Ascension Skill System: Difference between revisions

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{{TOCright}}<section begin=information />The '''Ascension Skill System''' allows you to divert [[experience]] into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define your character.
The Ascension Skill System is a Post-Cap development, but it will not be restricted to level 100 characters. A lot of the exact details are still being worked out, such as the mechanism to earn points, so any or all of this could change. However, the current plan is for characters to earn experience through normal hunting grounds. That experience can then be diverted into a special pool for Ascension Training Points (ATPs) that that are then spent to unlock a number of passive and active abilities. It will function very similar to the Combat Maneuver List (CML) system.


'''Note: The initial release was limited to the Common tier. The Elite/Legendary tier will be released at a later date.'''
There are 3 tiers of abilities: Common, Elite, and Legendary. The Common abilities are intended to be very generic and apply to things that most characters might be interested in. It includes things like boosts to stats, skills, resistances, etc. Just those 3 different areas represent 71 different abilities, since each stat/skill/damage type is a separate ability. Elite abilities are designed for certain builds and character types (such as Squares, Semis, Pures, archers, locksmiths, etc). It includes things like rapid health/mana/stamina/spirit regeneration, elemental arrows for archers, locksmiths detecting traps when being handed a box, etc. Finally, Legendary abilities are designed for specific abilities/spells and usually tailored to a specific profession. It includes things like Rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat), Warriors being able to manually stop a Berserk, Bards being able to create higher enchant sonic armaments, double attacks/spells, etc.


==Ascension Tiers==
Characters will be required to invest a certain amount of points into the Common tier before they can access the Elite tier. They will then also be required to invest a certain amount of points into the Elite tier before they can access the Legendary tier. The abilities in each tier will get more expensive to unlock as the power those abilities represent grows. In addition, we intend to have a lot of chained abilities to promote certain builds. Some abilities may be exclusive of each other (so if you learn X, you can't learn Y).
Once earned, Ascension Training Points (ATPs) are spent to unlock a number of passive and active abilities. On the back end, spending ATPs is managed through the [[:Category:Player System Manager|Player System Manager]] which means that it works very similarly to [[:Category:Combat Maneuvers|Combat Maneuvers]], [[:Category:Armor Specializations|Armor Specializations]], and [[:Category:Shield Specializations|Shield Specializations]].


There are 3 tiers of abilities: Common, Elite, and Legendary.
Currently the system is being discussed and planned. To assist with that, please see the various topics available on the official forums located [http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Developer's%20Corner/view here].
* ''[[Ascension Skill System/Tier lists#Common|Common]]'' abilities are intended to be very generic and apply to things that most characters might be interested in. It includes things like boosts to stats, skills, and resistances. Just those 3 different areas represent 71 different abilities, since each stat/skill/damage type is a separate ability.
* ''Elite'' abilities are designed to enhance build or character archetypes (such as [[square]]s, [[semi]]s, [[pure]]s, archers, [[locksmith]]s). It may include things like rapid health/mana/stamina/spirit regeneration, elemental arrows for archers, or locksmiths detecting traps when being handed a box.
* ''Legendary'' abilities are designed for specific abilities/spells and usually tailored to a specific profession. It may include things like rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat), warriors being able to manually stop a [[Berserk]], bards being able to create higher enchant sonic armaments, double attacks/spells, etc.


Characters will be required to invest a certain amount of points into the Common tier before they can access the Elite tier. They will then also be required to invest a certain amount of points into the Elite tier before they can access the Legendary tier. The abilities in each tier will get more expensive to unlock as the perceived power that those abilities represent grows. In addition, the development team intends to have a lot of chained abilities to promote certain builds. Some abilities may be exclusive of each other (so if you learn X, you can't learn Y).
==See Also==

[http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Developer's%20Corner/view Developer's Corner Forums] - Official forums to discuss and brainstorm.
==Earning ATPs==
To earn ATP, characters designate a specific experience percentage split to absorb from their field experience pool into their standard experience pool and their ascension experience pool. Any experience going into the ascension experience pool is experience that is not going into the standard experience pool and cannot be used for training in [[skill]]s. A character who would normally absorb 30 experience per pulse who has set 50% field experience going into their ascension experience pool would gain 15 standard experience and 15 ascension experience per pulse.

