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CapnSquig-WHA
09-11-2008, 05:54 AM
I thought I would cut out the specific Apothecary changes for you all.


Apothecary
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Players can now create dyes. To create a dye, a player will need a Pigment, Fixer, and a special container. Crafting merchants sell Fixers and Dye containers. Pigments are usually obtained as a byproduct after a very successful Cultivation attempt.

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Players can now create Gold Essence. To make a Gold Essence, a player will need a Goldweed, Quicksilver, Gold Dust, and a special container. Goldweed is grown by Cultivators. Gold Dust can be found by Scavenging or on some humanoid monsters. Quicksilver and Gold-Essence containers can be bought from crafting stores.

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Potions effects have been revised. Healing potions are now more potent.

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Potion makers can now have two types of super success. The first type of success results in the next level up of that potion, which usually has a higher level requirement. The second type of success results in a more potent potion that has the same level requirement (these are very good).

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The UI tooltips regarding the 'yellow zone' on the Unstabilityometer have been revised. Note that if the stability of a mixture is in the yellow zone, depending on the overall stability, the recipe will fail or be volatile.

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Volatile potions can go wrong when they are used. The side effects can either knockdown a player, make them mute for a short time, or make them drop their weapons.

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The stability of Cloudy Water has been increased.

WindSlicer
09-11-2008, 08:11 AM
Huh, the lv 15 potions were pretty potent, interested to see what the actual changes were. And the Fourth change about two different crit items is actually already in place. It's "you have made something better.." and "you have made something awesome". Cloudy water stability I guess is good.. I'd rather be forced to scavenge to get the better waters, but I guess the point is moot when you get into tier 3 and 4 and need to use the other waters.

Glad to see they're implementing the volatile potion effect, very interesting mechanic.

ZaiRoX
09-11-2008, 08:59 AM
Well cloudy water isn't a big expense now anyway. Isn't it 5brass now? In beta I belive it was 5silver...

Either way I am a bit sceptical about the potency of healing potions. The pots I farm are already healing me for half my hp. Now, only got a apot skill of about 40, so things might change later on. Still worring though. If anything I would expect a nerf to healing potions, but a buff to stat potions. But as I said, not experienced with end game crafting.

Kherith
09-11-2008, 09:16 AM
I was surprised to read that they were updating the cloudy water stability.
I was able to consistently use 2 cloudy waters up to 50. Only the 60 mats seemed to require better.
Seemed pretty pointless to have fizzling water, since the 60 mats need distilled or better. And I've tried using distilled on level 1 mats without any improvement in resulting item quality. So I guess I'm just missing something here.

LawLessOne
09-11-2008, 10:16 AM
I was surprised to read that they were updating the cloudy water stability.
I was able to consistently use 2 cloudy waters up to 50. Only the 60 mats seemed to require better.
Seemed pretty pointless to have fizzling water, since the 60 mats need distilled or better. And I've tried using distilled on level 1 mats without any improvement in resulting item quality. So I guess I'm just missing something here.

I have had success using one fizzling water instead of 2 cloudy. It also opens up the possiblity of using 2 potion enhancers. Had some success using the 'makes more' and the 'lasts longer' at the same time.

Kherith
09-11-2008, 01:44 PM
thank you for that information, Lawless.

Please tell me, when successfully substituting 1 fizzling for 2 cloudy, what level main ingredient were you working with?

Thalyon
09-11-2008, 03:10 PM
Please tell me, when successfully substituting 1 fizzling for 2 cloudy, what level main ingredient were you working with?

Interesting. This makes it sound like an actual Alchemy recipe. I like that.

Terrok
09-13-2008, 08:38 PM
Fizzling water has a green name. from what I understand and was able to gather, items that have green names have hidden bonuses that can affect the outcome for the better. These bonuses dont neccessarily have to be related to the item.

For example, I had an uncommon ingredient related to Dusty Fusk. I think it was Sandy Fusk. I noticed that when I added it to the potion I was making, that the stability-o-meter went from yellow to green indicating that it added extra stability despite being an ingredient that increases the number of concoctions. This leads me to believe that uncommon ingeredients have hidden benefits. Fizzling water might add to the quality of the end result.

What is certain is that the fizzling water probably adds something that cloudy water cant. Besides having to use less fizzling water than cloudy water (frees up ingredient slots) because it is a higher level, it has an extra benefit for being uncommon. From what I've read above, this benefit is probably more quality.