Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
Skill and stat dampening
Jump to navigation
Jump to search
Skill and stat dampening penalties are applied when a player dies or when they gain corruption. This causes negative effects, such as a reduction of health and mana.[1][2][3][4][5]
- Reaching maximum experience debt for a level can result in roughly 20% stat dampening for that character. This percentage is expected to be highly variable.[6]
- Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[6] – Steven Sharif
- Non-combatant players accrue skill and stat dampening on death at twice the rate of combatants.[1][2][3][4][5]
- Corrupted players gain skill and stat dampening as soon as corruption is gained. This increases each time corruption is gained until they ultimately become ineffective at PvP combat.[7][8][1][2][3][9][10][11][12][4][5][13]
Gear proficiency
Gear proficiency is based on selection of passive skills to increase proficiency with armor and weapons.[14][15]
- 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.[14] – Steven Sharif
- Weapon proficiency based on length of use is not a planned feature.[15]
- 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.[15] – 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.[16] | |
Weapon Proficiency I (Wand) | Wand | Increased Accuracy by 0.5%.[17] | |
Weapon Proficiency II (Wand) | Wand | Increased Accuracy by 0.5%.[18] | |
Weapon Proficiency III (Wand) | Wand | Increased Accuracy by 0.5%.[19] | |
Weapon Proficiency IV (Wand) | Wand | Increased Accuracy by 0.5%.[20] | |
Weapon Proficiency IX | Greatsword | Increased Attack Speed by 1%.[21] | |
Weapon Proficiency V (Wand) | Wand | Increased Accuracy by 0.5%.[22] |
- Death penalties may lead to a reduction in a character's gear proficiency.[13]
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[13]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[6][25]
- Skill and stat dampening, such as Lower health and mana.[6][1][2][3][4][5]
- Reduction in loot drop rates from mobs.[26]
- Durability loss.[27][28][13]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[27] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[6][29][30][31][32][13] Glint drops as stolen glint on death.[29]
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[30]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[13]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[2][9]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[9][33][2][9][34][13]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[35] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[36] Non-corrupt players always respawn at the closest active respawn point (to their death).[37]
- Corruption penalties occur as the corruption is gained (not just at death).[7]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[38]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[39][40][41][42]
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[42] – Steven Sharif
- Gear degradation applies on death during Caravan PvP.[40][41]
- Previously it was stated that death penalties do not differ between PvP and PvE.[43]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[38]
- These penalties will be less than those for a green player.[44]
- Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
- A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[6] – Steven Sharif
- Reduction in gear proficiency.[13]
See also
References
- ↑ 1.0 1.1 1.2 1.3 Livestream, October 28, 2022 (26:48).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Livestream, October 28, 2022 (24:28).
- ↑ 3.0 3.1 3.2 3.3
- ↑ 4.0 4.1 4.2 4.3 Podcast, April 23, 2018 (51:31).
- ↑ 5.0 5.1 5.2 5.3 Livestream, May 22, 2017 (42:33).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Livestream, March 29, 2024 (3:21).
- ↑ 7.0 7.1
- ↑
- ↑ 9.0 9.1 9.2 9.3 Interview, July 18, 2020 (41:54).
- ↑
- ↑ Interview, August 24, 2018 (8:35).
- ↑ Interview, May 11, 2018 (5:05).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 Podcast, May 5, 2017 (43:05).
- ↑ 14.0 14.1 Interview, July 29, 2020 (55:55).
- ↑ 15.0 15.1 15.2 February 8, 2019 - Questions and Answers.
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Livestream, March 28, 2020 (1:58:24).
- ↑ Podcast, April 23, 2018 (49:21).
- ↑ Livestream, May 19, 2017 (13:37).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 27.0 27.1 Interview, February 7, 2021 (13:14).
- ↑ Interview, July 29, 2020 (16:46).
- ↑ 29.0 29.1 Interview, September 10, 2023 (53:47).
- ↑ 30.0 30.1 Livestream, December 2, 2022 (1:26:02).
- ↑ Interview, July 18, 2020 (27:11).
- ↑
- ↑ Livestream, November 17, 2017 (35:20).
- ↑ Interview, May 11, 2018 (15:41).
- ↑
- ↑ Interview, April 27, 2017 (9:28).
- ↑ Livestream, June 25, 2021 (1:15:37).
- ↑ 38.0 38.1 Interview, July 9, 2023 (36:56).
- ↑ Livestream, February 24, 2023 (1:29:45).
- ↑ 40.0 40.1 Livestream, June 30, 2022 (1:14:52).
- ↑ 41.0 41.1 Livestream, August 27, 2021 (1:22:56).
- ↑ 42.0 42.1 Livestream, December 22, 2020 (1:13:51).
- ↑ Livestream, May 15, 2017 (36:23).
- ↑ Interview, July 9, 2023 (38:03).