Every 50,000 AEXP earned yields 1 ATP, which may then be spent on Common, Elite, or Legendary skills.

Ascension was designed to enhance character post-cap development and ensure character longevity, but is not restricted to level 100 characters. Starting at level 20, characters can select up to their level as a percentage of their experience gain towards Ascension Experience (AEXP). This means at level 20, a character can select up to 20% of their field experience going into their ascension experience pool with the remainder going into their standard experience pool. The development goal is that the average character will easily earn 10 ATPs by level 100, with an additional 5 or so ATPs being possible for more dedicated characters. This is enhanced by characters' ability to earn milestone ATP (see below).

===Milestones===
Characters earn milestone Ascension Training Points (ATPs) for completing certain activities.

{| {{prettytable}}
!Number !!Name !! Details
|-
| scope="row"|1 ||A Noble Effort ||Reach level 20
|-
| scope="row"|2 ||Great Expectations ||Reach level 40
|-
| scope="row"|3 ||Master of My Fate ||Reach level 60
|-
| scope="row"|4 ||High and Mighty ||Reach level 80
|-
| scope="row"|5 ||A Grand Triumph ||Reach level 100
|-
| scope="row"|6 ||Up to the Task ||1,000,000 Bounty Points
|-
| scope="row"|7 ||Class-specific ||Differs by Class
|-
| scope="row"|8 ||Master of your Craft ||Master an Artisan Skill
|-
| scope="row"|9 ||All the World's a Stage... ||Acquire 10 Full RPAs (multipliers, orbs do not count)
|-
| scope="row"|10 ||Big Game Hunter ||Kill a Challenging Creature (Currently not available)
|}

====Class-specific====
*Cleric, Empath, Rogue, Sorcerer, Warrior, Wizard: Daily Grind -- Master a Guild Skill
*Bard: Virtuoso -- Master an Instrument
*Monk: The Art of War -- Tattoo 500,000 Motes
*Paladin: A Sacred Bond -- Fully Bond with Holy Weapon
*Ranger: Kindred Spirit -- Fully Bond with Companion

==Spending ATPs==
The development goal is that no character should ever maximize every ability, or even more than a handful of them. With this goal in mind, some abilities can be unlocked multiple times with an increasing skill cost for each unlock and abilities may have different set costs depending upon their perceived power. The Elite and Legendary will potentially be significantly more expensive than the Common tier, but also more impactful and character defining.<section end=information />

===Common Tier===
Common abilities, which include +statistic/skill/resistance, act as [[enhancives]] and stack with enhancive items, but are not subject to the enhancive limit and require no recharging. Each rank of +[[statistic]] ability is +1 stat, not bonus. Each +[[skill]] rank is +1 skill bonus. Each +[[resistance]] is +1% resist, but resist items and abilities do not stack and only use the largest bonus from all categories.

The first 5 ranks of each +stat/skill/resist Common ability cost 1 ATP each. Every 5 ranks after that, the cost increases by +1 ATP. As such, it will require 9 million Ascension experience just to reach rank 40 in any one individual Common ability, and there are over 70 of them.

==Ascension Hunting Grounds==
The development team hopes to introduce new post-capped hunting grounds that are significantly more difficult, but offer greater rewards for the effort (more Ascension experience and treasure) compared to existing options once the tiers have been released.

