Differenze tra le versioni di "Gear proficiency"
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* [[Gear]] | * [[Gear]] | ||
− | * [[ | + | * [[Passive skills]] |
* [[Death penalties]] | * [[Death penalties]] | ||
* [[Progression]] | * [[Progression]] |
Versione delle 03:36, 5 mar 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
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 IX | Greatsword | Increased Attack Speed by 1%.[4] |
- Death penalties may lead to a reduction in a character's gear proficiency.[5]
Weapon progression
Armi have their own progression paths.[8][9]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[10][11][12][13][14][15][16][17][8][2][18]
- The weapon combo system determines special effects that proc based on weapon progression.[8][18]
- Ancillary effects proc based on enchantment types.[18]
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.[18]
- Dual wielded weapons will have its own progression based on weapon type.[19]
- 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.[18] – Steven Sharif
See also
Riferimenti
- ↑ 1.0 1.1 Colloquio, 2020-07-29 (55:55).
- ↑ 2.0 2.1 2.2 2.3 2.4 February 8, 2019 - Questions and Answers.
- ↑
- ↑
- ↑ Podcast, 2017-05-05 (43:05).
- ↑ Trasmissione in diretta, 2021-04-30 (53:08).
- ↑ Colloquio, 2018-10-20 (2:53:52).
- ↑ 8.0 8.1 8.2 Trasmissione in diretta, 2020-01-30 (1:28:40).
- ↑ Trasmissione in diretta, 2018-05-04 (45:37).
- ↑ Trasmissione in diretta, 2022-06-30 (1:12:38).
- ↑ Trasmissione in diretta, 2022-09-30 (53:15).
- ↑ Trasmissione in diretta, 2022-09-30 (43:45).
- ↑ Video, 2022-09-30 (24:49).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ Colloquio, 2021-02-07 (49:18).
- ↑ Colloquio, 2020-07-19 (53:59).
- ↑ Colloquio, 2020-07-18 (1:07:51).
- ↑ 18.0 18.1 18.2 18.3 18.4 Trasmissione in diretta, 2018-06-04 (1:11:19).
- ↑ Trasmissione in diretta, 2021-06-25 (1:29:39).