Discussion in   Suggestions   started     12 years ago   March 08, 2013, 02:17:45 PM   by   varkam

Player's pot

varkam
Offline
46 Posts
Topic :   Player's pot
12 years ago  March 08, 2013, 02:17:45 PM

I think 1 thing we lack here is the use of the alchemy skill...


I dont say make Gheal pot heal for +200hp, str pot giving +12938021389 str bonus for 24h, but some stuff could be made whitout being too OP. I also see more works for player (quest, ect) to improve game play

Tolerance
First, for all good system, there need to be restriction. I see 2 ways I personaly like, first a kind of cap, that we could call tolerance to the intoxication (in real life, the effects of plants and drugs humans use are a reaction to the toxics to the plants). The human body create a tolerance to the toxins in the drugs. making less effective the more you use.


The way I see it, is add a kind of check. All player could start whit a max tolerance lvl of 50. let say you drink a Gheal pot, it heal you for XXhp, and add 20 tolerance. your tolerance is now at 20/50. every few second, you loose 1 tolerance. The more tolerance you have, the less the pot heal. Let say a Gheal heal for 100 hp. you drink one at


0/50 tolerance and it give 100hp (maximum effect)
10/50 tolerance and it give 80hp
25/50 tolerance and it give 50hp.


Here is the calculation I used : [size=78%](tolerancelvl x10 % by mtolerancelvl = % reduction in pot effect)[/size]
This would also allow you to add a way (rare drop on a boss/champ) to get more maxtolerancelvl, whit a cap (75?) so higher mtolerance = lower effect reduction on pots. This system is to lower the pot spamming, since the more you use, the less effect, and waiting more between pots increase the effects. This could only be applyd to heal pots, but even on +bonus pots (if scripter feel like doing it xD)


Also, adding rare reagan droped from some places (special mobs of a quest whit multiple stages?) so the special pots cant be crafted unfinitly. The more "usefull" ingreadiant being rarer.


Kind of pots could be +stats/effects (Hit effect?, Reflect, stats, mass paralyse (kinda like Volcano from Druid book but whit modified effects), HoT, Self res, etc. all whit a "good timer" (nobody like spamming pot every 30-60s to keep effects)

The reag could be added a little like how Zelda quest work; get me X item (reag) from X mob, and it give you location of next item to get, whit a special boss at end (champ/peerless kind?)

Anyway, just an idea, as usual :)



Soronume
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30 Posts
#1 Re :   Player's pot
12 years ago  March 09, 2013, 10:40:41 PM

Varkam, I understand where you are coming from, mate. I have to disagree, though. The original game mechanics for potions already more than takes care of this issue. I do not think you see players using it as much for two reasons. This is a small shard; tactics travel slowly on smaller shards, and players have no skill caps so they already have 4 or 5 different methods readily available to them in order to solve the problem at hand. Eventually, we will start seeing players that have mastered the perfect balance of being able to call into action all the skills that are at their disposal, but it can be an overwhelming thing in the early days. It took people years to perfect their skills with a mage where you were capped at 720 skill points. Imagine how long it could take to perfect a character with 4k skill points at their disposal?

But let us take a look at pots as they are. Greater Heal Pots heal a base damage of 20 - 25 hp and they can be taken in conjunction with band-aids and magical healing means. For every 33 points of alchemy skill, the base effects of all heal potions will raise by 10%. So GM Alchemy provided a 30% bonus. When you add in the results of gear, you get some pretty sic results. On OSI, you were limited by items in the game that enhanced potion and the skill cap on alchemy of 100. So OSI had a soft cap, meaning there was no ceiling other than the limits of your skill and items, of 80%.

I haven't been around long enough to have taken an accurate inventory of all the hardcore enhance potion gear that is available to us here, but I know of some people with like 170 parry because of the socket system. Apply that to alchemy and you've got a soft cap on the bonus from skill at about 51%, perhaps more. With items and tools at your disposal here, I'm making an educated guess that you could pull another 80% bonus in enhance potions. That gives you 131% added onto your greater heal base of 20 - 25, giving you a new range of 46.2 to 57.75. I'd say that ten will get you twenty that I am underestimating the potential here that is allowed by the intelligent application of the current system.

Now that is outstanding for heal pots, but it makes people impervious to the worst poisons when you take into account cure pots, but do you want to know where the most outstanding gains in the pot system comes from? Champion spawns, my friend.

How? I am not sure that I am ready to share that information with the world yet. A little research and you could put two and two together, though. All I will say is that it will leave people saying, "What's a wither?" :P

Your Fellow Evolutionite,

Lord Soronume