==HELP==
{{:ASCENSION (verb)}}

==Resources==
*[[Ascension Skill System/Tier lists|Skill tier lists]]
*[[/saved posts|Saved posts]]
*[http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Ascension/view Ascension Skill System Official Forums] - Official forums to discuss and brainstorm.
*[[Leafiara/Ascension_Considerations|Leafiara's Ascension Considerations]]
*[https://docs.google.com/document/d/1BRCs5qFvGsCe3Ig9fSRiUi7BP0PVitRcQwIA-BJkFVw/edit?usp=sharing GS4 Ascension Ideas] - Player document to add ideas for ascension into a sortable list.

[[Category:Experience]]
[[Category:Ascension]]

Revision as of 03:16, 6 May 2021

The Ascension Skill System allows you to divert experience into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define your character.

Note: The initial release was limited to the Common tier. The Elite/Legendary tier will be released at a later date.

Ascension Tiers

Once earned, Ascension Training Points (ATPs) are spent to unlock a number of passive and active abilities. On the back end, spending ATPs is managed through the Player System Manager which means that it works very similarly to Combat Maneuvers, Armor Specializations, and Shield Specializations.

There are 3 tiers of abilities: Common, Elite, and Legendary.

  • Common abilities are intended to be very generic and apply to things that most characters might be interested in. It includes things like boosts to stats, skills, and resistances. Just those 3 different areas represent 71 different abilities, since each stat/skill/damage type is a separate ability.
  • Elite abilities are designed to enhance build or character archetypes (such as squares, semis, pures, archers, locksmiths). It may include things like rapid health/mana/stamina/spirit regeneration, elemental arrows for archers, or locksmiths detecting traps when being handed a box.
  • Legendary abilities are designed for specific abilities/spells and usually tailored to a specific profession. It may include things like rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat), warriors being able to manually stop a Berserk, bards being able to create higher enchant sonic armaments, double attacks/spells, etc.

Characters will be required to invest a certain amount of points into the Common tier before they can access the Elite tier. They will then also be required to invest a certain amount of points into the Elite tier before they can access the Legendary tier. The abilities in each tier will get more expensive to unlock as the perceived power that those abilities represent grows. In addition, the development team intends to have a lot of chained abilities to promote certain builds. Some abilities may be exclusive of each other (so if you learn X, you can't learn Y).

Earning ATPs

To earn ATP, characters designate a specific experience percentage split to absorb from their field experience pool into their standard experience pool and their ascension experience pool. Any experience going into the ascension experience pool is experience that is not going into the standard experience pool and cannot be used for training in skills. A character who would normally absorb 30 experience per pulse who has set 50% field experience going into their ascension experience pool would gain 15 standard experience and 15 ascension experience per pulse.

Every 50,000 AEXP earned yields 1 ATP, which may then be spent on Common, Elite, or Legendary skills.

Ascension was designed to enhance character post-cap development and ensure character longevity, but is not restricted to level 100 characters. Starting at level 20, characters can select up to their level as a percentage of their experience gain towards Ascension Experience (AEXP). This means at level 20, a character can select up to 20% of their field experience going into their ascension experience pool with the remainder going into their standard experience pool. The development goal is that the average character will easily earn 10 ATPs by level 100, with an additional 5 or so ATPs being possible for more dedicated characters. This is enhanced by characters' ability to earn milestone ATP (see below).

Milestones

Characters earn milestone Ascension Training Points (ATPs) for completing certain activities.

Number Name Details
1 A Noble Effort Reach level 20
2 Great Expectations Reach level 40
3 Master of My Fate Reach level 60
4 High and Mighty Reach level 80
5 A Grand Triumph Reach level 100
6 Up to the Task 1,000,000 Bounty Points
7 Class-specific Differs by Class
8 Master of your Craft Master an Artisan Skill
9 All the World's a Stage... Acquire 10 Full RPAs (multipliers, orbs do not count)
10 Big Game Hunter Kill a Challenging Creature (Currently not available)

