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Thread: Alchemy Reform

  1. #31
    Player
    normalforce's Avatar
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    Quote Originally Posted by Sephrick View Post
    Are there any plans to alter the current shard and crystal creation recipes?
    How would you like to see it altered?
    (0)

  2. #32
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    Sephrick's Avatar
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    Quote Originally Posted by normalforce View Post
    How would you like to see it altered?
    I wouldn't. Just wondering if they had any plans.
    (0)

  3. #33
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    I definetly agree with the OP. We need to add mass amounts of useful potions, salves, elixirs, wings, downs, etc etc etc. I also like the idea of enhancing weapons with alchemy. A fire potion could be added to a sword to add + fire damage as well as a poison pot or paralyze pot. That only makes sense right? I've always loved the idea of ALC as a craft but it doesn't seem to get much attention.

    I applaud the OP for not just starting a "OMG ALC SUCKS WTF SE GET IT RIGHT" thread but an actual interesting and productive thread. They seem to be getting quite rare these days...
    (1)
    "Online gamers are the most ludicrously entitled beings since Caligula made his horse a senator and at least the horse never said anything stupid."

  4. #34
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    TheFatHousecat's Avatar
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    There are some awesome ideas here, though I have a few thoughts on the op:

    Quote Originally Posted by LadySaeko View Post
    May only carry x12 of any item "In Your Pouch" at a time
    Why not 99? Or more than that, even?

    -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
    Considering the boost in HP/MP after 1.20, I think those numbers are a little low, and would still render the potions/ethers useless in the end. While these amounts might sound drastic, remember that the average-geared tank now has ~4k HP, and a mage ~3k MP.

    r10+ Potion = 500HP
    r30+ Hi-Potion = 1000HP
    r50+ X-Potion = 1500HP

    r10+ Ether = 500MP
    r30+ Hi-Ether = 1000MP
    r50+ X-Ether = 1500MP

    r10+ Elixir = 500HP/500MP
    r30+ Hi-Elixir = 1000HP/1000MP
    r50+ X-Elixir = 1500HP/1500MP

    Also, a 4th tier with the prefix "mega-", which is as follows:

    R60+ Mega-potion = full HP
    R60+ Mega-ether = full MP
    R606 Mega-elixir = full HP/MP

    The 'mega' items can be a 12 stack item, or less, since assuming that they'll be very difficult to make and not something that you want people to be able to spam. IE: one of the ingredients is a fuc*ing Goobbue sprout, or some crazyness, and takes a cluster to create.

    Also, I'd absolutely love for mob AI to make a comeback (assuming they're holding this off till other, more crucial aspects of the game are hammered down), and introduce aggro-avoidance items like we had in XI. I can't exactly remember the names of the items, but it'd be stuff like:

    Invisibility: renders user temporarily invisible and undetectable by sight.
    Sneak: muffles a character's footsteps to avoid detection through sound.
    Deodorant: removes any scent from a character, rendering scent detection impossible.
    NM Eluder: temporarily masks the user from any type of aggression from notorious Monsters (very high level recipe, obv., would only need to be introduced when we have NMs like Odin wandering around open-world NM spawn points).

    Also some ideas for medicines:

    Chainspell-esque pot, with a very long CD.
    Contagion pot, inflicts enemy with all of your enfeebling status effects.
    Reflect pot, temporarily redirects any magic back to the target caster.
    Max HP/MP increase pot.

    With all this in mind, I realize that our inv. is already filled to the brim with items and the introduction of a whole slew of necessary medicines would make things even harder to manage, I also suggest the devs. think seriously about making our inventory tabbed (weapons, consumables, crystals/materia/catalysts, currency, misc.). In fact, I found an old thread about it that everyone should go support ;D http://forum.square-enix.com/ffxiv/t...ghlight=tabbed
    (0)
    Last edited by TheFatHousecat; 12-23-2011 at 06:58 PM.

  5. #35
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    Raldo's Avatar
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    Apologies if this was already mentioned somewhere in the thread--I haven't really been following it. I realize things can change between concept and actual implementation, but since stack size was just mentioned...
    (3)
    Last edited by Raldo; 12-25-2011 at 05:54 AM.

  6. #36
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    Matsume's Avatar
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    Master Matsume
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    -Materia Fuse/Defuse-

    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.
    This is a highly interesting proposition that could either generate real demand for the lower tier materia while increasing their price or become easily abused to create higher tier materias from lower lvl gear. Either way would stimulate general economic activity.
    (2)

  7. #37
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    normalforce's Avatar
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    Quote Originally Posted by Raldo View Post
    Apologies if this was already mentioned somewhere in the thread--I haven't really been following it. I realize things can change between concept and actual implementation, but since stack size was just mentioned...
    Oh, very interesting. Hopefully I can infer from image that the medicine reform will make medicine useful.
    (0)

  8. #38
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    Valhol's Avatar
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    Ver Her
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    Quote Originally Posted by LadySaeko View Post
    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...

    -Clusters>Crystals>Shards-

    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.

    -Items/Potions-

    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.

    -Materia Fuse/Defuse-

    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.

    -Enhancing Weapons-

    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

    Blind Pot
    Slow Pot
    Paralyze Pot
    Poison Pot
    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.
    Great way to get the ball rolling, I like the weapon enhancement idea and materia fusing, although I think that materia fusing should be heavily discussed due to its possible effects on the market.
    (0)

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