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  1. #1
    Player Yinnyth's Avatar
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    Mar 2011
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    839
    Character
    Yinnyth
    World
    Fenrir
    Main Class
    BRD Lv 99
    Yes, you're supposed to heal yourself by spamming waltzes instead. Waltzes which don't take up an inventory slot, don't take 5 minutes between uses, heal more HP than a hi-potion, and cost less TP than potions cost gil.

    How many medicines in the game are actually useful? As JAs, spells and equipment have slowly been getting more powerful over the years, medicines have remained almost completely untouched. The one exception is all those temp medicines you can find in events, and even though they don't cost gil and they're vastly more powerful than anything which can be crafted, many of them still go unused because it's simply not worth the time it takes to drink them.

    This is about throwing alchemists a bone and creating another avenue towards victory. Can't find a bard to ballad your mages for the event? Well, maybe you could drop a few thousand gil on ethers and still make it through the fight.
    (16)

  2. #2
    Player Sarick's Avatar
    Join Date
    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    Quote Originally Posted by Yinnyth View Post
    Yes, you're supposed to heal yourself by spamming waltzes instead. Waltzes which don't take up an inventory slot, don't take 5 minutes between uses, heal more HP than a hi-potion, and cost less TP than potions cost gil.

    How many medicines in the game are actually useful? As JAs, spells and equipment have slowly been getting more powerful over the years, medicines have remained almost completely untouched. The one exception is all those temp medicines you can find in events, and even though they don't cost gil and they're vastly more powerful than anything which can be crafted, many of them still go unused because it's simply not worth the time it takes to drink them.

    This is about throwing alchemists a bone and creating another avenue towards victory. Can't find a bard to ballad your mages for the event? Well, maybe you could drop a few thousand gil on ethers and still make it through the fight.
    I agree, I saw this on another site.

    MP items that are mostly temporary. IMHO these will also become normal items when crafting skills are eventually raised to 150 in the next expansion. (No side track discussions here)

    Lucid Ether I (250 MP)
    Lucid Ether II (500 MP)
    Lucid Ether III (1000 MP)
    Mana Mist (AOE 300 MP)
    Mana Powder (AOE 25% MP)
    Dusty Elixir (25% HP+MP)
    Lucid Elixir I (50% HP+MP)*
    Lucid Elixir II (75% HP+MP)*
    Megalixir (100% HP+MP)

    MP items that can be normal or temporary.

    Mulsum (10 MP) **
    Ether (20 MP)
    Ether +1 (25 MP)
    Ether +2 (30 MP)
    Ether +3 (40 MP)
    Hi-Ether (50 MP)
    Hi-Ether +1 (55 MP)
    Hi-Ether +2 (60 MP)
    Hi-Ether +3 (70 MP)
    Elixir Vitae (3% HP+MP)
    Elixir (25% HP+MP)
    Vile Elixir (25% HP+MP)
    Hi-Elixir (50% HP+MP)
    Vile Elixir +1 (55% HP+MP)

    MP items that give medicated effect.

    Ether Drop (15 MP + 5min medicated) **
    Hi-Ether Drop (45 MP + 5min medicated) **
    Super Ether (100 MP + 5min medicated)
    Super Ether +1 (105 MP + 5min medicated)
    Super Ether +2 (110 MP + 5min medicated)
    Super Ether +3 (120 MP + 5min medicated)
    Hyper Ether (125 MP + 5min medicated)
    Pro-Ether (250 MP + 15min medicated)
    Pro-Ether +1 (280 MP + 15min medicated)
    Pro-Ether +2 (310 MP +15min medicated)
    Pro-Ether +3 (350 MP +15min medicated)

    * Indicates unknown effect percentage.
    ** Indicates item can be stacked.

    As you can see most of the normal MP items are crap in comparison to the temp items. I looked on Wiki there is no detailed list like this in a table that shows ALL recovery type items, how they stack and what the effects are. I wish someone would make one for the community.
    (3)
    Last edited by Sarick; 02-05-2013 at 11:17 AM. Reason: minor ninja edit.
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  3. #3
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    There is a dagger which applies Haste, so I think it is about time other items do so. How about earrings that apply songs like March to the user (charges) and medicine that applies Haste. We could even call the medicine "Haste Paste" for the in game name.
    (2)

  4. #4
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    On a slight derail, there is no reason meds that restore all of 100~300 MP should give Medicated in this day and age.
    (11)
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  5. #5
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    Necro'ing this.

    They're talking in other topics about our inventory concerns. Ideas posed in this thread would go a long way.

    Make all meds stack to 99, including elixirs, ethers, etc.
    Alter the synthesis recipes, or make it possible to sell them on the AH in stacks of 12 (this could be difficult, givin the sell-interface).

    And to introduce a do thought, give us a special bag that can only hold meds, and meds, when used, are used directly from there. If I /item "echo drops" Omnys, it uses it directly from my "First-aid kit".

