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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
Rating definitely comes from several sources, and is allegedly influenced by the str and int stats.
The funny thing is that on the bard, the str stat can be directly applied to the phys power stat. The phys power is 13.9, which means it's 10 base + 39*K, 39 there being the rating. And Bard's str is 39.
So if the Bard is a magic archetype, which this pic kinda implies imo
That might mean that weapon's impact on the power stat is only applied to the magic power, while phys power is determined by str alone and directly.
Alternatively, of course, there's a chance that all of Steven's items have not a single damn phys power stat on them, which would leave purely the str impact.
And if we go with that last assumption, it would imply that prime attributes are applied 1:1 to the power stats. Which then implies that 102 of the Fighter's phys power rating comes from str. So the 232 that's left comes from items. Even if the weapon is only a half of that rating - that's still a noticeable impact on your overall power stat, which means that it's quite usefull to get better weapons or enchant your weak ones.
As for "anyone can use anything". That has never implied that using anything will be in any way viable. It simply states that it's possible.
Weapon combo passives could potentially influence multipliers and/or effects, so even if your weapon is shit, your attacks might provide a great utility to the party.
And this is not even talking about any potential synergies between classes that might provide a bigger party dps boost even w/o the presence of high power rating.
But yes, ultimately there'll always be a way to filter people. Your stats are usually one of the biggest filters in any given game, be they your basic stats or your dps values.
look if you can use a wand and a shield or a stupid book it should be more than reasonable for me to use a 2h shield to bash peoples faces in.
One of Steven's examples was
Certain higher-end weapons (and Armor) have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[33]
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[26] – Steven Sharif
https://ashesofcreation.wiki/Weapon_combo_system
So if you have no backstab skill, you will have no reason to use the dagger.
K here is a constant. (K is the typical variable used in math for a constant). That constant is 0.1, which means for every 10 physical power rating, you get 1 physical power.
Now looking at two recent items (Magical power uses the same formula, so they're comparable, maybe):
Power from a rare level 10 weapon: 346
Power from an uncommon level 20 jewelry: 27 * 0.1 = 2.7
@Songcaller since you seem to have formulas held close to your chest, maybe you can tell use what that jewelry scales to as rare and level 10.
The power difference between these two items is massive. If the trend holds for other items, it seems like most of your power comes from weapons, so you'd be at a massive disadvantage by not upgrading your weapon at every opportunity. Unless the soft cap on power is ridiculously low, your weapon seems like it will hugely matter.
Obvious disclaimer that that wand comes from June 2023, I think, so it could be outdated. I wanted to use it because it shows a level requirement, unlike this more recent weapon from the commissions showcase:
This also shows a quite massive amount of power compared to that necklace.
I'm a newcomer to this discussion, so am I missing something here?
I keep seeing weapons and accessories being shown. There is no reason to my knowledge why all armour and accessories can be enchanted to safe level +5 and I bet such an approach would reach soft cap long before the weapon has a chance.
p.s. this is to anyone reading. Please do not hold the current items to their lvl requirements or stats. None of that is real of worth truly caring about. None of this has come even close to being balanced, nor should it be. Weapon stats have already undergone SEVERAL huge changes in the last few years, so assuming that the current stuff is somehow static would be silly.
The only thing we can kinda really judge is the equations and multipliers, though even those are most likely a "WiP" kinda thing.
But my main point is that neither lvls nor stats really exist right now. And any requirement on any item is simply there to see if the system is working correctly.
I'd personally hope that is NOT the case, for the exact reason you stated. If any item can be given any stat - items have no inherent value. I sure as fuck hope that is not the case, cause what's the point of farming for shit if you can just craft the most basic item with the stat you want and then just enchant it higher. That'd be waaaaay too stupid of a design.
Not sure how to respond. If we cam use any weapon we need the ability to select the best stats for the build on our toons. I still believe hybrid will suck for the reasons you mentioned and on top of that crofters can not change all stats on a piece of gear. The further I go down the rabbit whole the more I feel I've been conned out of 3000 quid of packages and cosmetics because the more that is revealed the more mirroring I am seeing.
