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nibel
05-17-2015, 12:06 PM
DDO have dozens of potions available in game. Most of the ones that can be acquired with coin follow PnP rules (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm). Almost all that can be acquired via DDO Store don't. Everything else is kinda mixed. The main reason behind this is that DDO in its beggining was very close to the 3.5 ruleset, so a Cure Serious Wounds potion that healed for ~20 HP was great when a capped (level 10) fighter was running with less than 200 HP. Then the game evolved, and natural power creep made most healing potions obsolete.

The proposition behind this topic is to balance overall potions to fit the current game. Unless stated otherwise, all potions on the list will be ML 1, but their costs will scale geometrically (like PnP rules), so that you want to avoid overkill always using "the best of the best" when you are running your TR through Korthos. Every potion will trigger a universal potion cooldown that is shared between all non-bottomless potions (Bottomless potions have their own internal cooldown), so that even the order of potion drinking may be a strategic decision.

While technically categorized as "potions", anything that involve Experience Potions, Loot Gems, Slayer Potions, and Crafting XP Potions will not be listed here. The prices listed are base price, and are modified as normal by vendor reputation and Haggle (http://ddowiki.com/page/Haggle). Store-bought potions have reduced cooldown compared to their normal versions (usually half).

See also my Favor Revamp (https://www.ddo.com/forums/showthread.php/454769) proposal for more potion options.

Healing Potions

The main thing everyone, regardless of class, want to carry around. Love it or not, everyone lose HP at some point while playing. Thus, everyone carry some way to heal. And there is where those potions come.

Healing Potions uses a "drink" animation, trigger a 10 seconds potion cooldown, and cost more than Vigor Potions.

Cure Light Wounds: Heal you with positive healing for 15 HP. 5 pp each
Cure Moderate Wounds: Heal you with positive healing for 50 HP. 50 pp each
Cure Serious Wounds: Heal you with positive healing for 150 HP. 500 pp each
Cure Critical wounds: Heal you with positive healing for 400 HP. 5,000 pp each


Repair Light Damage: Heal you with repair healing for 15 HP. 5 pp each
Repair Moderate Damage: Heal you with repair healing for 50 HP. 50 pp each
Repair Serious Damage: Heal you with repair healing for 150 HP. 500 pp each
Repair Critical Damage: Heal you with repair healing for 400 HP. 5,000 pp each


Inflict Light Wounds: Heal you with negative healing for 15 HP. 5 pp each
Inflict Moderate Wounds: Heal you with negative healing for 50 HP. 50 pp each
Inflict Serious Wounds: Heal you with negative healing for 150 HP. 500 pp each
Inflict Critical wounds: Heal you with negative healing for 400 HP. 5,000 pp each


Vigor Potions heal more than healing potions, but requires you to not be in active combat. They use an "eating" animation (5 seconds), trigger a 30 seconds potion cooldown, and cost less than equivalent healing potions.

Lesser Vigor: Provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with positive healing for 6 HP every 3 seconds. 3 pp each
Vigor: Heal you with positive energy for 15 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with positive healing for 17 HP every 3 seconds. 30 pp each
Improved Vigor: Heal you with positive energy for 50 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with positive healing for 50 HP every 3 seconds. 300 pp each
Greater Vigor: Heal you with positive energy for 150 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with positive healing for 130 HP every 3 seconds. 3,000 pp each


Lesser Maintenance: Provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with repair healing for 6 HP every 3 seconds. 3 pp each
Maintenance: Heal you with positive energy for 15 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with repair healing for 17 HP every 3 seconds. 30 pp each
Improved Maintenance: Heal you with positive energy for 50 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with repair healing for 50 HP every 3 seconds. 300 pp each
Greater Maintenance: Heal you with positive energy for 150 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with repair healing for 130 HP every 3 seconds. 3,000 pp each


Lesser Decay: Provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with negative healing for 6 HP every 3 seconds. 3 pp each
Decay: Heal you with positive energy for 15 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with negative healing for 17 HP every 3 seconds. 30 pp each
Improved Decay: Heal you with positive energy for 50 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with negative healing for 50 HP every 3 seconds. 300 pp each
Greater Decay: Heal you with positive energy for 150 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with negative healing for 130 HP every 3 seconds. 3,000 pp each


Mnemonic Elixirs

Spell Points are the second most common thing players want to see restored, after HP. Those potions are rare, and can only be acquired via chest drops, DDO Store, or Twelve favor. They remain unchanged from current game, except for one detail:

All of those potions uses a "casting" animation and trigger a 60 seconds potion cooldown.

