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Mainhand
A player's primary weapon is equipped in their mainhand slot.[1][2][3][4][5]
- Players can select which weapon they wish to use as their primary weapon for basic attacks.[1][2][3][4]
- Two-handed and dual wielded weapons occupy both main and offhand gear slots.[6][7][8]
List of weapons
Basic attacks
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.[9] – Keenan Reimer
Basic attacks are triggered for the equipped primary weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[1][2][3]
- Players can select which weapon they wish to use as their primary weapon for basic attacks.[10][1][2][4]
- Players may toggle back and forth between using their ranged weapon and melee weapon slot for basic attacks.[10]
- Weapons with projectile attacks are capable of blind firing without having a target.[13]
- If the player is in action camera mode and their reticle is over a target, they will be able to soft lock onto that target, causing projectiles to home to targets who are within the correct range/angle.[13]
- When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[13] – Steven Sharif
- Sequences of basic attacks trigger the combat animation montage based on the weapon type.[3]
- Using a skill other than a basic attack will in general reset the weapon combo system.[14]
- The developers are considering per-use consumables/buffs that apply certain rider effects to basic weapon attacks.[15]
Basic attack | Icon | Weapon | Description |
---|---|---|---|
Greatsword basic attack | ![]() |
Greatsword | |
Longbow basic attack | ![]() |
Longbow | A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[16][11][12] |
Shortbow basic attack | ![]() |
Shortbow | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[11][12] |
Wand basic attack | ![]() |
Wand |
Weapon combo system
Whenever you get stab hits on the third and the fourth hit, those are actually procs. So, if you connect with the second hit of that proc hit you'll receive the additional effects, but you actually have to connect with a monster or player to receive the effect; and I think the proc rate is at a static 25 percent right now. We're looking at other ways to scale that. Maybe it scales with a stat, or maybe it scales with additional nodes, but right now it's kind of low.[18] – Brian Ferguson
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[17][19][9][20][21][22][23]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[3]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[14]
- 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.[3] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[24][25]
- 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.[24] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[3]
- 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.[3] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[3]
- 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.[3]
- 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.[3] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[14]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[14]
- 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.[21] – Steven Sharif
See also
عجارملا
- ↑ 1.0 1.1 1.2 1.3 البث المباشر, 2022-09-30 (49:16).
- ↑ 2.0 2.1 2.2 2.3 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-09-29 (40:50).
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-09-29 (47:57).
- ↑ 4.0 4.1 4.2 مقابلة, 2018-05-11 (16:32).
- ↑
- ↑ البث المباشر, 2023-05-31 (48:11).
- ↑ البث المباشر, 2023-05-31 (1:12:58).
- ↑ البث المباشر, 2022-09-30 (1:13:23).
- ↑ 9.0 9.1 9.2 فيديو, 2023-04-28 (15:35).
- ↑ 10.0 10.1 البث المباشر, 2024-03-29 (1:55:14).
- ↑ 11.0 11.1 11.2 فيديو, 2022-09-30 (19:32).
- ↑ 12.0 12.1 12.2 فيديو, 2022-09-30 (10:44).
- ↑ 13.0 13.1 13.2 البث المباشر, 2023-04-28 (55:55).
- ↑ 14.0 14.1 14.2 14.3 البث المباشر, 2020-02-28 (1:10:21).
- ↑ البث المباشر, 2022-09-30 (46:17).
- ↑ البث المباشر, 2022-09-30 (26:42).
- ↑ 17.0 17.1 فيديو, 2024-03-29 (50:16).
- ↑ فيديو, 2024-03-29 (57:52).
- ↑ فيديو, 2023-12-19 (10:08).
- ↑ البث المباشر, 2022-09-30 (43:45).
- ↑ 21.0 21.1 البث المباشر, 2020-01-30 (1:28:40).
- ↑ البث المباشر, 2018-01-18 (22:46).
- ↑
- ↑ 24.0 24.1 فيديو, 2023-12-19 (8:37).
- ↑ البث المباشر, 2021-09-24 (1:19:17).