sufi Report post Posted January 26, 2007 (edited) Potion of Might Adds 8 points each to phys/coord 5% chance to poison you Steroid Potion Adds 16 points each to phys/coord 15% chance to give you gelatine bones perk for the duration (10 minutes?) Edited January 26, 2007 by sufi Share this post Link to post Share on other sites
LilBear Report post Posted January 26, 2007 I like these suggestions. We do have "physique" potion, as well as coordination, attack, and defense potions, but they are rarely bought. These potions would be higher/more expensive but combine some of the lower, existing potions, and more about enhancing fighting overall, not just one aspect (like emu, or defense). To top Sufi, I'm suggesting to make the Steroid Potion a vegetal 6 potions because there is only one potion so far that requires vegetal nexus 6, Extra Mana potion. It would give more purpose to the 6th nexus. The potions could be made with some of the unused (so far) furs. For example, the steroid potion could use polar bear fur (since bear fur is used for attack potion). Share this post Link to post Share on other sites
sufi Report post Posted January 26, 2007 Perhaps might potion would be phys pot + coord pot + beehive (unused atm) and steroid potion 2 phys pots + 2 coord pots + 4 polar bear furs? At any rate, the formulas make no difference to me, though I'm sure they would matter much more to potioners Oh, and I'd make the effect full for a time duration, rather than like phys/coord pots dropping 1 point per minute. Maybe 5/10 minutes each? Share this post Link to post Share on other sites
LilBear Report post Posted January 26, 2007 Actually, potion of physique requires raw meat, which potioners don't have that much of unless they are fighters themselves... So, requesting a formula that doesn't require fighting to make the ings Share this post Link to post Share on other sites
maximos Report post Posted January 26, 2007 16 to each is A LOT, perhaps 4 and 8 is better ? Share this post Link to post Share on other sites
sufi Report post Posted January 26, 2007 16 to each is A LOT, perhaps 4 and 8 is better ? It's supposed to be a lot...15% chance of gelatine bones perk offsets it Would certainly make pk a lot more interesting At any rate, the numbers could be adjusted...either lowering the p/c boost or increasing the chance of neg perk Share this post Link to post Share on other sites
Chosen Report post Posted January 26, 2007 16 to each is A LOT, perhaps 4 and 8 is better ? Yes, I would have to agree, 16 is alot of ph/co. Maybe 4-6 would be better for this potion, but thats still alot, although I like the 'Gele Bones' aspect to it. Share this post Link to post Share on other sites
Atlantis Report post Posted January 27, 2007 It's supposed to be a lot...15% chance of gelatine bones perk offsets it Not really. 5 extra damage is easily negated by 16 phys, plus you'll hit harder and more, and get hit less...it's too big. Share this post Link to post Share on other sites
RunTime Report post Posted January 27, 2007 I like this idea but 16 is alot. Share this post Link to post Share on other sites
Jaclaw Report post Posted January 27, 2007 Steroid Potion Adds 16 points each to phys/coord 15% chance to give you gelatine bones perk for the duration (10 minutes?) not a good idea because some ppl have this perk Share this post Link to post Share on other sites
Cycloonx Report post Posted January 27, 2007 Steroid Potion Adds 16 points each to phys/coord 15% chance to give you gelatine bones perk for the duration (10 minutes?) not a good idea because some ppl have this perk Let it stack then, instead of 1 times the perk, you have it twice Share this post Link to post Share on other sites
LilBear Report post Posted February 3, 2007 (edited) Here is another potion idea: Mystery Potion. This potion will randomly have the effect of one of the following potions (and this list is obviously negotiable): Spirit Restauration, Body Restauration, True Sight, Invisible, Attack, Accuracy. Its price should not be too high (about 30-40 gc) so that people are willing to purchase it, but to make it worthwhile for potioners I suggest it requires a high vegetal nexus (6, which is used only for Extra mana so far) and gives a lot of potioning points. Suggested ingredients, keeping with the "man of mystery" theme: black panther fur, black rose, red rose. This would set the price for black panther fur somewhere around 15 gc which is pretty good for those who kill it, but it's still manageable for potioners to purchase the furs if necessary. What do you think? (Edit: typo) Edited February 3, 2007 by LilBear Share this post Link to post Share on other sites
Duck2 Report post Posted February 6, 2007 Mystery Potion isn't a bad idea, but there are several problems, first, that list isn't worth 30-40gc to the user, if they wanted invis or true sight they probably want a better chance of success than around %20-25, so simply put this potion would not be used , if they wanted to heal they would use BRs, likewise for the rest. Better to make a mystery potion that give you one of the following: +10 att, +10 def, +4 phy, +4 coord, or -6 att, -6 def, -2 phy, -4 coord. Both postive and minus traits would move toward the original at 1 point per minute, and give the potion a very short cooldown like 4-7 seconds (not no cooldown, then you could spam 20-30 of these pots and inevitably wind up 50-60 lvls higher than you where). Thus it would be a risk in pk, but the large advantages and smaller negatives would keep it used by some pkers, I like the idea of high nexus , but don't like the idea of low cost high exp items , potioners would simply make 1000s of them in schools and lvl extremly fast . Black Panther fur is good, it needs a use (I want them summonable though) The Duck II Share this post Link to post Share on other sites
trollson Report post Posted February 6, 2007 The Mystery Potion as a random device is a traditional RPG concept (cf. Rainbow Wand, Deck of Cards, etc). Other forms have been suggested here before. Such a device should really include bad effects as well as good, and would benefit from effects which are not represented by other items of that type. I would suggest that the Mystery Potion in this case is created by fluke, rather than design, as the result of a critical success for some potion times (or, depending on the balance, certain critical failures). Personally I like a few random devices thrown into the mix, in moderation Share this post Link to post Share on other sites
LilBear Report post Posted February 8, 2007 I haven't played any other games of this type, so I didn't know this was a common feature. And here I thought I was being so creative! Share this post Link to post Share on other sites
Requiem Report post Posted February 8, 2007 (edited) The Mystery Potion as a random device is a traditional RPG concept (cf. Rainbow Wand, Deck of Cards, etc). Other forms have been suggested here before. Such a device should really include bad effects as well as good, and would benefit from effects which are not represented by other items of that type. I would suggest that the Mystery Potion in this case is created by fluke, rather than design, as the result of a critical success for some potion times (or, depending on the balance, certain critical failures). Personally I like a few random devices thrown into the mix, in moderation kinda like ghrae's ring of WTF! but anyway, i think we do need some higher level potions, atm theres really nothing for a lvl 50 potioner to aspire too, except less failing. like crafters have crowns, manur's have bronze armor, but whddabout potioners? my 2 cents ~1st ::DISCLAIMER:: im not a potioner, nor do i claim to be, my potions skill is 9 Edited February 8, 2007 by 1st Warrior Share this post Link to post Share on other sites
Exodus Report post Posted February 8, 2007 great suggestions, sufi. hope to see them implemented. Share this post Link to post Share on other sites