Restoration Potions

Even the better adventurer eventually get hit with some bad ailments. Those potions fix it, and allow you to keep fighting the good fight. Most of those potions are unchanged from their current incarnation, so I'll be listing only possible changes:

The following potions uses a "drink" animation, and trigger a 5 seconds potion cooldown:

Lesser Restoration: Remove all stat damage and stat penalty effects affecting you. Can't be used in other players. 75 pp each.
Remove Blindness: Remove all blindness effects on you. Can't be used in other players. 75 pp each.
Remove Curse: Remove all Natural and Magic curses affecting you. Can't be used in other players. 75 pp each.
Remove Disease: Remove all Natural and Magic diseases affecting you. Do not grant Disease Immunity. Can't be used in other players. 75 pp each.
Remove Fear: Remove all Fear (http://ddowiki.com/page/Fear) effects affecting you. Can be drank if you are Frightened. Can't be used in other players. 75 pp each.
Remove Paralysis: Remove Sickened (http://ddowiki.com/page/Sickened), Slow (http://ddowiki.com/page/Slow) and Hamstring (http://ddowiki.com/page/Hamstring) effects from you. Can't be used in other players. 75 pp each.
Remove Poison: Remove all Natural and Magic poisons affecting you. Do not grant Poison Immunity. Can't be used in other players. 75 pp each.


The following potions uses a "casting" animation, and trigger a 10 seconds potion cooldown:

Restoration: Remove all stat damage and stat penalty effects affecting you, and one negative level. Can be used in other players. 750 pp each. (Cheaper if bought via Jorasco Favor)
Prevent Blindness: Provides immunity against blindness for 2 minutes. Can be used in other players. 750 pp each.
Prevent Curse: Provides immunity against natural and magical curses for 2 minutes. Can be used in other players. 750 pp each.
Prevent Disease: Provides immunity against natural and magical diseases for 2 minutes. Can be used in other players. 750 pp each.
Prevent Fear: Prevents all Fear (http://ddowiki.com/page/Fear) effects from affecting you for two minutes. Can't be drank if you are Frightened. Can be used in other players. 750 pp each.
Prevent Paralysis: You become immune to Sickened (http://ddowiki.com/page/Sickened) and Slow (http://ddowiki.com/page/Slow) effects for 2 minutes. Grant a +4 morale bonus to Will saving throws against Enchantment effects. Can be used in other players. 750 pp each.
Prevent Poison: Provides Poison Immunity and Resist 10 against poison damage for 2 minutes. Can be used in other players. 750 pp each.


The following potions uses a "drink" animation, and trigger a 30 seconds potion cooldown:

Greater Restoration: Remove all stat damage, stat penalty effects and negative levels affecting you. Can't be used in other players. 7,500 pp each. (Cheaper if bought via Jorasco Favor)
Dispel Magic: Remove all positive and negative effects from you (except store potions and guild buffs). Can't be used in other players. 10,000 pp each.


Buff Potions

Sometimes you requires magic protection. Sometimes you can't cast the required spell, or don't have a friendly caster that can cast that spell on you. So, you need to go for potions that provide those effects.

All following potions uses a "drink" animation, and trigger a 5 seconds potion cooldown:


