Buffs

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search

A character can have approximately 20 buffs active at one time. This includes things like Songs, Stories, and Dances from Bard classes.[1]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Communal Restoration CommunalRestorationIcon2.png Restore health to all party members in range. For each point of Conviction the caster possesses, targets receive an additional 1% of their maximum health as temporary hit points for 10 seconds.[2][3]
Gift of the Magi Gift of the Magi Icon.jpg Restores mana upfront, plus an additional amount over time, to you and a friendly target.[4][5][6][7] Increased duration.[4][6][8] Increased initial amount restored.[4][6][8]
Myrmidon's Fury Myrmidon Icon.jpg Strike your target and gain a temporary buff that gives you a chance to counterattack each time you are struck.[9][5][10][11] Increased chance to counterattack.[9][11] Increased damage mitigation during the buff's duration.[9][11]
Resounding Smash Resounding Smash Icon.jpg Strikes in front of you, then deal additional damage after a short delay to any targets that were initially struck.[12][5][13][14] The delayed hit deals additional damage.[12][14] The delayed hit returns mana to yourself.[12][14]

Status effects

Status effects (Status conditions) in Ashes of Creation include buffs and debuffs applied to players or creatures, such as:

Certain status effects will stack to increase the longevity of the effect, but there are diminishing returns on certain conditions to avoid situations such as stun locking.[15][16]

There's unique rules uh with regards to stacking based on the type of status condition. So in the event that the status condition may not stack, we have certain stacking rules that might increase the longevity of the status condition with the second application, but it's important to note that we do have the concept of diminishing returns; and that certain types of status conditions share certain diminishing return groupings. So that obviously a character can't be like stun locked or silence locked or just a particular type of status condition lock.[16]Steven Sharif
Q: Have you given any thought towards adding debuff protection, such as having immunity to stuns for some seconds after having been stunned during a Siege battle?
A: What you're talking about is really called diminishing returns; and when it comes to status conditions, the ability to apply certain passive resistance to status conditions if you've suffered from a status condition of a particular type, you get an increased resistance against those; and that scales. So if by chance you do get stunned maybe a couple of times, it would be near impossible to stun you for a third or fourth time. And then you get to save that higher resistance for some period of time; and that just makes the gameplay more compelling. We've all played games where you can get stun-locked and that is a really bad feeling; and it's not even fun for the person who's doing the stun-lock... It's just not a good compelling type of gameplay. So in order to avoid that, and to accommodate a massively multiplayer setting, you have to utilize things like diminishing returns that can increase your resistances when you suffer those types of effects.[15]Steven Sharif

Certain bosses may have very high resistances, or may be immune to status some effects. This will not prevent other effects or damage from being applied to them.[17]

Q: Can you explain a little bit more about the staggering and how status effects, stagger and stun and that whole interaction works?
A: Staggering is a type of status condition that can be applied through certain skills and the type of synergy systems we're going for is that certain archetypes and class kits will have access to a number of what we call first-tier status conditions. Those types of status conditions are general status conditions that can be applied across a host of skills and a number of different archetypes and class kits; and they can progress when synergized with other types of status conditions or abilities to tier two level status effects. And so for example, you saw that one of the abilities that the Cleric has at level 15 is the Chains of Restraint; and when the Chains of Restraint lays down that AoE of course, it ticks for damage over time, but it also applies the stagger condition. However, if the target was already subject to the staggered condition, then it gets promoted to a stunned condition. Now the difference between staggered and stun: in a staggered state the creature may not use abilities. They can do basic attack functions, they could cast spells if they had spells access to spells, but their physical abilities would be muted or would be essentially inaccessible during the staggered effect. Now a stun condition obviously is a more amplified status condition where you cannot take any actions and so the Fighter's ability Whirlwind had a staggered application available to it, so when the Cleric chooses to use its Chains of Restraintability, if they use it after the fighter applies their staggered condition then the chains will force a stun effect.[18]Steven Sharif

See also

References