- 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
Boost alchemical elixirs
Moderator: Moderator
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- Uruivellas
- Posts: 717
- Joined: Mon Jul 16, 2012 6:03 pm
Boost alchemical elixirs
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:
Re: Boost alchemical elixirs
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.
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.
Re: Boost alchemical elixirs
With how weak luck is, why not have the serendipity as +10?
My feedback meter decays into coding. Give me feedback and I make mods.
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- Wyrmic
- Posts: 212
- Joined: Tue Apr 10, 2012 5:33 pm
Re: Boost alchemical elixirs
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
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
Re: Boost alchemical elixirs
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.
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.
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- Cornac
- Posts: 33
- Joined: Thu Dec 20, 2012 7:47 pm
- Location: NorCal
Re: Boost alchemical elixirs
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.
Re: Boost alchemical elixirs
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.
Re: Boost alchemical elixirs
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.
For Stoneskin, I think very minor +% phys resist could also fit. And on Brawn, tempted to say +heal modifier instead of -fatigue.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Boost alchemical elixirs
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.
I am in general a fan of these changes.
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- Wyrmic
- Posts: 212
- Joined: Tue Apr 10, 2012 5:33 pm
Re: Boost alchemical elixirs
Some thoughts on the list
How about +10% movement speed? It becomes more interesting for more builds
Good
Maybe make it give + 0.2 mastery to a random unlocked talent tree making it a gamble? It may even replace stats giving entirely
It's better, but it will stay the third potion I go for with rogues\archers\brawlers and no touching it with othersFox: +3 Dexterity/Cunning, +8 Accuracy, +10 See Stealth/Invis.
How about +10% movement speed? It becomes more interesting for more builds
Crit negation is always good for survivability, may take it with low HP charactersAvoidance: +6 Defense, +10% Crit Negation.
APR is not the most useful stuff, it will remain the never take potion for me. I think + accuracy fits there better than FoxPrecision: +4% Physical Crit, +8 APR.
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
Boring and still meh. With boost to other potions it's better to go for other +6 to attributesMastery: 6 Stat Points.
Maybe make it give + 0.2 mastery to a random unlocked talent tree making it a gamble? It may even replace stats giving entirely
I love armor hardiness still want more. Maybe add +5% resist physical? or +5 resist physical capStoneskin: +4 Armor, +10% Armor Hardiness.
Want more here. +stramina regen. Maybe health regen. Maybe +% health regeneration.Brawn: +3 Strength/Constitution, -5% Fatigue.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Boost alchemical elixirs
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.
- 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.
Re: Boost alchemical elixirs
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.
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.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Boost alchemical elixirs
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.
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- Wyrmic
- Posts: 212
- Joined: Tue Apr 10, 2012 5:33 pm
Re: Boost alchemical elixirs
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 treesRazakai 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. .
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

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....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
No, just +0.1 mastery, whatever cat point boosts may come later
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- Uruivellas
- Posts: 744
- Joined: Thu Nov 18, 2010 6:42 pm
Re: Boost alchemical elixirs
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.
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.