Barkskin: Provides an enhancement bonus to Natural Armor for 10 minutes. Available in six levels:
ML 1: +2 bonus, 5 pp
ML 5: +3 bonus, 15 pp
ML 10: +4 bonus, 50 pp
ML 15: +5 bonus, 100 pp
ML 20: +8 bonus, 300 pp
ML 30: +10 bonus, 500 pp
Bless: Provides the full benefits from the spell for 10 minutes. 5 pp.
Haste: Provides the full benefits from the spell. Available in four levels:
ML 1: Last 30 seconds, 10 pp
ML 11: Last 1 minute, 100 pp
ML 20: Last 1:30 minutes, 500 pp
ML 30: Last 2 minutes, 1,500 pp
Heroism: Provides a Morale bonus to all skills, saves, and attack rolls for 10 minutes. Available in three levels:
ML 1: +2 bonus, 10 pp
ML 11: +3 bonus, 150 pp
ML 20: +4 bonus, 500 pp
Jump: Provides an enhancement bonus to Jump for 10 minutes. Available in three levels:
ML 1: +10 bonus, 5 pp
ML 11: +20 bonus, 50 pp
ML 20: +30 bonus, 500 pp
Mage Armor: Provides an Armor Bonus to AC for 10 minutes. Available in four levels:
ML 1: +4 AC, 5 pp
ML 10: +7 AC, 50 pp
ML 20: +12 AC, 500 pp
ML 30: +20 AC, 5,000 pp
Protection From Energy: Prevents elemental damage against a single element for 10 minutes, or until the absorption limit of the spell is reached. Available in four levels:
ML 1: Absorb 100 damage (max 10 per hit), 25 pp
ML 11: Absorb 500 damage (max 50 per hit), 100 pp
ML 20: Absorb 1000 damage (max 100 per hit), 1,000 pp
ML 30: Absorb 5000 damage (max 200 per hit), 10,000 pp
Protection From Evil: Provides the full benefits from the spell for 10 minutes. 5 pp.
Rage: Provides an morale bonus to Strength, Constitution and Will saves, a penalty to AC and PRR for 10 minutes. Available in four levels:
ML 1: +2 Str/Con, +1 Will, -2 AC, -5 PRR, 5 pp
ML 11: +4 Str/Con, +2 Will, -4 AC, -20 PRR, 25 pp
ML 20: +6 Str/Con, +3 Will, -6 AC, -30 PRR, 100 pp
ML 30: +8 Str/Con, +4 Will, -10 AC, -50 PRR, 750 pp
Resist Energy: Provides an enhancement bonus to a single elemental resistance for 10 minutes. Available in four levels:
ML 1: Resist 10, 5 pp
ML 11: Resist 20, 50 pp
ML 20: Resist 30, 500 pp
ML 30: Resist 40, 5,000 pp
Shield of Faith: Provides a Deflection Bonus to AC for 10 minutes. Available in five levels:
ML 1: +2 bonus, 5 pp
ML 5: +3 bonus, 15 pp
ML 11: +5 bonus, 50 pp
ML 20: +8 bonus, 100 pp
ML 30: +11 bonus, 500 pp
Stat bonus: (Bull's Might, Cat's Grace, Bear's Endurance, Fox's Cunning, Owl's Wisdom, Eagle's Splendor) Provides the full benefits from the spell for 10 minutes. 5 pp.
Tumble: Provides the full benefits from the spell for 10 minutes. 5 pp.


Alchemical Spell Enhancers

Those potions all give an alchemical bonus to Spell Power (http://ddowiki.com/page/Spell_Power#Affected_Damage_Types). Universal Potions give the same bonus as the individual potions, but element-based potions also provide a +0.5 bonus to critical spell damage and +5% Spell Critical Chance for that element for the duration of the buff.

Those potions uses an "eating" animation (5 seconds), and trigger a 30 seconds potion cooldown. They last for 5 minutes, until you rest or until you drink another Spell Enhancer potion (If you drank an Ardor Potion, then drink a Impact Potion, the previous bonus to Fire spells disappear).

Least <type> Potion: ML 1, +5 bonus
Lesser <type> Potion: ML 5, +10 bonus
<type> Potion: ML 10, +15 bonus
Improved <type> Potion: ML 15, +20 bonus
Greater <type> Potion: ML 20, +25 bonus
Superior <type> Potion: ML 25, +30 bonus

fmalfeas
05-17-2015, 11:04 PM
DDO have dozens of potions available in game. Most of the ones that can be acquired with coin follow PnP rules (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm). Almost all that can be acquired via DDO Store don't. Everything else is kinda mixed. The main reason behind this is that DDO in its beggining was very close to the 3.5 ruleset, so a Cure Serious Wounds potion that healed for ~20 HP was great when a capped (level 10) fighter was running with less than 200 HP. Then the game evolved, and natural power creep made most healing potions obsolete.

The proposition behind this topic is to balance overall potions to fit the current game. Unless stated otherwise, all potions on the list will be ML 1, but their costs will scale geometrically (like PnP rules), so that you want to avoid overkill always using "the best of the best" when you are running your TR through Korthos. Every potion will trigger a universal potion cooldown that is shared between all non-bottomless potions (Bottomless potions have their own internal cooldown), so that even the order of potion drinking may be a strategic decision.

While technically categorized as "potions", anything that involve Experience Potions, Loot Gems, Slayer Potions, and Crafting XP Potions will not be listed here. The prices listed are base price, and are modified as normal by vendor reputation and Haggle (http://ddowiki.com/page/Haggle). Store-bought potions have reduced cooldown compared to their normal versions (usually half).

See also my Favor Revamp (https://www.ddo.com/forums/showthread.php/454769) proposal for more potion options.

Healing Potions

The main thing everyone, regardless of class, want to carry around. Love it or not, everyone lose HP at some point while playing. Thus, everyone carry some way to heal. And there is where those potions come.

Healing Potions uses a "drink" animation, trigger a 10 seconds potion cooldown, and cost more than Vigor Potions.

