Boost alchemical elixirs

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Zonk
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Re: Boost alchemical elixirs

#16 Post by Zonk »

Hachem_Muche wrote: 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.
Unless this can be made retroactive I'd really be against that. No one of the other elixirs give less of a benefit if you take them later :(

I also agree that Mastery could perhaps be boosted simply by raising the amount of stat points. It's true that unlike the +3/+3 potions, you can choose where the bonus goes specifically HOWEVER that also means that it respects racial stat caps, which the pure stat bonuses potions don't(IIRC).

It could even be made 8 stat points, actually, since you're talking of giving the +stat elixirs other secondary benefits...
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Doctornull
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Re: Boost alchemical elixirs

#17 Post by Doctornull »

Zonk wrote:
Hachem_Muche wrote: 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.
Unless this can be made retroactive I'd really be against that. No one of the other elixirs give less of a benefit if you take them later :(
How about +1.0 or +0.5 life per point of Con? That's similar to +1 life rating, and works statelessly.
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Hachem_Muche
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Re: Boost alchemical elixirs

#18 Post by Hachem_Muche »

If the idea is a good one, working out the math won't be a problem. So boosting life rating and then awarding some bonus hps based on current con would work well enough probably.
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SageAcrin
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Re: Boost alchemical elixirs

#19 Post by SageAcrin »

Second draft based on feedback;

Fox: +3 Dexterity/Cunning, +10% Movement speed.
Avoidance: +6 Defense, +10% Crit Negation.
Precision: +4% Physical Crit, +5 APR/Accuracy.
Mysticism: +3 Magic/Willpower, +0.5 Mana Regeneration.
Savior: +4 all saves, +10% resistance to Poison/Bleed/Confusion/Stun/Silence/Disease.
Mastery: 0.05 bonus to all categories+four stat points. If that's not easily doable(This really should stick to easy code), four stat points+2% alldamage.
Explosive Force: +4% Spellcrit, +4% Mindcrit, +5% Crit Modifier. (I can't come up with a good reason Mindcrit classes should be left out on potions.)
Serendipity: +5 Luck, +(0 to 2, randomly determined) to other stats. (If randomized potions are bad, Wyrm Bile definitely should not exist and is as such a question of bigger scope than just this.)
Brawn: +3 Strength/Constitution, (+1 Life Modifier or -10% Fatigue, depending on how people feel about life modifier.)
Stoneskin: +4 Armor, +10% Armor Hardiness.

Incidentally, I object to having backwards-impact on Brawn; It's much easier to balance with a flat rate life bonus in that case. Life Rating's more interesting due to the fact that it's not an immediate impact but requires immediate grabbing of a potion to get the highest impact, which is an interesting choice that makes the (relatively high) amount of +life it ends up giving rather reasonable.
Last edited by SageAcrin on Mon Jan 13, 2014 7:03 pm, edited 1 time in total.

Delmuir
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Re: Boost alchemical elixirs

#20 Post by Delmuir »

SageAcrin wrote:Second draft based on feedback;

Fox: +3 Dexterity/Cunning, +10% Movement speed.
Avoidance: +6 Defense, +10% Crit Negation.
Precision: +4% Physical Crit, +5 APR/Accuracy.
Mysticism: +3 Magic/Willpower, +0.5 Mana Regeneration.
Savior: +4 all saves, +10% resistance to Poison/Bleed/Confusion/Stun/Silence/Disease.
Mastery: 0.05 bonus to all categories+four stat points. If that's not easily doable(This really should stick to easy code), four stat points+2% alldamage.
Explosive Force: +4% Spellcrit, +4% Mindcrit, +5% Crit Modifier. (I can't come up with a good reason Mindcrit classes should be left out on potions.)
Serendipity: +5 Luck, +(0 to 2, randomly determined) to other stats. (If randomized potions are bad, Wyrm Bile definitely should not exist and is as such a question of bigger scope than just this.)
Brawn: +3 Strength/Constitution, (+1 Life Modifier or -10% Fatigue, depending on how people feel about life modifier.)
Stoneskin: +4 Armor, +10% Armor Hardiness.
I really like the Fox and Mastery ideas… this would really give some appeal to each of these.

I'm still not sold on the Savior potion though. What if the potion, instead of giving a bonus to resistances, instead gave a more unique (savior-like) bonus: x% chance to reduce damage IF a blow would have killed the hero? Make it applicable only once a turn.

SageAcrin
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Re: Boost alchemical elixirs

#21 Post by SageAcrin »

I'm not against weirder bonuses, like some of those suggested.

I'm just trying to come up with simple to code versions, so that a fairly low impact decision doesn't require hours of coding a rebalance for. :)

Delmuir
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Re: Boost alchemical elixirs

#22 Post by Delmuir »

Good point. I suppose I don't have an appreciation for the complexity of my suggestion...

SageAcrin
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Re: Boost alchemical elixirs

#23 Post by SageAcrin »

Well, basically you'd code a new talent, and then have the potion grant the talent, is the simplest way.

This would take about 10x the code as just having a flat stat boost.

Which still isn't a huge amount of code, of course...

RandomKesaranPasaran
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Re: Boost alchemical elixirs

#24 Post by RandomKesaranPasaran »

Mostly looks good, though neither proposal for Mastery excites me and I am pretty strongly opposed to attaching life rating boosts to any alch reward given the nature of how the quests work, so the fatigue reduction seems the better option there.

Zonk
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Re: Boost alchemical elixirs

#25 Post by Zonk »

As someone replied to me - life rating can be made sorta-retroactive by giving a max life bonus.
Also, +10% heal mod might be a good alternative to the fatigue, and might even be more attractive for some builds (though less for Afflicted, I guess). 10% might be too much, though...
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SageAcrin
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Re: Boost alchemical elixirs

#26 Post by SageAcrin »

10% healing modifier might be a better option, yeah.

A little less thematic than -Fatigue or -Life Modifier, though.

Ivels
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Re: Boost alchemical elixirs

#27 Post by Ivels »

Another idea for Elixir of the Fox - how about a level of Track skill, similar to escort reward from zigur betrayal? It's thematic with foxes and would be incredibly helpful for magical characters that lack foresight options.

Gauntlets of the nighthunter, body armors of delving and watchleader's lamps already offer this skill at 2.0 mastery, so a .8 in Track from elixir doesn't seem incredibly overpowered to me.

RandomKesaranPasaran
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Re: Boost alchemical elixirs

#28 Post by RandomKesaranPasaran »

You know, thinking on it some, I think I'd rather see Mastery get replaced with a mindcrit elixir. An across the board boost to category mastery doesn't sit well with me (+0.05 is near-worthless, some people might claim +0.1 is too strong), same with an alldam% boost. The only other suggestion for it I can think of is more stats (8 was suggested and I think that's a good number if people want to say Mastery should stay) and frankly that's boring. I'm not very concerned about the whole mindclasses building cunning issue that came up because quite frankly so do a number of phys/magic classes, and +mindcrit% seems like a fairly odd lack.

If nothing else, another elixir with a niche seems more appealing to me than trying to adjust and balance the nicheless wonder that is Mastery, although I can't claim to have particularly strong feelings in this regard.

HousePet
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Re: Boost alchemical elixirs

#29 Post by HousePet »

A selectable blanket buff isn't very interesting.
A mind crit bonus flavour potion would be.
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Delmuir
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Re: Boost alchemical elixirs

#30 Post by Delmuir »

What if Mastery gave you four stat points AND raised the cap on all stats by four?

Or whatever… I'm sure someone will have a better handle on the balance...

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