We need more potions!
Moderator: Moderator
We need more potions!
I think that ToME could use more potions from the alchemist quest. Don't know how to incorporate them. Here are some ideas:
1. Potion of mental clarity - Permanent +4% mental critical chance. (Why is this potion not here when there are spellcrit and physical crit potions?)
2. Potion of shards - Permanent 4.00 physical damage on hit.
3. Potion of resilience - Permanent +1% resist all.
4. Potion of speedy feet - Permanent +3% movement speed.
5. Potion of regeneration - Permanent +0.5 life regen.
1. Potion of mental clarity - Permanent +4% mental critical chance. (Why is this potion not here when there are spellcrit and physical crit potions?)
2. Potion of shards - Permanent 4.00 physical damage on hit.
3. Potion of resilience - Permanent +1% resist all.
4. Potion of speedy feet - Permanent +3% movement speed.
5. Potion of regeneration - Permanent +0.5 life regen.
Re: We need more potions!
I don't think mind crit existed until many, many versions after the alchemist quests were introduced. Resilience seems awful, shards isn't much better. Speedy feet and regeneration are both solid.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: We need more potions!
Awful as in bad? Because I'd take 1% resist all over .5 life regen any time. After all, if you recieve a total of 800 damage in a fight, that'll be 8 damage prevented. The regen would take 16 turns being below max hp to achieve the same effect. In fights that matter it never takes that long o.o
Re: We need more potions!
I'd prefer to simply see the Mind Crit folded into the spell crit elixir
Re: We need more potions!
I would think the movement speed should be more meaningful, like 5% at least. Also I agree that the mind critical should be added to the other critical potion. A resist all would be nice. Though 1% seems low... Maybe 2-3%.
Re: We need more potions!
If DarkGod doesn't want to add more potions, that would be a good option.Elkan wrote: I'd prefer to simply see the Mind Crit folded into the spell crit elixir
3% is definitely way too much, but 2% might be reasonable.Nori wrote:I would think the movement speed should be more meaningful, like 5% at least. Also I agree that the mind critical should be added to the other critical potion. A resist all would be nice. Though 1% seems low... Maybe 2-3%.
However, potions definitely need to be redone some more, especially with all the new updates. The potion of invulnerability, for instance, is broken for characters with precognition, as they can use the potion to avoid being killed for free if they don't want to keep their precognition.
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- Uruivellas
- Posts: 717
- Joined: Mon Jul 16, 2012 6:03 pm
Re: We need more potions!
Isn't precognition supposed to reset on death anyway? I know your death sticks sometimes, but I thought that was just a glitch (since you aren't really dying; you're just looking into the future and seeing that you might die). It's only potentially exploitable when you can actually accomplish something in a "fake" timeline that carries over to the "real" one, like with Cease to Exist.eliotn wrote:However, potions definitely need to be redone some more, especially with all the new updates. The potion of invulnerability, for instance, is broken for characters with precognition, as they can use the potion to avoid being killed for free if they don't want to keep their precognition.
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- Wayist
- Posts: 24
- Joined: Wed Jun 16, 2010 6:08 am
Re: We need more potions!
3% is definitely not way too much - consider that you get 3% for ONE generic talent point, and there's a potion that gives you two. A potion that SPECIFICALLY FOCUSES on a stat should AT LEAST be equal to one generic talent point. (That every single class can get!) It's already a complete given that almost every character will take the potion of focus and foundations, so we don't need more useless potions that you only get as a crappy second option if you got unlucky and missed one of those two. Hell, there's a racial that increases crit rate by 2%, and the potion increases it by 4% - that's TWO talent points worth. I don't think doubling it would necessarily be reasonable for resist all, being the best stat, but 3-4% seems good to me.eliotn wrote:If DarkGod doesn't want to add more potions, that would be a good option.Elkan wrote: I'd prefer to simply see the Mind Crit folded into the spell crit elixir
3% is definitely way too much, but 2% might be reasonable.Nori wrote:I would think the movement speed should be more meaningful, like 5% at least. Also I agree that the mind critical should be added to the other critical potion. A resist all would be nice. Though 1% seems low... Maybe 2-3%.
However, potions definitely need to be redone some more, especially with all the new updates. The potion of invulnerability, for instance, is broken for characters with precognition, as they can use the potion to avoid being killed for free if they don't want to keep their precognition.
I'm not sure why you think potions of invulnerability are broken for precognition, considering precognition sends you back to when you first cast it, without fail, whether or not you drank the potion? Drinking it during a precognition 'vision' accomplishes absolutely nothing, since you either a. go back in time when the time runs out, or b. go back in time when you die.
Come to think of it though, it could probably be used in 'choose the threads' or whatever that Paradox Mage ability that allows them to have 3 precognitions and pick one is, since death actually kills you there. Though, the chances of a paradox mage getting the invulnerability potion is already pretty low, and almost all paradox mages probably won't take that ability.