Cure Light Wounds: Heal you with positive healing for 15 HP. 5 pp each
Cure Moderate Wounds: Heal you with positive healing for 50 HP. 50 pp each
Cure Serious Wounds: Heal you with positive healing for 150 HP. 500 pp each
Cure Critical wounds: Heal you with positive healing for 400 HP. 5,000 pp each


Repair Light Damage: Heal you with repair healing for 15 HP. 5 pp each
Repair Moderate Damage: Heal you with repair healing for 50 HP. 50 pp each
Repair Serious Damage: Heal you with repair healing for 150 HP. 500 pp each
Repair Critical Damage: Heal you with repair healing for 400 HP. 5,000 pp each


Inflict Light Wounds: Heal you with negative healing for 15 HP. 5 pp each
Inflict Moderate Wounds: Heal you with negative healing for 50 HP. 50 pp each
Inflict Serious Wounds: Heal you with negative healing for 150 HP. 500 pp each
Inflict Critical wounds: Heal you with negative healing for 400 HP. 5,000 pp each


[/list]

Despite that huge price tag you've affixed, what kind of lunatic is making these things? 400pt CSW? What, is that Empowered, Maximized, Empower Heal'd, with a TF Devotion stick, a TF Healcrit stick, and if it doesn't crit, he throws it away?

The concept is okay, but with the D&D roots, the naming is very much not.

General_Gronker
05-18-2015, 01:23 AM
Every potion will trigger a universal potion cooldown that is shared between all non-bottomless potions

Sure. As long as it's no more than 3 seconds (roughly a standard action). Other than that, no. Potions aren't meant to scale up, and there are too many high powered ones available as it. Want healing at higher levels? Potions ain't the way to go.


/not even close to signed

TheGuyYouKnow
05-18-2015, 02:17 AM
the price and effect of healing potions are too high. remember to take into account that most characters have about 60-150 heal amp so the higher level potions would heal almost everyone to full

i like the idea of your absorption potions that would be extremely useful for certain raids but they are too much for normal questing

as for the other buffing potions i like them a lot but the spells themselves should also be updated to reflect this.

nibel
05-18-2015, 04:59 PM
Just a quick reminder that like everything else, the price tag is a placeholder.


the price and effect of healing potions are too high. remember to take into account that most characters have about 60-150 heal amp so the higher level potions would heal almost everyone to full

I know. But we also have some character types with 1k+ HP. With a larger cooldown, you can't just chain-drink potions, so finding the sweet spot between your HP and your healing amp is part of the strategy I imagine those kind of potions would bring.


Despite that huge price tag you've affixed, what kind of lunatic is making these things? 400pt CSW? What, is that Empowered, Maximized, Empower Heal'd, with a TF Devotion stick, a TF Healcrit stick, and if it doesn't crit, he throws it away?

The concept is okay, but with the D&D roots, the naming is very much not.

We could also reuse the HoT potion names (Elixir of <potency> Healing), but then my intention was to replace the current potion list with this list. So, in some way, this is kinda like recreating the wheel because we now really need a square wheel.

bsquishwizzy
05-20-2015, 12:22 PM
Why not just allow Cannith Crafting to create potions and wands?

I'd love to be able to have a toon that can churn-out BtA Magic Missile wands that have a caster level of 20. Or, alternatively, having a cleric brew a potion that is a CCW at maximum level.

Or brewing my own lvl 20 Haste posts for guildies, alts, and party members.

FranOhmsford
05-20-2015, 02:01 PM
Healing Potions

The main thing everyone, regardless of class, want to carry around. Love it or not, everyone lose HP at some point while playing. Thus, everyone carry some way to heal. And there is where those potions come.

Healing Potions uses a "drink" animation, trigger a 10 seconds potion cooldown, and cost more than Vigor Potions.

Cure Light Wounds: Heal you with positive healing for 15 HP. 5 pp each
Cure Moderate Wounds: Heal you with positive healing for 50 HP. 50 pp each
Cure Serious Wounds: Heal you with positive healing for 150 HP. 500 pp each
Cure Critical wounds: Heal you with positive healing for 400 HP. 5,000 pp each


Repair Light Damage: Heal you with repair healing for 15 HP. 5 pp each
Repair Moderate Damage: Heal you with repair healing for 50 HP. 50 pp each
Repair Serious Damage: Heal you with repair healing for 150 HP. 500 pp each
Repair Critical Damage: Heal you with repair healing for 400 HP. 5,000 pp each


Inflict Light Wounds: Heal you with negative healing for 15 HP. 5 pp each
Inflict Moderate Wounds: Heal you with negative healing for 50 HP. 50 pp each
Inflict Serious Wounds: Heal you with negative healing for 150 HP. 500 pp each
Inflict Critical wounds: Heal you with negative healing for 400 HP. 5,000 pp each


The Crit pots are way way too expensive and way way too powerful!

