They made drops to "solve" this problem, but the probelm is the drops are inferior. The conversion to drops should have upgraded the potions, not weakened them...
I wouldn't say the temp item potions are useless- the better ones e.g. lucid potion III, restore a LOT of HP e.g. more than you can cure in one shot and don't take long to use. but good luck convincing SE to let us have these elsewhere.
I think the issue they have is you can use potions at any level, so really powerful potions would break low level gameplay. That's understandable, but why can't they just give potions a level requirement?
Last edited by Alhanelem; 02-05-2013 at 01:21 PM.
Or have certain potions scale with stats. You have 100 HP? This potion cures 50 HP. You have 1000 HP? This potion now cures 500 HP. It wouldn't be too much harder to have better scaling then a flat percentage of health, it isn't like cures don't have stepped progression.
I agree (Potion 50 HP and 5% HP) +1 % for each higher tier version this way they always scale. I didn't modify the base HP gained these where taken off Wiki. I only added scaling percentage bonuses.
MHP indicates max HP
Potion (50hp +5% MHP) Effects: 1000MHP = +100HP , 5000MHP = +300HP
Potion +1 (60hp +6% MHP) Effects: 1000MHP = +120HP, 5000MHP = +360HP
Potion +2 (75hp +7% MHP) Effects: 1000MHP = +145HP, 5000MHP = +425HP
Potion +3 (100hp +8% MHP) Effects: 1000MHP = +180HP, 5000MHP = +500HP
Maximum Potion +3 potential at 9999MHP = +599.95HP
Hi-Potion (100hp +10% MHP) Effects: 1000MHP = +200HP, 5000MHP = +600HP
Hi-Potion +1 (110hp +11% MHP) Effects: 1000MHP = +220HP, 5000MHP = +660HP
Hi-Potion +2 (120hp +12% MHP) Effects: 1000MHP = +240HP, 5000MHP = +720HP
Hi-Potion +3 (130hp +13% MHP) Effects: 1000MHP = +260HP, 5000MHP = +780HP
Maximum Hi-Potion +3 potential at 9999MHP = +1429.87HP
X-Potion (150hp +15% MHP) Effects: 1000MHP = +300HP, 5000MHP = +900HP
X-Potion +1 (160hp +16% MHP) Effects: 1000MHP = +320HP, 5000MHP = +960HP
X-Potion +2 (170hp +17% MHP) Effects: 1000MHP = +340HP, 5000MHP = +1020HP
X-Potion +3 (180hp +18% MHP) Effects: 1000MHP = +360HP, 5000MHP = +1080HP
Maximum X-Potion +3 potential at 9999MHP = +1979.82HP
Max-Potion (500hp +20% MHP) Effects: 1000MHP = +700HP, 5000MHP = +1500HP
Max-Potion +1 (550hp +21% MHP) Effects: 1000MHP = +760HP, 5000MHP = +1600HP
Max-Potion +2 (650hp +22% MHP) Effects: 1000MHP = +870HP, 5000MHP = +1750HP
Max-Potion +3 (700hp +23% MHP) Effects: 1000MHP = +930HP, 5000MHP = +1850HP
Maximum Max-Potion +3 potential at 9999MHP = +2999.77HP
If that seems a bit strong how about this?
Potion (50hp +0.5% MHP) Effects: 1000MHP = +55HP, 5000MHP = +75HP
Potion +1 (60hp +1% MHP) Effects: 1000MHP = +70HP, 5000MHP = +110HP
Potion +2 (75hp +2% MHP) Effects: 1000MHP = +95HP, 5000MHP = +175HP
Potion +3 (100hp +3% MHP) Effects: 1000MHP = +130HP, 5000MHP = +250HP
Maximum Potion +3 potential at 9999MHP = +399.97HP
Hi-Potion (100hp +5% MHP) Effects: 1000MHP = +150HP, 5000MHP = +350HP
Hi-Potion +1 (110hp +6% MHP) Effects: 1000MHP = +170HP, 5000MHP = +410HP
Hi-Potion +2 (120hp +7% MHP) Effects: 1000MHP = +190HP, 5000MHP = +470HP
Hi-Potion +3 (130hp +8% MHP) Effects: 1000MHP = +210HP, 5000MHP = +530HP
Maximum Hi-Potion +3 potential at 9999MHP = +929.92HP
X-Potion (150hp +10% MHP) Effects: 1000MHP = +250HP, 5000MHP = +650HP
X-Potion +1 (160hp +11% MHP) Effects: 1000MHP = +270HP, 5000MHP = +710HP
X-Potion +2 (170hp +12% MHP) Effects: 1000MHP = +290HP, 5000MHP = +770HP
X-Potion +3 (180hp +13% MHP) Effects: 1000MHP = +310HP, 5000MHP = +830HP
Maximum X-Potion +3 potential at 9999MHP = +1479.87HP
Max-Potion (500hp +15% MHP) Effects: 1000MHP = +650HP, 5000MHP = +1250HP
Max-Potion +1 (550hp +16% MHP) Effects: 1000MHP = +710HP, 5000MHP = +1350HP
Max-Potion +2 (650hp +17% MHP) Effects: 1000MHP = +820HP, 5000MHP = +1500HP
Max-Potion +3 (700hp +18% MHP) Effects: 1000MHP = +880HP, 5000MHP = +1600HP
Maximum Max-Potion +3 potential at 9999MHP = +2499.82HP
You're also forgetting a couple things.
1. At low level the tougher "IT" mobs still hit harder then the lowest potions so it's not much of a game breaker.
2. Although they could be abused the cost of spamming them isn't worth doing it.
If they could stack I'd see it as a good thing it'd create another gil sink players could take advantage of. Even with the highest modifications I posted they'd still be VERY VERY... expensive to produce. This would limit the game breaking aspects because of the expensive nature spamming them.
I doubt players would take 60 Max potions with them at all times or consume at will even if they stacked to 12. It'd amount to millions of gil worth of medicines. This is why not allowing them to stack is a severely stupid game design concept. In fact by not allowing them to stack SE is breaking the opportunity for a gil sink that could help keep the game economy in check. Wealthy players could use them to be more bad arse.
Last edited by Sarick; 02-06-2013 at 04:30 AM. Reason: calculation examples
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