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View Full Version : Enhanced Food effect gear



Airget
04-18-2011, 02:44 AM
One thing I"m noticing when it comes to Synergy is while cooking may have it's Jug pets to work with overall I think Cooking and Alchemy may be left out when it comes to updating synergy to allow us to augment our old rare/ex gear.

With this in mind would it be possible to create unique augments for cooking and alchemy that would give us "enhanced effects" to certain food types as long as we wear the piece of gear ranging from duration, stat increased gained, max cap one can reach with the food increase or even an entirely new effect added to the food.

It's just an idea I had though if there are any 100 cooks or alchemist that have any other ideas that could help them in staying in par with the other crafts, feel free to leave your own suggestions here.

Karbuncle
04-18-2011, 03:47 AM
mmm, Isn't Cooking/Alchemy one of the more steadily Profitable crafts? since a lot of their money makers are Consumables? Cooking anyway... its a cash cow.

Either way, I like this idea. It wouldn't be an entirely alien concept because we have armor like "Enhances Effects of Rice Balls" gear that adds a lot too Rice balls. There could just be gear that "Enhances Effects of Food". Question is, Would the armor need to stay on, or could we take it off?

Because if it has to stay on, It might not be worth it. If we could take it off... Then it might be broken. Its a conundrum.

Seriha
04-18-2011, 09:14 AM
Alchemy's rather hit and miss when it comes to profit. The bullet market hinges largely on how popular CORs and RNGs are on your server. Oil and Powder is almost always a crowded market, and has basically been forever at odds with the NIN tool equivalents and how popular /NIN is as well as the tools stacking to 99. Alchemy's limited durables have pretty much been antiquated by the cap increases, and aside from cursed gear (namely hands and legs), any customer you make today is a competitor tomorrow when they decide to sell something off. The Fewell market can look profitable on paper, but how fast it sells basically relies on who's skilling synergy when, of which it's probably wind or earth fewell being sold most often.

In general, I strongly believe the medicine system needs a sweeping overhaul. Like your basic potion would heal 30 HP minimum with a max of 10% of your max HP with some stacking options, HQs upping the minimums/percentages. Use times and after-delays can be pretty brutal, too. I'd certainly like to see consumables that could improve your weapon damage, temporarily add effects, and so on that would stack with food. Think augments you could control. This was dabbled with briefly through anima and enchantments, but Alchemy itself had little part in the latter half and most enchantments were underwhelming.

Karbuncle
04-18-2011, 09:36 AM
I know this sounds corny, But when i was making an "RPG Maker" Game, the Potion system followed a similar pattern. it was. (I used different names. but for arguments sake)

Potion - "Recovers 50HP. and 10% of BaseHP"
Hi-Potion - "Recovers 100HP. and 15% of BaseHP"
X-Potion - "Recovers 200hp. and 20% of BaseHP"

Etc. Where it had a steady improvement. Of course in FFXI it wouldn't be so powerful. But that would improve some potion uses.

biggest thing though, Allow them to stack to 12, or 99 lol... Adjust the Recipes Accordingly!