Halve both the healing AND the cost!


Vigor Potions heal more than healing potions, but requires you to not be in active combat. They use an "eating" animation (5 seconds), trigger a 30 seconds potion cooldown, and cost less than equivalent healing potions.

Lesser Vigor: Provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with positive healing for 6 HP every 3 seconds. 3 pp each
Vigor: Heal you with positive energy for 15 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with positive healing for 17 HP every 3 seconds. 30 pp each
Improved Vigor: Heal you with positive energy for 50 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with positive healing for 50 HP every 3 seconds. 300 pp each
Greater Vigor: Heal you with positive energy for 150 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with positive healing for 130 HP every 3 seconds. 3,000 pp each


Lesser Maintenance: Provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with repair healing for 6 HP every 3 seconds. 3 pp each
Maintenance: Heal you with positive energy for 15 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with repair healing for 17 HP every 3 seconds. 30 pp each
Improved Maintenance: Heal you with positive energy for 50 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with repair healing for 50 HP every 3 seconds. 300 pp each
Greater Maintenance: Heal you with positive energy for 150 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with repair healing for 130 HP every 3 seconds. 3,000 pp each


Lesser Decay: Provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with negative healing for 6 HP every 3 seconds. 3 pp each
Decay: Heal you with positive energy for 15 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with negative healing for 17 HP every 3 seconds. 30 pp each
Improved Decay: Heal you with positive energy for 50 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with negative healing for 50 HP every 3 seconds. 300 pp each
Greater Decay: Heal you with positive energy for 150 HP, and provides 1 Temporary Hit Point for 15 seconds. While this THP last, you will be healed with negative healing for 130 HP every 3 seconds. 3,000 pp each


Well you've made all of these completely and utterly useless unless a player is willing to sit and wait the timer out!

With your healing pots being available no-one's going to buy these!


Mnemonic Elixirs

Spell Points are the second most common thing players want to see restored, after HP. Those potions are rare, and can only be acquired via chest drops, DDO Store, or Twelve favor. They remain unchanged from current game, except for one detail:

All of those potions uses a "casting" animation and trigger a 60 seconds potion cooldown.

Not sure people drink Majors so fast anyway - The only thing that bothers me is that this change will make Minor and Lesser Mnem Pots nothing more than Vendor Trash as those literally have to be drunk one after the other to get any real benefit from them.


Restoration Potions

Even the better adventurer eventually get hit with some bad ailments. Those potions fix it, and allow you to keep fighting the good fight. Most of those potions are unchanged from their current incarnation, so I'll be listing only possible changes:

The following potions uses a "drink" animation, and trigger a 5 seconds potion cooldown:

Lesser Restoration: Remove all stat damage and stat penalty effects affecting you. Can't be used in other players. 75 pp each.
Remove Blindness: Remove all blindness effects on you. Can't be used in other players. 75 pp each.
Remove Curse: Remove all Natural and Magic curses affecting you. Can't be used in other players. 75 pp each.
Remove Disease: Remove all Natural and Magic diseases affecting you. Do not grant Disease Immunity. Can't be used in other players. 75 pp each.
Remove Fear: Remove all Fear (http://ddowiki.com/page/Fear) effects affecting you. Can be drank if you are Frightened. Can't be used in other players. 75 pp each.
Remove Paralysis: Remove Sickened (http://ddowiki.com/page/Sickened), Slow (http://ddowiki.com/page/Slow) and Hamstring (http://ddowiki.com/page/Hamstring) effects from you. Can't be used in other players. 75 pp each.
Remove Poison: Remove all Natural and Magic poisons affecting you. Do not grant Poison Immunity. Can't be used in other players. 75 pp each.


Not sure why the "can't be used on other players" bit other than to hurt newbies who can't afford to buy their own!


The following potions uses a "casting" animation, and trigger a 10 seconds potion cooldown:

Restoration: Remove all stat damage and stat penalty effects affecting you, and one negative level. Can be used in other players. 750 pp each. (Cheaper if bought via Jorasco Favor)
Prevent Blindness: Provides immunity against blindness for 2 minutes. Can be used in other players. 750 pp each.
Prevent Curse: Provides immunity against natural and magical curses for 2 minutes. Can be used in other players. 750 pp each.
Prevent Disease: Provides immunity against natural and magical diseases for 2 minutes. Can be used in other players. 750 pp each.
Prevent Fear: Prevents all Fear (http://ddowiki.com/page/Fear) effects from affecting you for two minutes. Can't be drank if you are Frightened. Can be used in other players. 750 pp each.
Prevent Paralysis: You become immune to Sickened (http://ddowiki.com/page/Sickened) and Slow (http://ddowiki.com/page/Slow) effects for 2 minutes. Grant a +4 morale bonus to Will saving throws against Enchantment effects. Can be used in other players. 750 pp each.
Prevent Poison: Provides Poison Immunity and Resist 10 against poison damage for 2 minutes. Can be used in other players. 750 pp each.


