How does damage work in Ashes of Creation?



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There are many systems in Ashes of Creation that need testing. So this video dives into how damage numbers scale from your weapons and your main stats. This video aims to demystify how the numbers you see on mobs you are fighting relate to the stats on your weapon – it looks at damage scaling with skills and how those numbers are calculated.
In later videos, we will examine your defence systems and potentially explain how additional damage is dealt with alongside your primary attacks.

I hope you find this video useful. Please feel free to leave me a comment to continue the discussion or let me know what I can improve.

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8 thoughts on “How does damage work in Ashes of Creation?”

  1. Keep the content coming. This is also great to understand the direction the IS team is working towards. Seeing how they change whats already there, tells you allot when you see things move in a direction.

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  2. Love this stuff!

    Follow up video request. For blessed weapon, divine flare, and similar offensive spells, which gives a higher damage output over the course of the spell/combat: magical speed or magical power? Do ticks "tick" faster with higher magical speed, do they tick bigger (i.e. is it even noticable with how small the numbers are per tick) with higher power, etc.

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  3. Fun fact. Because I like doing the same type of testing. The log and the fly text has some discrepancy. When the damage is a decimal and Below 0.5 the log rounds down. Whereas in the fly text it always rounds up. So sometimes you'll see a difference between the two by one point

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  4. Hello again. While I do agree with your main point, that it is important to test things deeply to find bugs that might be hidden otherwise, especially when they are regarded to core systems that are hard to fix/change later, I was just worried for your expectation that things are already intend to work at deeper level. As they are probably putting just the first iteration of basic combat system into the game to make basics rock solid until they expand on it with more advanced extensions and interactions.
    BTW: The second weapon abilities being procced despite weapon being not equipped has been discovered and reported on the day one of phase 1 was launched. Furthemore, using special process of puting porints into all weapon type talent trees you have trained, you can get any number of weapon type procs to get proc'd (I don't know how to phrase it), even if you don't have them equipped at all.
    Anyway, keep up the work as your videos are highly informational for large number of people, that don't test the game that much.

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  5. Ok, so I only now finished the whole video, and I have a couple of additional informations. I might have missed it, but gear and intelligence gives you Magical Power Rating, and in that tooltip when you hover over Magical Power, the rating is being shown as exact total number of 439 on your character when you had equipped your weapons. Now the way Magical Power Rating transforms into Magical Power has a formula, that I have not figured out, but probably have some diminishing value on it, means it would not be 3 all time, but as you aquire more stat value, every next Power Rating point gives you less fraction of Power point. Or at least this is how ususally "Rating" works in games.

    Second thing. Keep in mind that the values in general in character sheet applies to same level mobs as you are (there is somewhere tooltip with this information and it probably can be tested). Which means that when you have, e.g. Armor (which is technically Physical Mitigation Rating) of 300, what transforms into e.g. 30% Physical Mitigation, you will mitigate only 30% of damage coming to you from mob that is same level as you. You will mitigate more for lower level mobs and less from higher level mobs. It certainly works for evasion as I was missing lot of my skills against much higher level mobs.

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