With the change to chivalry, making it more skill oriented, the change to curing poisoning, and the constant talk of potions, i started thinking about alchemy.
To has always seemed as though enhance potions and alchemy were backwards.
There is an item cap of 50% Enhance Potions
100.0 Skill in alchemy grants 30% enhance Potions.
My proposal is this:
Change the item cap of alchemy to 40%. Make the individual item/imbuable intensity 20% (altering all items accordingly, imbued jewels, ecru citrine rings, etc) It would be fairly simple for starters. Just change every 5% in enhance potions to 4%. Change Ecrus to 40%, then afterwords possible make the imbuing ability have 4 tiers, 5%, 10%, 15%, 20% at 25% intensity each. (rendering something with 12% enhance potions (that was 15%) somewhat rare.
Now for the skill: Make every 10skill grant a bonus of 5% enhance potions up to GM. (a JoAT human would still be running 50% enhance potions with 40% in items)
At GM Skill level, the Grandmaster Alchemist would receive a 10% bonus (allowing for 60% from skill, or an overall cap of 100%). At GM, they would also receive other bonuses such as:
-90% Chance cure potion rate on Lethal poison, essentially 100% on all others (what curing with cure pots used to be prior to the change)
-The ability to single click on an explosion pot and toggle from the current way they work, to an "explode on contact" potion with a 20-30 second cool down timer. Direct Damage to a single player, not area, and cannot effect the thrower)
-A Grandmaster Alchemist with no other skill in a Direct Healing skill (Magery, Mysticism, Healing, Chivalry) Will leave weaving, bushido, spiritspeak) will have a lessened heal potion timer to 5 seconds. (essentially a Focused Alchemist)
-A Grandmaster Alchemist with no other skill in ranged combat (Magery, Mysticism, Necromancy, Archery, Throwing) will have the explosion potion toggled timer reduced from 20-30s to 15-20seconds (essentially a Focused Alchemist)
-An Alchemist with 80.0 or more Alchemy can equip and use an Alchemist Satchel. This would function exactly the same as a quiver but must be equipped to be used. Could hold 250 stones. The satchel would have 2 mods, 50% weight Reduction, and another mod such as 5-20% Enhance Potions, dci, hit point increase, a regen, something. This would allow an alchemist of the required skill to carry 250 potions (at 1 stone a piece) in this satchel, and the potions would stay with them in death. It would not be fillable or usable without the required skill. (Because an alchemist is just about useless with the 2 Stone weight per potion currently)
and 2 other things that im on the fence about:
-Make Fear and Shatter potions craftable by a GM Alchemist (with a heavy fail rate, and high resource cost), and only be usable by a GM Alchemist. 120s cool down.
-A GM Alchemist could throw Dark Glow and Parasitic poison potions. 30second cool down. Possible to resist based on Resisting Spells skill. (Biological Warfare)
***I expressed the change to cure potions based on alchemy skill because, essentially, every skill in the game has another skill with a counter ability. Currently, there is no major counter to lethal poisoning. However, if someone has GM poisoning for lethal, i would think it would be appropriate someone with GM Alchemy would be able to counter it.
*slips on flame retardant straw hat* Any thoughts?
To has always seemed as though enhance potions and alchemy were backwards.
There is an item cap of 50% Enhance Potions
100.0 Skill in alchemy grants 30% enhance Potions.
My proposal is this:
Change the item cap of alchemy to 40%. Make the individual item/imbuable intensity 20% (altering all items accordingly, imbued jewels, ecru citrine rings, etc) It would be fairly simple for starters. Just change every 5% in enhance potions to 4%. Change Ecrus to 40%, then afterwords possible make the imbuing ability have 4 tiers, 5%, 10%, 15%, 20% at 25% intensity each. (rendering something with 12% enhance potions (that was 15%) somewhat rare.
Now for the skill: Make every 10skill grant a bonus of 5% enhance potions up to GM. (a JoAT human would still be running 50% enhance potions with 40% in items)
At GM Skill level, the Grandmaster Alchemist would receive a 10% bonus (allowing for 60% from skill, or an overall cap of 100%). At GM, they would also receive other bonuses such as:
-90% Chance cure potion rate on Lethal poison, essentially 100% on all others (what curing with cure pots used to be prior to the change)
-The ability to single click on an explosion pot and toggle from the current way they work, to an "explode on contact" potion with a 20-30 second cool down timer. Direct Damage to a single player, not area, and cannot effect the thrower)
-A Grandmaster Alchemist with no other skill in a Direct Healing skill (Magery, Mysticism, Healing, Chivalry) Will leave weaving, bushido, spiritspeak) will have a lessened heal potion timer to 5 seconds. (essentially a Focused Alchemist)
-A Grandmaster Alchemist with no other skill in ranged combat (Magery, Mysticism, Necromancy, Archery, Throwing) will have the explosion potion toggled timer reduced from 20-30s to 15-20seconds (essentially a Focused Alchemist)
-An Alchemist with 80.0 or more Alchemy can equip and use an Alchemist Satchel. This would function exactly the same as a quiver but must be equipped to be used. Could hold 250 stones. The satchel would have 2 mods, 50% weight Reduction, and another mod such as 5-20% Enhance Potions, dci, hit point increase, a regen, something. This would allow an alchemist of the required skill to carry 250 potions (at 1 stone a piece) in this satchel, and the potions would stay with them in death. It would not be fillable or usable without the required skill. (Because an alchemist is just about useless with the 2 Stone weight per potion currently)
and 2 other things that im on the fence about:
-Make Fear and Shatter potions craftable by a GM Alchemist (with a heavy fail rate, and high resource cost), and only be usable by a GM Alchemist. 120s cool down.
-A GM Alchemist could throw Dark Glow and Parasitic poison potions. 30second cool down. Possible to resist based on Resisting Spells skill. (Biological Warfare)
***I expressed the change to cure potions based on alchemy skill because, essentially, every skill in the game has another skill with a counter ability. Currently, there is no major counter to lethal poisoning. However, if someone has GM poisoning for lethal, i would think it would be appropriate someone with GM Alchemy would be able to counter it.
*slips on flame retardant straw hat* Any thoughts?