- ↑ Transmissão ao vivo, 2020-07-25 (58:38).
- ↑ Vídeo, 2017-02-07 (0:02).
- ↑ 12.0 12.1 12.2 12.3 12.4
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 Entrevista, 2020-07-18 (1:05:04).
- ↑
- ↑ Transmissão ao vivo, 2020-07-25 (1:47:55).
- ↑ Transmissão ao vivo, 2018-02-09 (41:56).
- ↑ 17.0 17.1 Transmissão ao vivo, 2019-12-17 (1:13:14).
- ↑ 18.0 18.1 Entrevista, 2020-07-18 (1:07:06).
- ↑
- ↑ 20.0 20.1 20.2 20.3 20.4 February 8, 2019 - Questions and Answers.
- ↑ Transmissão ao vivo, 2019-07-26 (1:09:22).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (20:45).
- ↑
- ↑ Entrevista, 2018-05-11 (53:15).
- ↑ Transmissão ao vivo, 2017-10-16 (1:00:44).
- ↑ Entrevista, 2018-08-08 (22:27).
- ↑ Vídeo, 2024-03-29 (47:19).
- ↑ 28.0 28.1 28.2 Transmissão ao vivo, 2020-08-28 (1:24:29).
- ↑ Transmissão ao vivo, 2017-05-03 (15:15).
- ↑ 30.0 30.1 Transmissão ao vivo, 2020-03-28 (1:41:42).
- ↑ Transmissão ao vivo, 2022-10-14 (57:45).
- ↑ 32.0 32.1 Transmissão ao vivo, 2017-05-03 (17:59).
- ↑ Transmissão ao vivo, 2022-10-14 (9:02).
- ↑ 34.0 34.1 Transmissão ao vivo, 2023-02-24 (53:48).
- ↑ Transmissão ao vivo, 2017-05-19 (43:09).
- ↑ Ashes of Creation class list.
- ↑
- ↑ Transmissão ao vivo, 2017-05-03 (50:50).
- ↑ 39.0 39.1 Vídeo, 2024-03-29 (50:16).
- ↑ Vídeo, 2024-03-29 (57:52).
- ↑ Vídeo, 2023-12-19 (10:08).
- ↑ Vídeo, 2023-04-28 (15:35).
- ↑ 43.0 43.1 Transmissão ao vivo, 2022-09-30 (43:45).
- ↑ 44.0 44.1 44.2 44.3 44.4 Transmissão ao vivo, 2020-01-30 (1:28:40).
- ↑ Transmissão ao vivo, 2018-01-18 (22:46).
- ↑
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 47.6 47.7 Podcast, 2021-09-29 (47:57).
- ↑ 48.0 48.1 48.2 Transmissão ao vivo, 2020-02-28 (1:10:21).
- ↑ 49.0 49.1 Vídeo, 2023-12-19 (8:37).
- ↑ Transmissão ao vivo, 2021-09-24 (1:19:17).
- ↑ Transmissão ao vivo, 2021-08-27 (1:04:30).
- ↑ Vídeo, 2023-08-31 (45:06).
- ↑ 53.0 53.1 Entrevista, 2021-02-07 (49:18).
- ↑ Transmissão ao vivo, 2021-04-30 (53:08).
- ↑ Entrevista, 2018-10-20 (2:53:52).
- ↑ 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).
- ↑ Vídeo, 2022-09-30 (24:49).
- ↑ 60.0 60.1 60.2 60.3 60.4 Transmissão ao vivo, 2018-06-04 (1:11:19).
- ↑ Transmissão ao vivo, 2021-06-25 (1:29:39).
- ↑ 62.0 62.1 Transmissão ao vivo, 2021-06-25 (23:08).
- ↑ Transmissão ao vivo, 2023-03-31 (1:30:07).
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