Battle potions! And their current problems. These potions currently have little or no real purpose; relics of the past that require updates. The game at the moment is a game of momentum. How you use said momentum is very important. The elixirs in question offer a tiny benefit for far more momentum used. These potions require the user to already be banking on a large amount of stats from the get-go. Thus, the soft cap not only affects it, but the slots needed for those potions don’t outweigh magical stones and healing potions.
I have a few suggestions for the potions in question. These potions are:
Mind - Increase will by a certain %
Muscle - Increase strength by a certain %
Body - Increase Defense by a certain %
Ward - Increase Resistance by a certain %
Arcane - Turns STR scaling to WILL, change attack damage to magic but half the power and additional power included.
Firebreather - Gives access to breathe fire which operates without SWA or Hit. It uses only fire attacks. This is easily out-shadowed by any other fire attack in the game.
Snakebane - It gives poison resistance. There’s a potion that can outright remove the potion, as well as many other different things.
The rest are still viable, however, they simply can’t keep up with things like the magical stones and healing potions.
Arcane Potion - This one is simple? With the recent changes to weapons, this potion isn’t exactly that needed as there are weapons of many types and the strength stats are a lot easier to pad than others.
The suggestion for this potion is to apply the Magical tag to a weapon. A weapon gets -30% its main scaling and +40% Will scaling with the damage changed to magical instead. (Without the power drop, just give it potion sickness)
Firebreather - I’d suggest this works similar to that of a Youkai. 100% Fire attack + 2.5% per character LV while scaling with the hit of the equipped weapon similar to Vampire’s bite. With each size of the potion, the main fire attack increases by 25%. So at large, it’s 150% + 2.5% per level. If used by a Hyattr, increase the per a level by 50% and treat their next Fire breathing as if Channel Magic and Channel Destruction is applied.
Snakebane - This is still okay as it is. At most, I’d suggest it also getting status resistance against poisons as well; making it harder to be inflicted by poison attacks.
I have a few suggestions for the potions in question. These potions are:
Mind - Increase will by a certain %
Muscle - Increase strength by a certain %
Body - Increase Defense by a certain %
Ward - Increase Resistance by a certain %
Arcane - Turns STR scaling to WILL, change attack damage to magic but half the power and additional power included.
Firebreather - Gives access to breathe fire which operates without SWA or Hit. It uses only fire attacks. This is easily out-shadowed by any other fire attack in the game.
Snakebane - It gives poison resistance. There’s a potion that can outright remove the potion, as well as many other different things.
The rest are still viable, however, they simply can’t keep up with things like the magical stones and healing potions.
My suggestion towards fixing this is odd.
Mind, Strength, Body and Ward - require one’s stats to be high from the start to truly be effective, else the boost itself will be quite small. Even then, with the soft cap, the boost itself will still be small, regardless. The suggestion for these is to assign the boost to be static and with Perfect talent to improve the numbers. For example, Small = 10, Medium = 15 and Large = 20, however, with perfect, a certain amount affects base/cap to improve the value similar to the Dragon King Set or even the Dragon Queen.Arcane Potion - This one is simple? With the recent changes to weapons, this potion isn’t exactly that needed as there are weapons of many types and the strength stats are a lot easier to pad than others.
The suggestion for this potion is to apply the Magical tag to a weapon. A weapon gets -30% its main scaling and +40% Will scaling with the damage changed to magical instead. (Without the power drop, just give it potion sickness)
Firebreather - I’d suggest this works similar to that of a Youkai. 100% Fire attack + 2.5% per character LV while scaling with the hit of the equipped weapon similar to Vampire’s bite. With each size of the potion, the main fire attack increases by 25%. So at large, it’s 150% + 2.5% per level. If used by a Hyattr, increase the per a level by 50% and treat their next Fire breathing as if Channel Magic and Channel Destruction is applied.
Snakebane - This is still okay as it is. At most, I’d suggest it also getting status resistance against poisons as well; making it harder to be inflicted by poison attacks.
This will only fix their usefulness, but they would still run into two fundamental problems. Momentum and slots. The first suggestion I had in mind for this was these battle potions operating like Blue potion. Whereas they need only one on the belt. This would help with the slots situation.
As for the other? A trait.
Quote:Master Alchemist (5 points in Alchemist talent): When equipping potions (Not healing, Sal Volatile, Anti Toxin and Blue potion.), it increases the item bag slot by 0.5. 2 lower momentum cost for each potion (1 min.) (Not healing, Sal Volatile, Anti Toxin and Blue potion.) but would instead put each potion on a round one cooldown after usage.