Class-specific

  • Cleric, Empath, Rogue, Sorcerer, Warrior, Wizard: Daily Grind -- Master a Guild Skill
  • Bard: Virtuoso -- Master an Instrument
  • Monk: The Art of War -- Tattoo 500,000 Motes
  • Paladin: A Sacred Bond -- Fully Bond with Holy Weapon
  • Ranger: Kindred Spirit -- Fully Bond with Companion

Spending ATPs

The development goal is that no character should ever maximize every ability, or even more than a handful of them. With this goal in mind, some abilities can be unlocked multiple times with an increasing skill cost for each unlock and abilities may have different set costs depending upon their perceived power. The Elite and Legendary will potentially be significantly more expensive than the Common tier, but also more impactful and character defining.

Common Tier

Common abilities, which include +statistic/skill/resistance, act as enhancives and stack with enhancive items, but are not subject to the enhancive limit and require no recharging. Each rank of +statistic ability is +1 stat, not bonus. Each +skill rank is +1 skill bonus. Each +resistance is +1% resist, but resist items and abilities do not stack and only use the largest bonus from all categories.

The first 5 ranks of each +stat/skill/resist Common ability cost 1 ATP each. Every 5 ranks after that, the cost increases by +1 ATP. As such, it will require 9 million Ascension experience just to reach rank 40 in any one individual Common ability, and there are over 70 of them.

Ascension Hunting Grounds

The development team hopes to introduce new post-capped hunting grounds that are significantly more difficult, but offer greater rewards for the effort (more Ascension experience and treasure) compared to existing options once the tiers have been released.

HELP

ASCENSION
Type System
System Combat
PSM

ASCENSION is a system verb that is part of the Player System Manager for Ascension.

Menu

USAGE: ASCENSION [option] {args} or
USAGE: ASCENSION {ability} {target} or
       ASCENSION [option] {args}

Options:
  EXP                       - View your Ascension experience and ATP
  SET #                     - Set the percent of experience to absorb as Ascension experience
  MILESTONES                - View your Ascension Milestone progress
  LEARN {ability}           - Spend Ascension Ability Training Points for abilities
  UNLEARN {ability}         - Unlearn abilities known to you for Ascension Ability Training Points
  LIST {type} [extra]       - List abilities by type
                            - {type} can be ALL, 
                            - Any profession (or PROFESSION itself) may be included at the end
  INFO                      - Displays your current ability training info
  HELP {ability}            - List information about the selected ability
  WIKI {ability}            - Show Wiki output for the selected ability
  WIKILIST                  - Show Wiki list output for abilities

Note: {ability} references above require use of the ability mnemonic.

Usage

EXP

ASCENSION EXP allows a player to view their Ascension experience and earned ATP.

Messaging
(Character), your Ascension experience is as follows:

  Ascension Experience: 0
       Absorption Rate: 0%
           ATPs Earned: 6
            ATPs Spent: 0
        ATPs Available: 6

SET #

ASCENSION SET # allows a player to set a percentage of experience to be absorbed as Ascension experience in order to gain ATPs.

Messaging
You must provide a number between 1 and 100 for the percent of normal experience you wish to absorb as Ascension experience.

MILESTONES

ASCENSION MILESTONES lists specific milestones that a character may have reached, along with gained ATPs as a result. These ATPs are earned outside of Ascension experience earned.

Messaging
(Character), your Ascension Milestones are as follows:

  ##  Milestone                     Requirement                   Acquired
  ------------------------------------------------------------------------
  1.  A Noble Effort                Reach level 20                Yes
  2.  Great Expectations            Reach level 40                Yes
  3.  Master of My Fate             Reach level 60                Yes
  4.  High and Mighty               Reach level 80                Yes
  5.  A Grand Triumph               Reach level 100               Yes
  6.  Up to the Task                1,000,000 Bounty Points       No
  7.  Cleric: Daily Grind           Master a Guild Skill          Yes
  8.  Master of your Craft          Master an Artisan Skill       No
  9.  All the World's a Stage...    Acquire 10 Full RPAs          No
  10. Big Game Hunter               Kill a Challenging Creature   No

LEARN

ASCENSION LEARN works in a similar way to other PSM verbs that allow players to learn a skill. In Ascension, LEARN can be used to add to skills, stats, or other abilities. For a full list of available skills, see the Ascension Verb: ASCENSION#LIST.