    When I use an item from the menu, it could do like with temp items and have the First-aid kit's items load first.
    (2)

  6. #6
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,317
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    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.
    There are % based potions, but they're either rare, temps, or take a long time to use.
    (0)

  7. #7
    Player Sarick's Avatar
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    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    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'm sorry, Alhanelem I quoted the wrong post.

    This isn't totally good. If a player has 50 hp and use a potion with it only using a basic percentage they might only get 5 hp. There needs to be a base minimum + the percentage or you have exspensive items that are worthless for players with low max hp.

    When using a raw percentage (30k gil max-potion +3) on a level 3 players with say 75% HP recovery if their a max hp is 100 they would gain 75HP. A player that uses a normal potion with that setup and a 5% max hp recovery would only recover 5 HP. Even a level one player would laugh at such a poor amount of hp. If they had 10000 hp then that 5% might look good but at low hp it'd be junk at 5%.

    As you can see simply making them only based on one factor keeps them as total trash for scaling all ranges. In my first example a potion would give 50 hp base and add 5% of the players max HP. So a low level player with would get at least 50hp. Someone with 100hp would get around 55HP cured and someone with 1000hp would get around 100hp cured using that same type of potion. If they had 9999hp the percentage bonuses would scale nicely giving almost 550HP!!
    (0)
    Last edited by Sarick; 02-06-2013 at 07:36 AM. Reason: wrong person quoted but concept explained.
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  8. #8
    Player Economizer's Avatar
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    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Alhanelem View Post
    There are % based potions, but they're either rare, temps, or take a long time to use.
    I'm suggesting that potions could have a floor, steeping scaling formulas much like cures, and even caps.

    For example, a Potion heals about 50 HP. After changes it could even do that until the player has 500 HP, then gain 10% of the amount after 500, so at 600 you get 60 HP, at 700 you get 70 HP... and then it could cap out at 100 HP.

    That doesn't even have to be the exact change, it is just an example of what could be done.

    Other changes could be related to adding level requirements to potions like you suggested - they have level requirements for certain items that give players experience points, so it would even be hard. Another option would be letting lowbie players use the same potions, but they suffer from a medicated effect, whereas a high level player eating say, a Strength Potion, wouldn't have that medicated effect, or would have it last less time. Or a combination of many different ideas.

    Quote Originally Posted by Sarick View Post
    Wealthy players could use them to be more bad arse.
    Players who are wealthy enough in real life can afford to dual box with their pocket trashmage, or even tribox even more support into the mix.

    I'm sure there are other arguments for and against potions being made more powerful, and we'll hear them out if we haven't already, but another point I'd like to make is that if you made potions stackable, given the cheap nature of low level potions, you will open up the eventual possibility for the Chemist job a tiny bit more.
    (0)

  9. #9
    Player Sarick's Avatar
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    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    Quote Originally Posted by Economizer View Post
    Other changes could be related to adding level requirements to potions like you suggested - they have level requirements for certain items that give players experience points, so it would even be hard.
    I don't see the point in limiting the potions. If you're a level 1 player a level 99 WHM can still cast cure 6 on you. It would be stupid but it would still max cure you. It's not like level 1 players would be dishing out 30k for Max-Potions when they could just have another player cure them for free. The potions & ethers are more or less emergency goodies.

    With scaled potions no matter what there is always going to be a big drawback for using versions that are too strong for the players level. If the player uses expensive potions sure they heal for more but also cost more and don't give the same bonus benefits. This makes it stupid to use them if your lower level. It'd be different if they temporally increased max HP but they don't so a player is still going to be blowing gil.

    Quote Originally Posted by Economizer View Post
    Players who are wealthy enough in real life can afford to dual box with their pocket trashmage, or even tribox even more support into the mix.
    In game and real world wealth are different beast. I'm talking about players who don't use that stuff. The ones that are single box one account players. Even then the pocket mages could use the ethers to recover MP.
    (0)
    Last edited by Sarick; 02-06-2013 at 02:39 PM.
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  10. #10
    Player Economizer's Avatar
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    Jun 2011
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    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Sarick View Post
    I don't see the point in limiting the potions.
    But someone at SE might. Why bother risking game balance for the non-target group of the change when you could stomp out the possibility altogether?

    Quote Originally Posted by Sarick View Post
    In game and real world wealth are different beast. I'm talking about players who don't use that stuff. The ones that are single box one account players. Even then the pocket mages could use the ethers to recover MP.
    This was actually an argument for better potions.

    That said, there is always the risk that you replace healers altogether in certain situations, or turn some jobs towards pay to play (in gil) that weren't supposed to be - a Ninja or a Corsair might be required to pay for their ammo or tools, but is magic supposed to be that way too? And if magic becomes pay to play, then why should melees get such a free pass merely eating cheap food, shouldn't they have to buy some Soda (assuming Soda sees upgrades)?

    So of course we'll see consequences, we just have to know that we accept those consequences, and it will be fun for the majority of players.
    (0)

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