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| Alchemists? http://www.dxgaming.com/forums/viewtopic.php?t=8820 |
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| Author: | F?anor Bauglir [ Tue Feb 08, 2005 12:51 pm ] |
| Post subject: | Alchemists? |
Is there a difference in how much a greater healing potion heals if it's made by a alchy with 100 or with let's say 80 or is it the same regardless on how good u are. And the difference between a gm alchy and a alchy with lets say 80 is just what pots u are able to make? |
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| Author: | Kinetic [ Tue Feb 08, 2005 1:12 pm ] |
| Post subject: | |
Nope i dont think its a difference by who made it, but you will see they always give you random amounts of HP each time you drink it. |
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| Author: | Alec' Eiffel [ Tue Feb 08, 2005 4:48 pm ] |
| Post subject: | |
Greater heals heal about 40 health points, while conventional heals heal about 20 health points. |
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| Author: | Kilo [ Tue Feb 08, 2005 7:10 pm ] |
| Post subject: | |
i think the greater the skill, the more effective are your pots. |
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| Author: | Kinetic [ Wed Feb 09, 2005 5:54 am ] |
| Post subject: | |
I have never noticed that to be the case. |
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| Author: | Elleberation [ Wed Feb 09, 2005 5:57 am ] |
| Post subject: | |
it should be tough, dunno or it is true or not. Same as a GM blacksmith makes better armor then a 80 blackmsither. |
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| Author: | Kinetic [ Wed Feb 09, 2005 6:00 am ] |
| Post subject: | |
neh man i dont think it should. It's already given a name, Greater Heal Pot, which is better than a Heal Pot. A players alchemy determines the pot they can make ie, lesser cure, cure, greater cure, not how much each pot will give back in hp/mana/dex etc. |
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| Author: | Kilo [ Wed Feb 09, 2005 8:10 am ] |
| Post subject: | |
Say for example, a greater heal pots heals from 30 to 40, the greater the skills the more chances you have to healing 40 hp. makes perfect sense. |
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| Author: | CyberVic [ Wed Feb 09, 2005 2:01 pm ] |
| Post subject: | |
I like the idea guys it's something that maybe we can work on changing if possible if enough people want it. I don't know what the alchemy scripts look like but we'll see. The thing is that the way armour/weapons work it's a simple factor of making the item then based on skill setting it's armour value between a range based on skill aka an Exceptional being better than superior crafted etc. The problem is that when a potion is made you are makign an item, nothing more. The same item you'd buy from the shop. Then when drunk it executes a script that drinks the potion. Now the amount of healing is based upon the script. We'd have to some how put in extra code to check off a variable that could be set to the item at creation time that tells the script later when drunk what kind of quality the item is... I dunno I'm brainstorming here and I'm really only good at spawns, loot tables, etc but not sure if it can be done. We'll have to see what BB says. Regardless if it IS possible it won't be at the top of the priority list atm. |
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| Author: | Emo [ Wed Feb 09, 2005 6:58 pm ] |
| Post subject: | |
Great idea.. I always just assumed thats how it was.. god im a noob.. |
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| Author: | Kinetic [ Thu Feb 10, 2005 1:59 am ] |
| Post subject: | |
Yes you are all noobs :/ CV do you mean like maybe they will be able to make an Exceptional Greater Heal potion? That will give you maybe 30% more chance of achieving the highest heal pts regenerated from a greater heal, or something along those lines? Its a nice idea but seems a lot of fuss over nothing. |
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| Author: | F?anor Bauglir [ Thu Feb 10, 2005 3:11 am ] |
| Post subject: | |
When I posted this I was thinking that perhaps the healing amount has a interval depending on ur alchie skills so for example (all hypothetical numbers since I don't actually know how much the min and max is for pots) if a GH pot made by a gm would heal a min of 20 and a max of 100 then a GH pot was made by a alchie with 90 then he would have a lower min and a lower max perhaps 10-80 And thats what I think Vic meant this could be done without actaully lableing the pots with exceptional and so on, and as u said Kinetic it is a lut of fuss for a thing that aint really important. But I do think that alchies would think it would be a good idea. It would better represent that a gm alchie is better then a 80 alchie. But as everything that's just a tweak of a already working system it's not bound to be top of any fixing list, as Vic also pointed out |
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| Author: | Kinetic [ Thu Feb 10, 2005 6:01 am ] |
| Post subject: | |
Oh i see. But if you did that, then a Greater Heal by say a 80% alchy wouldnt really be a greater heal compared to a GM made G-H which was so much better. GM alchies are already represented by their skill to produce shrinks/-int/dex/str pots. If you wanted to give them more credit, how about a whole new pot, say a Superior Heal. Because otherwise theres just going to be confusion over how much each supposed new G-H pot would give back. |
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| Author: | F?anor Bauglir [ Thu Feb 10, 2005 7:02 am ] |
| Post subject: | |
I guess that if a difference in "power" to all the pots based on how high the alchies skill would be implemented then as u said it might be necessary to set labels on them to minimize the confusion as it is in blacksmithing atm. But on the other hand it doesn't need to be seen as confusing because Great heal is greater because it's better then a normal heal pot. and if u altered the interval based on skill, the weakest GH pot would still be a greater if u compared to the best normal heal pot. The difference would be GH vs GH Anyway I think the idea is good and think it would add an element for alchies since more choices mean more fun, atleast for me anyway. But I also think it's not really necessary since the current system works good as it is. |
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| Author: | Kilo [ Thu Feb 10, 2005 9:57 am ] |
| Post subject: | |
of course its works good at teh moment, but isnt that what suggestions are for? i mean bit by bit players make suggestions, and the admins try and implement them. eventually obsidian will become a complete and perfect shard. |
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