Status effects

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

Status effects (Status conditions) in Ashes of Creation include buffs and debuffs applied to players or creatures. 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.[1][2]

There's unique rules 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.[2]Steven Sharif
  • Certain bosses may have very high resistances, or may be immune to some status effects. This will not prevent other effects or damage from being applied to them.[3]
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.[1]Steven Sharif
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.[5]Steven Sharif

List of status effects

Weapon use combo system

Work-in-progress Alpha-2 weapon attack combo customization.[18]

In addition to the later hits in the combo doing additional damage, you also unlock proc effects. So, on your fifth hit you unlock the special fifth hit, which gives you 10% bonus critical strike chance, which you just proc there; and then the sixth hit you unlock the special six hit which gives you arrow storm which causes your next I believe, 10 attacks to fire an additional arrow at the target.[19]Brian Ferguson

Alpha-2 Mage demonstrating a Frostbolt, Lightning Strike, and Wand weapon attack combo.[20]

This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[20]Keenan Reimer

A weapon use combo system (also referred to as Weapon attack combo, Weapon combo, Combo system[15], and Weapon use ability[21]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[8][15][22]

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.[18][24]
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.[18]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.[23]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[23]
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.[15]Steven Sharif

Ship status effects

Ships will have status effects based on the weapon types attacking the ship or the encounters that the ship is facing.[25]


Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[4][5][6][7][8][9][10][11][13][14][15][16][17] These synergies also apply to active skills from other characters.[4][12]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[4]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[26]Steven Sharif

See also