Boost alchemical elixirs

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Mewtarthio
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Boost alchemical elixirs

#1 Post by Mewtarthio »

Right now, the elixirs of focus and foundations are by far the most attractive of the elixirs. +3 to two stats rarely compares to the value of two talent points; certainly, I've never seen anyone plan their builds around any other elixir. Thus, I believe the other exilirs should be boosted to be more exciting. Some suggestions:
  • Fox: +See stealth
  • Avoidance: Crit reduction (as per Armour Training)
  • Precision: +APR
  • Mysticism: Token mana regen
  • Savior: ~10% immunity to a random number of status effects
  • Mastery: Just straight make it stronger (6 points would match the two-levelup magnitude of focus and foundations)
  • Explosive Force: +mindrcit as well; +crit power in general
  • Serendipity: Shortly after drinking the elixir, the player has a wilderness encounter randomly chosen from a list (maybe something cute but pointless, maybe a free artifact, maybe an ambush with a randboss who drops several gems and a t5 randart!)
  • Brawn: Fatigue reduction; +carrying capacity
  • Stoneskin: +Armor hardiness

SageAcrin
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Re: Boost alchemical elixirs

#2 Post by SageAcrin »

Hmmm, based on relative usefulness and impact of the secondary elixirs and how much I see them used/comments on them(Generally critical/non-Mastery stat potions get used the most by far, ignoring the obviously-no-buffs-needed Foundations/Focus), I can think of values for these. Lemme see...

Fox: +3 Dexterity/Cunning, +8 Accuracy, +10 See Stealth/Invis.
Avoidance: +6 Defense, +10% Crit Negation.
Precision: +4% Physical Crit, +8 APR.
Mysticism: +3 Magic/Willpower, +0.5 Mana Regeneration.
Savior: +4 all saves, +10% resistance to Poison/Bleed/Confusion/Stun/Silence/Disease. (A more stable effect is better than people feeling they got double gypped when they get the potion and then don't get what they want for resists.)
Mastery: 6 Stat Points.
Explosive Force: +4% Spellcrit, +4% Mindcrit, +5% Crit Modifier.
Serendipity: While I'm not against the suggestion, a simple option is good too. +5 Luck, +(0 to 2, randomly determined) to other stats.
Brawn: +3 Strength/Constitution, -5% Fatigue.
Stoneskin: +4 Armor, +10% Armor Hardiness.

HousePet
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Re: Boost alchemical elixirs

#3 Post by HousePet »

With how weak luck is, why not have the serendipity as +10?
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Strongpoint
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Re: Boost alchemical elixirs

#4 Post by Strongpoint »

Mysticism: +3 Magic/Willpower, +0.5 Mana Regeneration.
Yes, Yes,Yes) My non mana using staff channelers want this

But isn't it too good for natural mana users? 0.25 or 0.1 sound better, especially considering that it is rather good potion for casters anyway

SageAcrin
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Re: Boost alchemical elixirs

#5 Post by SageAcrin »

0.5 isn't a huge amount of Mana; Even with Manasurge you're netting maybe 50-100 extra mana over ten turns due to it. Nice, but not gamebreaking, and endgame mana regen gear tends to give notably more.

I think having Serendipity just grant randomized stat bonuses keeps it balanced out, but I don't know that making it +10 overpowered. It'd probably be harmless.

Gatewalker
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Re: Boost alchemical elixirs

#6 Post by Gatewalker »

I would actually care about other potions besides Focus/Foundation if they had extra bonuses like this. I'd PROBABLY still go for those two first, but if I didn't get one I wouldn't feel bad, since I'd have other good stuff to get. Hell, this might actually make me beeline for Savior or Mysticism in some builds.

Delmuir
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Re: Boost alchemical elixirs

#7 Post by Delmuir »

For Savior, I'd like to suggest this: + 4 for all saves and then +5% to half of your resistances and a +5% to the cap of half of your resistances.It'd be possible to get the +5% and +5% cap on the same resistance.

Zonk
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Re: Boost alchemical elixirs

#8 Post by Zonk »

Boosting the non generic/class potions would be nice, but I really suggest avoiding adding a random component to any of them (except PERHAPS the Serendipity one).


For Stoneskin, I think very minor +% phys resist could also fit. And on Brawn, tempted to say +heal modifier instead of -fatigue.
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Sirrocco
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Re: Boost alchemical elixirs

#9 Post by Sirrocco »

I'll second the "not random except maybe serendipity" part. The quest is random enough as it is.

I am in general a fan of these changes.