Way way too expensive!

Just buying 10 of each would cost 52,500 plat!


The following potions uses a "drink" animation, and trigger a 30 seconds potion cooldown:

Greater Restoration: Remove all stat damage, stat penalty effects and negative levels affecting you. Can't be used in other players. 7,500 pp each. (Cheaper if bought via Jorasco Favor)
Dispel Magic: Remove all positive and negative effects from you (except store potions and guild buffs). Can't be used in other players. 10,000 pp each.


That Dispel Magic Pot is basically CURSED!
No-one's going to pay 10k plat for a Pot that removes ALL their positive buffs along with the one negative buff they've got on them!

Greater Resto shouldn't be pot castable anyway and Scrolls are a lot cheaper than your pot cost!


Buff Potions

Sometimes you requires magic protection. Sometimes you can't cast the required spell, or don't have a friendly caster that can cast that spell on you. So, you need to go for potions that provide those effects.

All following potions uses a "drink" animation, and trigger a 5 seconds potion cooldown:


Barkskin: Provides an enhancement bonus to Natural Armor for 10 minutes. Available in six levels:
ML 1: +2 bonus, 5 pp
ML 5: +3 bonus, 15 pp
ML 10: +4 bonus, 50 pp
ML 15: +5 bonus, 100 pp
ML 20: +8 bonus, 300 pp
ML 30: +10 bonus, 500 pp
Bless: Provides the full benefits from the spell for 10 minutes. 5 pp.
Haste: Provides the full benefits from the spell. Available in four levels:
ML 1: Last 30 seconds, 10 pp
ML 11: Last 1 minute, 100 pp
ML 20: Last 1:30 minutes, 500 pp
ML 30: Last 2 minutes, 1,500 pp
Heroism: Provides a Morale bonus to all skills, saves, and attack rolls for 10 minutes. Available in three levels:
ML 1: +2 bonus, 10 pp
ML 11: +3 bonus, 150 pp
ML 20: +4 bonus, 500 pp
Jump: Provides an enhancement bonus to Jump for 10 minutes. Available in three levels:
ML 1: +10 bonus, 5 pp
ML 11: +20 bonus, 50 pp
ML 20: +30 bonus, 500 pp
Mage Armor: Provides an Armor Bonus to AC for 10 minutes. Available in four levels:
ML 1: +4 AC, 5 pp
ML 10: +7 AC, 50 pp
ML 20: +12 AC, 500 pp
ML 30: +20 AC, 5,000 pp
Protection From Energy: Prevents elemental damage against a single element for 10 minutes, or until the absorption limit of the spell is reached. Available in four levels:
ML 1: Absorb 100 damage (max 10 per hit), 25 pp
ML 11: Absorb 500 damage (max 50 per hit), 100 pp
ML 20: Absorb 1000 damage (max 100 per hit), 1,000 pp
ML 30: Absorb 5000 damage (max 200 per hit), 10,000 pp
Protection From Evil: Provides the full benefits from the spell for 10 minutes. 5 pp.
Rage: Provides an morale bonus to Strength, Constitution and Will saves, a penalty to AC and PRR for 10 minutes. Available in four levels:
ML 1: +2 Str/Con, +1 Will, -2 AC, -5 PRR, 5 pp
ML 11: +4 Str/Con, +2 Will, -4 AC, -20 PRR, 25 pp
ML 20: +6 Str/Con, +3 Will, -6 AC, -30 PRR, 100 pp
ML 30: +8 Str/Con, +4 Will, -10 AC, -50 PRR, 750 pp
Resist Energy: Provides an enhancement bonus to a single elemental resistance for 10 minutes. Available in four levels:
ML 1: Resist 10, 5 pp
ML 11: Resist 20, 50 pp
ML 20: Resist 30, 500 pp
ML 30: Resist 40, 5,000 pp
Shield of Faith: Provides a Deflection Bonus to AC for 10 minutes. Available in five levels:
ML 1: +2 bonus, 5 pp
ML 5: +3 bonus, 15 pp
ML 11: +5 bonus, 50 pp
ML 20: +8 bonus, 100 pp
ML 30: +11 bonus, 500 pp
Stat bonus: (Bull's Might, Cat's Grace, Bear's Endurance, Fox's Cunning, Owl's Wisdom, Eagle's Splendor) Provides the full benefits from the spell for 10 minutes. 5 pp.
Tumble: Provides the full benefits from the spell for 10 minutes. 5 pp.


