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Ultimate skill

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Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Waffen-Kombo-System.[1]

Weapon use ability

Alpha-2 greatsword weapon combo animation.[2]

Whenever you get stab hits on the third and the fourth hit, those are actually procs. So, if you connect with the second hit of that proc hit you'll receive the additional effects, but you actually have to connect with a monster or player to receive the effect; and I think the proc rate is at a static 25 percent right now. We're looking at other ways to scale that. Maybe it scales with a stat, or maybe it scales with additional nodes, but right now it's kind of low.[3]Brian Ferguson

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.[2][4][5][6][7][8][9]

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.[10]Steven Sharif
  • The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[12][13]
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.[12]Brian Ferguson
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.[10]Steven Sharif
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.[10]
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.[10]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[11]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[11]
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.[7]Steven Sharif

Status

Template:Weapon use ability status

Waffenfortschritt

In-game achievable sword and polearm 3D renders.[14]

Power Creep ist ein Balanceproblem ... Wenn es speziell um den Ausrüstungsfortschritt geht, besteht die Idee darin, einen offenen Markt zu schaffen, der nicht stark von seelengebundenen Gegenständen abhängig ist; und viele Gegenstandssenken und Goldsenken innerhalb dieser Wirtschaft zu haben, was die potenzielle Verschlechterung und den Verlust von Vermögenswerten innerhalb dieser geschlossenen Wirtschaft zulässt; und keine Artikel vom Markt einführen, die Unternehmen aus einer Pay-to-Win-Perspektive oder aus einer Pay-to-Convenience-Perspektive einführen, die die von den Spielern aufgebaute Wirtschaft untergraben. Das ist ein großer Fehler, den Unternehmen in der Vergangenheit gemacht haben und der zu einem Ungleichgewicht dessen führt, was Designer vielleicht tatsächlich gut ausbalanciert haben.[15]Steven Sharif

Waffen haben ihre eigenen Fortschrittspfade.[7][16]

Q: Sind Waffen auf ein Fertigkeitssystem ausgerichtet (dh. je länger ich ein Schwert benutze, desto besser wird mein Schaden sein), oder wird es ein normales RPG-Statistiksystem ohne langfristige Skalierung sein?
A: .Wir werden kein Fertigkeitssystem wie beschrieben verwenden, aber die Spieler werden Passive in ihrem Fertigkeitsbaum zur Verfügung haben, die die Effektivität bestimmter Waffen erhöhen. Ein Meister der Schwerter zu werden, ist etwas, das möglich ist, nur nicht auf diese besondere Weise.[23]Sarah Flanagan

Bei Ashes of Creation geht es darum, viele Fortschrittspfade bereitzustellen ... Der Grund, warum wir den Begriff Endspiel nicht mögen, ist, dass bei der Menge an Fortschritt, die verfügbar ist, mit der Menge an Vielfalt und der Entscheidungsfreiheit der Spieler, die die Welt beeinflussen ... Wir freundlich sind oder wollen, dass das Waffensystem auch ein Element davon hinzufügt ... sie können Spezialeffekte bestimmen, die derzeit vom Combo-System ausgelöst werden; sie können Zusatzeffekte bestimmen, die basierend auf Verzauberungstypen ausgelöst werden; sie können Steinwaffen antreiben, um entweder verschiedene elementare Arten von Schaden und / oder Energie hinzuzufügen, die mit der Spielerverteidigung eine Art Stein-Schere-Papier spielen ... und dann können sie herausfinden, wie diese Effekte gewährt werden ... sie können, um sie besser zu machen, können sie in eine andere Richtung abdriften.[24]Steven Sharif

Siehe auch

Einzelnachweise