Strongpoint
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Re: Boost alchemical elixirs

#10 Post by Strongpoint »

Some thoughts on the list
Fox: +3 Dexterity/Cunning, +8 Accuracy, +10 See Stealth/Invis.
It's better, but it will stay the third potion I go for with rogues\archers\brawlers and no touching it with others
How about +10% movement speed? It becomes more interesting for more builds
Avoidance: +6 Defense, +10% Crit Negation.
Crit negation is always good for survivability, may take it with low HP characters
Precision: +4% Physical Crit, +8 APR.
APR is not the most useful stuff, it will remain the never take potion for me. I think + accuracy fits there better than Fox
Savior: +4 all saves, +10% resistance to Poison/Bleed/Confusion/Stun/Silence/Disease. (A more stable effect is better than people feeling they got double gypped when they get the potion and then don't get what they want for resists.)

Good
Mastery: 6 Stat Points.
Boring and still meh. With boost to other potions it's better to go for other +6 to attributes
Maybe make it give + 0.2 mastery to a random unlocked talent tree making it a gamble? It may even replace stats giving entirely
Stoneskin: +4 Armor, +10% Armor Hardiness.
I love armor hardiness still want more. Maybe add +5% resist physical? or +5 resist physical cap
Brawn: +3 Strength/Constitution, -5% Fatigue.
Want more here. +stramina regen. Maybe health regen. Maybe +% health regeneration.

Doctornull
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Re: Boost alchemical elixirs

#11 Post by Doctornull »

These are some great ideas. My suggestions:

- Please no bonus to %mindcrit, since Mindpower guys stack Cunning anyway. A bonus to %crit damage will benefit Mindpower guys enough.

- Please no random bonus, that's just asking for the potion to be ignored or save-scummed or only (ab)used by Chronomancers. Savior giving a re-try on a failed saving throw, with a 5 turn cooldown, would be far more interesting. Alternately, Serendipity could give a Luck check on some kinds of failed saves, again with a cooldown of several turns. Or maybe both, so you could really stack your condition-avoidance mechanics and skip out on condition-fixers.

- Multiple potions can augment the same effect, like Stoneskin could grant +5% resist cap to all resistances, and so could Savior. Then if you want the +10% resist cap, you get both for ultimate defense. That kind of stacking could make potion combos more interesting, if done right.

- Precision could grant Physical respen in addition to %physcrit and APR. Some characters have a tough time with Physical damage resist, and it makes the potion interesting to some Mage and Psion builds as well.

- Mastery could also make the Wyrm Bile grant +1 extra cat point. So you get a 'meh' benefit early game and a better perk late-game. If you've already consumed the Wyrm Bile, of course, you get the +1 cat point when you drink the Potion of Mastery. This is borderline overpowered, maybe over the border. Hmm.
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Zonk
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Re: Boost alchemical elixirs

#12 Post by Zonk »

Delayed benefit on mastery elixir sounds very...odd.

What if it gave like, +0.05 to ALL masteries(retroactive if you pick up new trees though escorts and the like, if mechanically possible)? I think SLIGHTLY increasing talent masteries might be fitting, but it would have to be a very, very small(but still noticeable in some cases)bonus.
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Razakai
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Re: Boost alchemical elixirs

#13 Post by Razakai »

I think Mastery giving +stats and a unique type of category point that can only be used to improve, rather than unlock, would be best. Of course category point buffing is underwhelming at the moment, so this might need to go in with the mastery buffs in the other topic.

Strongpoint
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Re: Boost alchemical elixirs

#14 Post by Strongpoint »

Razakai wrote:I think Mastery giving +stats and a unique type of category point that can only be used to improve, rather than unlock, would be best. .
I think it possible to make a dialog right after, but if it to give +0.1 with your choice, I think +0.1 to mastery is enough without stat bonuses. It becomes one of the better potions. After all that is equal to two generics\class points on maxed trees
And +0.2 looks to strong comparing to other potions, after all that is +4 talent points on a maxed tree

Weird proposal: Make potion of Mastery give +0.02 to all known trees giving microbonus to just everything :lol:

Of course category point buffing is underwhelming at the moment, so this might need to go in with the mastery buffs in the other topic
It's underwhelming for a category point, cause other uses for cat point are just better. If it will be buffed, potion granting a category point is too much....
No, just +0.1 mastery, whatever cat point boosts may come later

Hachem_Muche
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Re: Boost alchemical elixirs

#15 Post by Hachem_Muche »

I'd say no to any increase in resist caps. We've seen how powerful 100% resists can be.
How about adding +1 or +2 life rating to Brawn? Would make it more interesting for non-physical builds while providing a reward for getting it first.
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