The thing is, we don't actually need that.
There are multiple ways to do it, and multiple ways to design even with 'min-maxing' that doesn't require it.
All we need is some decent combat depth that takes us beyond 'maximize the particular type of damage your skills do'.
Obviously I have the TL bias, but I also believe that if TL can do it (and they absolutely do) Intrepid can easily at least match them.
The only thing 'holding them back' would be a thing that we already know most gamers don't care about. I empathize with you if you care a lot, but this isn't a situation where minority rules, y'know?
At least I never took that claim as that.
If anything, to me, different items having different specialties is the entire point of "you could attempt all kinds of builds, because you can use anything". A mage with a twohander might go into a strict phys build, but with elemental aplications on his basic attacks. While my wand tank will be the best at defending others, and not good at all at dpsing.
Certain higher-end weapons (and Armor) have active abilities
... what active abilities armor can have?
Also I want to say that weapons should have more basic attacks instead of just one, mapped by default to Q or left-mouse-click.
With a blade you can slash, you can stab, you can parry ...
Dual wielded weapons could bring something from each single handed original weapon.
Right, because you're that type of person, and your expectation of roles in games line up with that too. Just let this one go, since it's the outcome of an interaction between your personality type and this game's design, moreso than a flaw in the design itself.
Just be the person who builds the optimized version of each class and uses the weapon that is optimal for whatever you consider that class' role to be.
That's not a thing that reflects on either 'whether you need to level weapons' nor 'whether you actually can use them all'.
Usually the 'Armor' type Active ability is a thing you can choose to activate when you take a specific type of damage, or a particular amount of damage.
Sometimes it's just 'I know I'm going to be taking damage so I activate this defensive skill'. It's no different than weapon, really.
Careful mate. I can be whacky and make such notions (I get sectioned a lot in reality). I've seen some armour with polymorph skill imbued. Didn't delve deeper though.
Yeah. The thing is the guild will either solve the game with me or without me and my pledge upon recruitment wad to assist in solving the game. I have been on holiday for months and have not had chance to discuss matters with my guild (unless my flat mate has been on my discord). Such is the way, the truth and the life. 😉
Crafters will be able to assign different skills/abilities and stats on gear.[31][32]
Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[31] – Jeffrey Bard
Master crafters will be able to influence several (but not all) stats on their crafted items.[31][33]
Stats on crafted items will vary based on the item's rarity.[34]
There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[35][31]
The most recent link is from 2011
https://youtube.com/watch?v=FkWLLLOlm2E&t=3178s
Yes, all this stuff is basically trivial, if you build it up from the bottom.
For example, TL's installed basis is able to go upwards a full five steps of complexity over the next 2 years if they want it to, and easily match what Ashes is offering. The question is almost always if the playerbase will want that, and that's pretty much what this thread is about.
"We haven't seen the same type of base from Ashes yet as we've seen in TL."
But we don't need to care about that, it's easy to do. The 'confusing' part, for someone like OP, is 'why isn't it already done when it's so easy to do?' and getting a bit 'agitated' because of it.
No big deal though, things are working.
https://youtu.be/OmTNooWyZxU?t=4630
It's really not though, you're just being a bit unnecessarily skeptical.
We have examples of this, we have an example of this from this year. If this isn't about specific numbers (which people are telling you that it shouldn't be), then there's nothing difficult about it. I know you're the type who could bang this up in an afternoon.
But it's just some random instance of the mace that happened to end up on the wiki.
My Heavenly Arbiter Attire doesn't have the same stats as my tank's Heavenly Arbiter Attire because the Traits are different.
It only takes the bare minimum to go from 'Oh, these traits are RNG and these items are drops from Instanced Dungeons' to 'Oh, these traits are controlled by the Crafter's experience and the Materials used to make the armor'.
Not every BludgeonBane has to be the same.