Stats

Ashes of Creation community empowered Wiki
Revision as of 21:22, 30 November 2017 by Lex (talk | contribs) (Remove stub)

Jump to navigation Jump to search

Base stats are defined by a character's primary archetype. Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[1]

  • Gear has approximately a 40-50% influence on a players overall power in the game.[2]
  • Artisan profession does not affect a player's stats.[3]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[4][5][6] Any contribution by the secondary archetype was later removed.[4]
  • Waterfall stats are stats that are derived from another stat.[7]
A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.[7]

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[8]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[9]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[9][10][11] It is unlikely that a player could purely focus on just PvP or just PvE.[9][8][10][11]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[13][14][15][16][17]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[10][18]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[17]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

See also

References