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  1. #1
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Quote Originally Posted by Mayoyama View Post
    I would be more interested in making all the potions/ethers/dawn mulsums etc stackable to 12 so that people might be more inclined to keep some on them without taking up a sack full of inventory space
    I keep asking them to do this. No reason why Ether / Potion / Elixirs can't stack to 12.
    (7)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  2. #2
    Player Alhanelem's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    11,095
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by saevel View Post
    I keep asking them to do this. No reason why Ether / Potion / Elixirs can't stack to 12.
    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?
    (4)
    Last edited by Alhanelem; 02-05-2013 at 01:21 PM.

  3. #3
    Player Economizer's Avatar
    Join Date
    Jun 2011
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    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Alhanelem View Post
    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?
    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.
    (4)

  4. #4
    Player Sarick's Avatar
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    Apr 2011
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    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    Quote Originally Posted by Economizer View Post
    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.
    (4)
    Last edited by Sarick; 02-06-2013 at 04:30 AM. Reason: calculation examples
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  5. #5
    Quote Originally Posted by Economizer View Post
    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.
    That would be Namco "Tales of..." item logic, where gummies heal 30%, 60%, or 100% of a stat, and Tales of Eternia Online already shut down years ago.
    (0)