UNLEARN

ASCENSION UNLEARN works in a similar way to other PSM verbs that allow players to unlearn a skill.

LIST

ASCENSION LIST lists potential skills available for a character to train in.

Messaging
You must specify a valid tier.  Try one of the following: Common.

(Character), the following Ascension Abilities are available for you to train in:

  Skill                          Mnemonic        Ranks     Cost  Tier      Category       ID   Script
  ---------------------------------------------------------------------------------------------------
  Acid Resistance                resistacid      0/40      1     Common    Resist         89   22119
  Agility                        agility         0/40      1     Common    Stat           23   22119
  Ambush                         ambush          0/50      1     Common    Skill          41   22119
  Arcane Symbols                 arcanesymbols   0/50      1     Common    Skill          46   22119
  Armor Use                      armoruse        0/50      1     Common    Skill          31   22119
  Aura                           aura            0/40      1     Common    Stat           25   22119
  Blunt Weapons                  bluntweapons    0/50      1     Common    Skill          35   22119
  Brawling                       brawling        0/50      1     Common    Skill          40   22119
  Climbing                       climbing        0/50      1     Common    Skill          72   22119
  Cold Resistance                resistcold      0/40      1     Common    Resist         81   22119
  Combat Maneuvers               combatmaneuvers 0/50      1     Common    Skill          33   22119
  Constitution                   constitution    0/40      1     Common    Stat           21   22119
  Crush Resistance               resistcrush     0/40      1     Common    Resist         78   22119
  Dexterity                      dexterity       0/40      1     Common    Stat           22   22119
  Disarming Traps                disarmingtraps  0/50      1     Common    Skill          68   22119
  Discipline                     discipline      0/40      1     Common    Stat           24   22119
  Disintegration Resistance      resistdisintegr 0/40      1     Common    Resist         92   22119
  Disruption Resistance          resistdisruptio 0/40      1     Common    Resist         84   22119
  Dodging                        dodging         0/50      1     Common    Skill          45   22119
  Edged Weapons                  edgedweapons    0/50      1     Common    Skill          34   22119
  Electric Resistance            resistelectric  0/40      1     Common    Resist         82   22119
  Elemental Lore - Air           elair           0/50      1     Common    Skill          53   22119
  Elemental Lore - Earth         elearth         0/50      1     Common    Skill          54   22119
  Elemental Lore - Fire          elfire          0/50      1     Common    Skill          55   22119
  Elemental Lore - Water         elwater         0/50      1     Common    Skill          56   22119
  Elemental Mana Control         elementalmc     0/50      1     Common    Skill          50   22119
  First Aid                      firstaid        0/50      1     Common    Skill          74   22119
  Grapple Resistance             resistgrapple   0/40      1     Common    Resist         87   22119
  Harness Power                  harnesspower    0/50      1     Common    Skill          49   22119
  Health Regeneration            regenhealth     0/50      1     Common    Regen          95   22119
  Heat Resistance                resistheat      0/40      1     Common    Resist         80   22119
  Impact Resistance              resistimpact    0/40      1     Common    Resist         85   22119
  Influence                      influence       0/40      1     Common    Stat           29   22119
  Intuition                      intuition       0/40      1     Common    Stat           27   22119
  Logic                          logic           0/40      1     Common    Stat           26   22119
  Magic Item Use                 magicitemuse    0/50      1     Common    Skill          47   22119
  Mana Regeneration              regenmana       0/50      1     Common    Regen          93   22119
  Mental Lore - Divination       mldivination    0/50      1     Common    Skill          62   22119