Min Lvl 30 Pots?

You're kidding right?

Actual Spells don't do half what these pots do!

This is just BROKEN OP!

nibel
05-21-2015, 06:16 PM
Why not just allow Cannith Crafting to create potions and wands?

I absolutely agree that we should be able to craft consumables (potions, wands, scrolls) with Cannith Crafting. Said that, this is not the focus of this thread.


Well you've made all of these completely and utterly useless unless a player is willing to sit and wait the timer out!

With your healing pots being available no-one's going to buy these!

They heal double the ammount of equally-powerful Healing potions, and cost 60% of their base price. The drawback is time.

I know these will have absolutely no value for zergers. This is by design.


Not sure people drink Majors so fast anyway - The only thing that bothers me is that this change will make Minor and Lesser Mnem Pots nothing more than Vendor Trash as those literally have to be drunk one after the other to get any real benefit from them.

Every mnemonic elixir, regardless of potency, is still a great way to remove Feeblemind. The main problem is that the only area that make use of this debuff is Ataraxia. Devs should feeblemind us more often.


Not sure why the "can't be used on other players" bit other than to hurt newbies who can't afford to buy their own!

Mainly, to get rid of the "casting" animation that is shared with all funnel potions in game right now. Many people I know actually prefer to buy the guild vendor version of those potions for the single reason that they use the "drink" animation, and thus, can be used while Barbarian/Madstone Raged.


That Dispel Magic Pot is basically CURSED!
No-one's going to pay 10k plat for a Pot that removes ALL their positive buffs along with the one negative buff they've got on them!

Great. Sell every one you loot, just like I do with all Invisibility potions I find.

I'm sure someone will find a good use for a full dispel in some specific niche cases.


Greater Resto shouldn't be pot castable anyway and Scrolls are a lot cheaper than your pot cost!

They cost more specifically because they don't fit the usual potion limitations (max 3rd level spells). The advantage they have over scrolls is that they don't require UMD, and can't be interrupted if you get hit mid-casting.

FranOhmsford
05-21-2015, 06:36 PM
They heal double the ammount of equally-powerful Healing potions, and cost 60% of their base price. The drawback is time.

I know these will have absolutely no value for zergers. This is by design.

My point has nothing to do with "Zergers"!

This whole game is played at a pace that's tailored to the players in group - When even one Zerger or Fast Vet is in group those Vigour Pots are going to be a complete waste of time!
Heck - With the Healing you're giving out off the base pots I can pretty much guarantee you that even the most dedicated Flower-Sniffer will prefer the faster and more reliable method of self healing!


Every mnemonic elixir, regardless of potency, is still a great way to remove Feeblemind. The main problem is that the only area that make use of this debuff is Ataraxia. Devs should feeblemind us more often.

You what?

Not only does Feeblemind now have a recurring save every 2 seconds {according to DDOWiki} but can also be removed by Heal or Panacea {so basically any Lvl 11+ Cleric hireling, Most Lvl 12+ FvS hires and Flower!}
http://ddowiki.com/page/Feeblemind
Even Minor Mnem Pots are far too valuable a tool to waste on removing a Feeblemind!

Oh and http://ddowiki.com/page/Woodblossom_Mead also will remove it!


Mainly, to get rid of the "casting" animation that is shared with all funnel potions in game right now. Many people I know actually prefer to buy the guild vendor version of those potions for the single reason that they use the "drink" animation, and thus, can be used while Barbarian/Madstone Raged.

Good Point.


Great. Sell every one you loot, just like I do with all Invisibility potions I find.

I'm sure someone will find a good use for a full dispel in some specific niche cases.

Seriously? You're going to compare Invis Pots to what you yourself admit will only have a niche use?

I hate the Invis Zerg playstyle and avoid it like the Plague BUT Invis is hardly a niche spell!


They cost more specifically because they don't fit the usual potion limitations (max 3rd level spells). The advantage they have over scrolls is that they don't require UMD, and can't be interrupted if you get hit mid-casting.

I'm of the opinion that we already have far too many Pots, Scrolls and Wands available to us in DDO {Many of which have become must haves in people's eyes}!

I'm sorry but you're not going to stop the UMD proliferation by offering these as pots!

