Gonna necro this one, with a bonus post about potions.

Potions need fixed.Sure, people eat Echo Drops, Remedies, Panaceas, Holy Waters, and even Hi-Elixirs occasionally, but for the rest of them, potions are lackluster. Granted, not everything can be a Dawn Mulsum, but certainly potions can be better.

First off, the effect where you can't use abilities or items after using certain potions needs to be removed across the board. Period. From there slight adjustments could be used as follows:

Potions

  • Potion - 50HP
  • Potion +1 - 60HP
  • Potion +2 - 75HP
  • Potion +3 - 100HP
  • Potion Drop - 60HP, Medicated 5 Minutes
  • Hi-Potion - 100HP, 2s
  • Hi-Potion +1 - 110HP, 2s
  • Hi-Potion +2 - 120HP, 2s
  • Hi-Potion +3 - 130HP, 2s
  • Hi-Potion Drop - 110HP, 2s, Medicated 5 Minutes
  • X-Potion - 150HP, 5s
  • X-Potion +1 - 160HP, 5s
  • X-Potion +2 - 170HP, 5s
  • X-Potion +3 - 180HP, 5s
  • Max-Potion - 500HP, 3s, Medicated 15 Minutes
  • Max-Potion +1 - 550HP, 3s, Medicated 15 Minutes
  • Max-Potion +2 - 650HP, 3s, Medicated 15 Minutes
  • Max-Potion +3 - 700HP, 3s, Medicated 15 Minutes


Keep in mind that first and foremost, low level characters using Potions is not a huge issue anymore. Level capped content is mostly gone, and soloing remaining level capped content by spending lots of gil should not be considered a problem.

For potions, making Potions, Hi-Potions, and X-Potions stack to 12 would be a great first step. Drops should stack to 99. Remove Medicated from Drops. Reduce the usage time on Max-Potions to instant, with a 15 second Medicated Effect.

As a side note, reformulate Blood Bolts to be competitive with potions at higher levels after they've been adjusted.

Ethers

  • Mulsum, 10MP
  • Ether - 20MP, 1.5s
  • Ether +1 - 25MP, 1.5s
  • Ether +2 - 30MP, 1.5s
  • Ether +3 - 40MP, 1.5s
  • Ether Drops - 15MP, Medicated 5 minutes.
  • Hi-Ether - 50MP, 10s
  • Hi-Ether +1 - 55MP, 10s
  • Hi-Ether +2 - 60MP, 10s
  • Hi-Ether +3 - 70MP, 10s
  • Hi-Ether Drops - 45MP, 2s, Medicated 5 Minutes.
  • Super Ether - 100MP, 10s
  • Super Ether +1 - 105MP, 10s
  • Super Ether +2 - 110MP, 10s
  • Super Ether +3 - 120MP, 10s
  • Hyper Ether - 125MP, Medicated 5 Minutes.
  • Pro-Ether - 250MP, Medicated 15 minutes.
  • Pro-Ether +1 - 280MP, Medicated 15 minutes.
  • Pro-Ether +2 - 310MP, Medicated 15 minutes.
  • Pro-Ether +3 - 350MP, Medicated 15 minutes.


Keep in mind that first and foremost, low level characters using Ethers is not a huge issue anymore. Level capped content is mostly gone, and soloing remaining level capped content by spending lots of gil should not be considered a problem.

As you might notice, you can get a stack of Mulsum and eat the entire stack in about 12 seconds for 120 MP. This really sets the stage for how terrible Super Ethers, Ether Drops, and Hi-Ether Drops are. Additionally consider that (Hi-)Elixirs give between 25% and 50% of MP back for a ten second use timer.

Removing the medicated status for drops would be a great start. Ether Drops and Hi-Ether Drops would stack to 99, their recipes would be adjusted to produce more, and restored MP increased to be in line with Ether +1 and Hi-Ether +1 like their potion analogs.

Then, make Ethers, Hi-Ethers, Super Ethers all stack to 12 next. Reduce the use time on all of these medicines. Ethers and Hi-Ethers should be instant, with Super-Ethers being 3 seconds to use.

Make Hyper Ethers and Pro-Ethers give out a percentage of MP (with the current values as as a floor if the percentage value would be too low), as follows, Hyper Ethers - 10%, Pro-Ether/+1/+2/+3 - 20/22/25/33%. This makes them competitive but not entirely better than Elixirs - if you need quick MP you take a Hyper or Pro-Ether, but then you're Medicated. If Elixirs are allowed to stack, these should stack as well.

Elixirs
  • Elixir Vitae - 3%, 2s
  • Elixir - 25%, 10s
  • Hi-Elixir - 50%, 10s

Elixirs and Hi-Elixirs are actually pretty decent. You have trade offs of ten seconds to use them up front, but in exchange you get a massive chunk of HP/MP back.

If there is any issue, it is the lack of being able to stack. Please make these stackable to 12. After this, consider lowering the resale value to NPCs.

Stat Boost Potions
  • Strength Potion
  • Dexterity Potion
  • Agility Potion
  • Vitality Potion
  • Mind Potion
  • Intelligence Potion
  • Charisma Potion

These often forgotten potions give +7 to a single stat for three minutes at the cost of medicated for fifteen minutes. The only problem is there are now spells that can give up to +25 of any given stat. Remove the medicated effect, make them stack to 12, and have the buff count as the same effect as a Boost-Stat spell (thus you can't have both).

Stat Boosting Drops
  • Red Drop (STR)
  • Purple Drop (DEX)
  • Green Drop (AGI)
  • Yellow Drop (VIT)
  • Blue Drop (MND)
  • Clear Drop (INT)
  • White Drop (CHR)
  • Black Drop (Warp)

Not usually craftable, these drops give +5 to a single stat for ten minutes at the cost of medicated for thirty minutes (or an hour for the Black Drop). The same issue applies as the above stat potions. Remove the medicated effect, increase the duration to thirty minutes, and have the buff count as a Boost-Stat spell.

Icarus Wing

Stackable with a three second use time that grants 1000TP or more (with Store TP), these also have Medicated 120 minutes.

Obviously this is a powerful item, but two hours is far too long of a cooldown. Reducing the Medicated time to fifteen or thirty minutes would be more appropriate.