  Mental Lore - Manipulation     mlmanipulation  0/50      1     Common    Skill          63   22119
  Mental Lore - Telepathy        mltelepathy     0/50      1     Common    Skill          64   22119
  Mental Lore - Transference     mltransference  0/50      1     Common    Skill          65   22119
  Mental Lore - Transformation   mltransform     0/50      1     Common    Skill          66   22119
  Mental Mana Control            mentalmc        0/50      1     Common    Skill          51   22119
  Multi Opponent Combat          multiopponent   0/50      1     Common    Skill          42   22119
  Perception                     perception      0/50      1     Common    Skill          71   22119
  Physical Fitness               physicalfitness 0/50      1     Common    Skill          44   22119
  Picking Locks                  pickinglocks    0/50      1     Common    Skill          69   22119
  Picking Pockets                pickingpockets  0/50      1     Common    Skill          76   22119
  Plasma Resistance              resistplasma    0/40      1     Common    Resist         83   22119
  Polearm Weapons                polearmsweapons 0/50      1     Common    Skill          39   22119
  Puncture Resistance            resistpuncture  0/40      1     Common    Resist         79   22119
  Ranged Weapons                 rangedweapons   0/50      1     Common    Skill          37   22119
  Shield Use                     shielduse       0/50      1     Common    Skill          32   22119
  Slash Resistance               resistslash     0/40      1     Common    Resist         77   22119
  Sorcerous Lore - Demonology    soldemonology   0/50      1     Common    Skill          60   22119
  Sorcerous Lore - Necromancy    solnecromancy   0/50      1     Common    Skill          61   22119
  Spell Aiming                   spellaiming     0/50      1     Common    Skill          48   22119
  Spirit Mana Control            spiritmc        0/50      1     Common    Skill          52   22119
  Spiritual Lore - Blessings     slblessings     0/50      1     Common    Skill          57   22119
  Spiritual Lore - Religion      slreligion      0/50      1     Common    Skill          58   22119
  Spiritual Lore - Summoning     slsummoning     0/50      1     Common    Skill          59   22119
  Stalking and Hiding            stalking        0/50      1     Common    Skill          70   22119
  Stamina Regeneration           regenstamina    0/50      1     Common    Regen          96   22119
  Steam Resistance               resiststeam     0/40      1     Common    Resist         90   22119
  Strength                       strength        0/40      1     Common    Stat           20   22119
  Survival                       survival        0/50      1     Common    Skill          67   22119
  Swimming                       swimming        0/50      1     Common    Skill          73   22119
  Thrown Weapons                 thrownweapons   0/50      1     Common    Skill          38   22119
  Trading                        trading         0/50      1     Common    Skill          75   22119
  Two Weapon Combat              twoweaponcombat 0/50      1     Common    Skill          30   22119
  Two-Handed Weapons             twohandedweapon 0/50      1     Common    Skill          36   22119
  Unbalance Resistance           resistunbalance 0/40      1     Common    Resist         86   22119
  Vacuum Resistance              resistvacuum    0/40      1     Common    Resist         88   22119
  Wisdom                         wisdom          0/40      1     Common    Stat           28   22119

LIST PROFESSION

ASCENSION LIST PROFESSION works like ASCENSION LIST but for profession-based skills.

LIST ALL

ASCENSION LIST ALL lists all available skills to train in.

INFO

ASCENSION INFO displays a character's current ability training info.

Messaging
(Character), your Ascension Abilities are as follows:

Available Ascension Ability Points: 6

HELP

ASCENSION HELP (ability) lists information about a specified ability.

Messaging
Name: Aura [aura] (#25, s22119)
Type: Passive Buff
Other Requirements: None
Available to: All
Prerequisites: 
Ascension Ability Points:
  CEIL(Rank / 5)
Mechanics: Gain +1 Aura statistic per rank

WIKI

ASCENSION WIKI (ability) outputs GSWiki code to be added to the Wiki.

See Also

Resources