Currently, while there are several alchemist talents that use up gems (refurbishing your golem, gem portal, etc), the type of alchemist gem you're using only seems to matter for your basic explosive attack.
Perhaps the level of the gem you're using should cause the power of other alchemist-gem fueled talents to scale up as well? Repairing your golem could restore more health with higher-grade gems, at least -- gem portal could be a bit trickier to scale effectively since it has fewer obvious variables to fiddle with, but I suppose its range could go up.
Perhaps using these talents with gems that cause a non-targeted effect when fired (such as the mana or HP recovery ones) could also trigger this effect?
Alchemist gem rating and alchemist skill scaling.
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Re: Alchemist gem rating and alchemist skill scaling.
IMO alchies are like bows/slings and ammo, kinda stuck between a very old beta and some new beta. As near as I can tell, refit golem scales with gem quality level, but it doesn't factor in the golem's current maximum health (so with golem resilience adding in 40 health per talent level, refit golem gets more and more useless at low levels). Refit golem also lets you fiddle with its equipment, but you can do that without wasting ammo and mana by switching control over to your golem and bringing its inventory screen up.
Maybe split the heal spell component off entirely, and leave the bit that brings up the chat window for gems and runes? We can easily modify the golem's wielded weapon choices by controlling it, so we don't need refit golem asking if we'd like to change its weapon/armour loadout. (For simplicity's sake we wouldn't need the gems and runes part either, but IMO it fits more with the lore that the alchie him/herself is modifying the gems and runes.)
Heal Golem would scale with magic/spellpower, the quality of the gem you're using, and the maximum health of the golem. The heal bit would be capable of critting, but without the crit would cap at something around 20-33% of the golem's health. At 5/5 Gem Golem, there could be a chance to give a temporary bonus to the golem depending on the gem used, or the gems already in the golem. (If there's a way for the game to access what the original gem used to heal the golem would have given if worn, let it be that; otherwise let it be the gem types the golem has already).
Apologies if this is already in the SVN, but if the tooltip for gems (for alchemists at least) could show the extra effect the gem has when converted into an alchemist gem, it'd be appreciated.
Maybe split the heal spell component off entirely, and leave the bit that brings up the chat window for gems and runes? We can easily modify the golem's wielded weapon choices by controlling it, so we don't need refit golem asking if we'd like to change its weapon/armour loadout. (For simplicity's sake we wouldn't need the gems and runes part either, but IMO it fits more with the lore that the alchie him/herself is modifying the gems and runes.)
Heal Golem would scale with magic/spellpower, the quality of the gem you're using, and the maximum health of the golem. The heal bit would be capable of critting, but without the crit would cap at something around 20-33% of the golem's health. At 5/5 Gem Golem, there could be a chance to give a temporary bonus to the golem depending on the gem used, or the gems already in the golem. (If there's a way for the game to access what the original gem used to heal the golem would have given if worn, let it be that; otherwise let it be the gem types the golem has already).
Apologies if this is already in the SVN, but if the tooltip for gems (for alchemists at least) could show the extra effect the gem has when converted into an alchemist gem, it'd be appreciated.
Re: Alchemist gem rating and alchemist skill scaling.
+1Hedrachi wrote: Heal Golem would scale with magic/spellpower, the quality of the gem you're using, and the maximum health of the golem. The heal bit would be capable of critting, but without the crit would cap at something around 20-33% of the golem's health.
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