I'd really like to know whats going on with this & what the community is looking for regarding Alchemy. ^^ my thoughts on this or things Id like to see...
I believe they will keep the breaking down of these about the same just different recipes. I really like this aspect of Alchemy, so I hope that it stays.
I don't know about the rest of you, but every Final Fantasy game I ever played I found myself using these ALL the time (FFXI is the exeption for me where I only ever found myself poping Megaelixers for solo BCNM or Wings for stuff like KV or Bv2). I feel these need to make a strong comeback in FFXIV, so we can recapture more of that FF feel.
(May only carry x12 of any item "In Your Pouch" at a time. Can only use items/food out of your pouch. Something is needed to separate the ability to use in the field vs crafting a bunch to sell. Something like not being able to add items to your pouch while you/PT members are engaged or while you/PT have enmity on any target)
-20 to 30 sec Linked Cooldown-
Chocobo Down Remedy - Removes Heavy
Treant Root Remedy - Removes Bind
Funguar Shriek Remedy - Removes Sleep
Aurelia Kiss Remedy - Removes Poison
Coeurl Eye Remedy - Removes Blind
Pixie Tongue Remedy - Removes Silence
Wyvern Skin Remedy - Removes Petrification
Cactuar Foot Remedy - Removes Slow
-Lasts 3min +5 to +10 resist & they don't stack-
Ice Veil Booster - +Ice Resist
Wind Veil Booster - +Wind Resist
Fire Veil Booster - +Fire Resist
Earth Veil Booster - +Earth Resist
Lightning Veil Booster - +Lightning Resist
Water Veil Booster - +Water Resist
-Linked Cooldown 20 to 30 sec-
r10+ Potion = 100HP
r30+ Hi-Potion = 200HP
r50+ X-Potion = 300HP
r10+ Ether = 75MP
r30+ Hi-Ether = 150MP
r50+ X-Ether = 225MP
r10+ Elixir = 50HP/50MP
r30+ Hi-Elixir = 100HP/75MP
r50+ X-Elixir = 200HP/100MP
-30 min Cooldown-
r30+ Phoenix Down = Reraise 1 effect same as getting an R1
-30 min Linked Cooldown-
r30+ Icarus Wing = 1000TP
r50+ Daeudalus Wing = 2000TP
Any adjustments should all focus on keeping these from being abused, but still powerful enough for people to want to use them on a regular basis.
The concept came from my friend Dao Sama about 1-2 months ago & this write up is my attempt at making it work :P
Combining and breaking down tiers of materia ^^. I pretty much npc/toss all tier 1, 2 & NQ3 materia, so this would be a great way to put them to use & give more incentive for lower lvl players to Meld & sell materia.
Fuse (Can only Fuse together matching Materia. Each Fuse has a chance to random HQ)
Tier 1 + Tier 1 = Tier 2
Tier 1 + Tier 2 = Tier 3
Tier 1 + Tier 3 = Tier 4
Tier 2 + Tier 2 = Tier 4
Defuse (All Defused Materia will result in matching NQ lower tier)
Tier 4 = Tier 3
Tier 3 = Tier 2
Tier 2 = Tier 1
Colors of Materia & Cluster/Crystal/Shard usage in recipes
Fusing will take X number of Crystals &/or Shards
Defusing will take X number of Clusters
STR = Fire, Dex = WIND , VIT = Earth, MND = Water, INT = LIGHTNING, PIE = ICE
White = Matching Attribute for Cluster/Crystal/Shard
Black = Matching Element for Cluster/Crystal/Shard
Purple = Requires Lightning Cluster/Crystal/Shard
Blue = Requires Water Cluster/Crystal/Shard
Green = Requires Wind Cluster/Crystal/Shard
Red = Requires Fire Cluster/Crystal/Shard
Light Blue = Requires Ice Cluster/Crystal/Shard
Yellow = Requires Earth Cluster/Crystal/Shard
Orange = Requires 0/No/None Cluster/Crystal/Shard
Example - Tier 1 STR materia + Tier 3 STR materia + 6 Fire Crystals = Tier 4 STR Materia
- Tier 4 Manaflight Materia + 1 Water Cluster = Tier 3 Manaflight Materia
Using Clusters to Defuse is a great way to avoid too much abuse. Orange materia has less effect than all the others, so fusing & defusing them without any Cluster/Crystal/Shards is ok. These are all recipes, so they have a chance to break. You could also swap Clusters used with Fusing & Crystals/Shards used for Defusing.
Alchemy doesnt get to attach materia to enhanced weapons. The original craft still retains the ability to attach materia to the newly enhanced weapon. Alchemist should only do the repairs to these weapons.
Toxins used for throwing at enemies & enhancing certain weapons
Whatever else you want to add or combine together like Disabling Pot = Paralyze/Poison
Example of enhancing a weapon
Cobalt Claws r49
Damage 117 Blunt 100%
Attack Power 8
Delay 3.2s Number Of Attacks 2
After Recipe Cobalt Claws + Paralyze Pot + 4 Earth Crystal
Paralyzing Cobalt Claws r49
Damage 110 Blunt 100%
Attack Power 8 Additional Effect: Paralyze (Chance to inflict)
Delay 3.0s Number Of Attacks 2
Enhancing weapons should lower its base DMG & Delay in exchange for the Added Effect.
The effects of the Pots & Enhanced Weapons shouldnt be better than the casted versions of the same effects if they put them back into the game.
Hope you enjoyed my 2 cents ^^ & keep up the good work Yoshi/TeamFFXIV
PS sorry in advance if any of this was posted before. I tried a few searches, but didnt find anything.