Re: We need more potions!
Life regen stacks with heal mod, though, and you can get a lot of heal mod.NEHZ wrote:Awful as in bad? Because I'd take 1% resist all over .5 life regen any time. After all, if you recieve a total of 800 damage in a fight, that'll be 8 damage prevented. The regen would take 16 turns being below max hp to achieve the same effect. In fights that matter it never takes that long o.o
Sorry about all the parentheses (sometimes I like to clarify things).
Re: We need more potions!
The racial isn't a good comparison for every class, as the racial affects all types of crit, while potions only increase spellcrit or physcrit. And I am not sure if that shalore ability is really powerful, considering that crit boosting items can be found in the lategame.Wolpertinger wrote: 3% is definitely not way too much - consider that you get 3% for ONE generic talent point, and there's a potion that gives you two. A potion that SPECIFICALLY FOCUSES on a stat should AT LEAST be equal to one generic talent point. (That every single class can get!) It's already a complete given that almost every character will take the potion of focus and foundations, so we don't need more useless potions that you only get as a crappy second option if you got unlucky and missed one of those two. Hell, there's a racial that increases crit rate by 2%, and the potion increases it by 4% - that's TWO talent points worth. I don't think doubling it would necessarily be reasonable for resist all, being the best stat, but 3-4% seems good to me.
I'm not sure why you think potions of invulnerability are broken for precognition, considering precognition sends you back to when you first cast it, without fail, whether or not you drank the potion? Drinking it during a precognition 'vision' accomplishes absolutely nothing, since you either a. go back in time when the time runs out, or b. go back in time when you die.
Come to think of it though, it could probably be used in 'choose the threads' or whatever that Paradox Mage ability that allows them to have 3 precognitions and pick one is, since death actually kills you there. Though, the chances of a paradox mage getting the invulnerability potion is already pretty low, and almost all paradox mages probably won't take that ability.
Resist all is extremely good to have, which is why I made the bonus comparatively low, it is effectively a % increase to health and shields and healing that keeps increasing with more resist. It synergizes extremely well with abilities/stats that block X damage, like the block ability or armor or mindslayer shields, as it will cause the blocking ability to block more damage. I think 2% resist all is tempting enough as a potion. Thick skin is pretty much standard for building anything, because 3% resist all for a generic is a good trade.
Woah cool you can die in precognition. I guess its mostly useful in cease to exist, if you are absolutely sure you can kill the target with it.
Re: We need more potions!
2% would be good enough for me to take it. 3% would be good enough for me to take it every game without fail. Thing is, resists get better the more you have. For example, if you have a weapon with 6% resist all and 5/5 thick skin, you have a total of 21% resist all. Add to that another 3% and you take 76% instead of 79% damage. That's 3,8% less damage. ...not as impressive as I thought before I calculated it
(is there good gear with resist all? I only know of it on weapons and I useally don't take those)
Still, the .5 hp regen looks underpowered to me. You can get a full 1hp regen for 1 class point. And while you can up the regen with health mods, that won't increase your damage capacity short term the way resists do. With which I mean the damage spikes you can take on in 1 or 2 turns. Then again, while I often take some health mod I never really maxed it out. Would 2hp/turn regen for a potion be overpowered?
New potion ideas:
+12% critical multiplyer
+10% crit reduction
+4% healing mod

Still, the .5 hp regen looks underpowered to me. You can get a full 1hp regen for 1 class point. And while you can up the regen with health mods, that won't increase your damage capacity short term the way resists do. With which I mean the damage spikes you can take on in 1 or 2 turns. Then again, while I often take some health mod I never really maxed it out. Would 2hp/turn regen for a potion be overpowered?
New potion ideas:
+12% critical multiplyer
+10% crit reduction
+4% healing mod
Re: We need more potions!
+12% critical multiplier sounds like way too much. 6-8% sounds more reasonable.
What does +10% crit reduction do?
What does +10% crit reduction do?
Re: We need more potions!
I think that's the stat that armor training gives while wearing heavy armor.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: We need more potions!
There's a t5 artifact cloak that gives 8% resist all.NEHZ wrote:(is there good gear with resist all? I only know of it on weapons and I useally don't take those)
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: We need more potions!
It is indeed, it's got it's own place on your char sheet.bricks wrote:I think that's the stat that armor training gives while wearing heavy armor.
You're right, I put that one a bit high.eliotn wrote:+12% critical multiplier sounds like way too much. 6-8% sounds more reasonable.
About the incorperation of the potions, how about just giving each alchemist more potions, but still have the quest complete as soon as 3 of the same alchemist are finished? This would have the least impact on the current balance. You could also add new alchemist(s), but if the game can spread it's random accomplishments over more alchemists the chance to get more than 3 potions increases.