All you're going to do is ADD to the Power Creep!

nibel
05-22-2015, 07:22 AM
My point has nothing to do with "Zergers"!

This whole game is played at a pace that's tailored to the players in group - When even one Zerger or Fast Vet is in group those Vigour Pots are going to be a complete waste of time!
Heck - With the Healing you're giving out off the base pots I can pretty much guarantee you that even the most dedicated Flower-Sniffer will prefer the faster and more reliable method of self healing!

Well, I disagree. And I think we should agree on disagree about this point, then.


You what?

Not only does Feeblemind now have a recurring save every 2 seconds {according to DDOWiki} but can also be removed by Heal or Panacea {so basically any Lvl 11+ Cleric hireling, Most Lvl 12+ FvS hires and Flower!}
http://ddowiki.com/page/Feeblemind
Even Minor Mnem Pots are far too valuable a tool to waste on removing a Feeblemind!

Oh and http://ddowiki.com/page/Woodblossom_Mead also will remove it!

You are right. I forgot they changed it to have a recurring save.

But I still believe mnemonic potions should have some kind of larger cooldown. Maybe a progressive timer according to the elixir potency? (3~5 seconds for minor, up to 60 seconds for superior?)

Stoner81
05-25-2015, 03:52 PM
I really like the idea here, potions and wands could use a big overhaul but I see one obvious issue...

Your Cure Serious Wounds pots are 150HP each which is better than Heal Scrolls (which require either UMD or characters levels in Cleric of FvS) because those are limited to caster level 11 and so only heal 110HP before Heal Amp.

What you have suggested (imho) is rather over powered to say the least but it's a starting point :)

Stoner81.

nibel
05-25-2015, 04:18 PM
Your Cure Serious Wounds pots are 150HP each which is better than Heal Scrolls (which require either UMD or characters levels in Cleric of FvS) because those are limited to caster level 11 and so only heal 110HP before Heal Amp.

Heal Scrolls cost less than 500pp each (165pp each). Heal scrolls have a smaller cooldown. Heal scrolls can benefit from Wand & Scroll Mastery for extra 75% potency (192 base healing). Heal Scrolls cure more than just HP.

eachna_gislin
05-26-2015, 02:58 AM
DDO have dozens of potions available in game. Most of the ones that can be acquired with coin follow PnP rules (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm). Almost all that can be acquired via DDO Store don't. Everything else is kinda mixed. The main reason behind this is that DDO in its beggining was very close to the 3.5 ruleset, so a Cure Serious Wounds potion that healed for ~20 HP was great when a capped (level 10) fighter was running with less than 200 HP. Then the game evolved, and natural power creep made most healing potions obsolete.

The proposition behind this topic is to balance overall potions to fit the current game. Unless stated otherwise, all potions on the list will be ML 1, but their costs will scale geometrically (like PnP rules), so that you want to avoid overkill always using "the best of the best" when you are running your TR through Korthos. Every potion will trigger a universal potion cooldown that is shared between all non-bottomless potions (Bottomless potions have their own internal cooldown), so that even the order of potion drinking may be a strategic decision.


No no no.

I know this will shock you, but we still have new players in the game. Charging them 5000 plat per bottle for healing potions is insane. Amazingly enough, even when they hit a level where they would 'need' the potions, they wouldn't be able to afford the price tag because new players have lots of other plat expenses.

If you want to gate cure potions, gate them behind a ML (as they already are). Gating them behind a plat cost means that wealthy players jaunting through Korthos will be able to afford them, and new people will not.

Also 'no' to any potion (other than guild potions) that can't be used on another player. This will probably also shock you, but some of us carry unbound potions to clear states on others.

No to any sort of shared cooldowns. Potion drinking should not be a "strategic decision". *** kind of idiotic suggestion is that? Potion Drinking: The Game? The strategic decision comes in whether to spend the plat on the potions, or run around with a lot of debuffing states dragging you down.

The assorted cooldowns are also just stupid. If I get the really bad mummy rot, I need to drink two potions. If I get the lesser version, I still have to drink one. You really want to make me stand around counting off cooldowns every time a mummy manages to touch me in the Sands quests? Or, I should stand around letting my stats decay because of the cooldown and/or I'm making a "strategic decision"? I'm fine with waiting till I get past a group of shamans before clearing curses in Harbor quests (which is, in fact, a strategic decision). I don't have that luxury with mummy rot. There are similar issues with fatigue effects that are cleared with lesser resto pots.

I play clerics, and I'm glad no one demands I follow after them spamming remove curse/remove disease/remove poison/etc., anymore. Exactly that situation will return if these sorts of suggestions are taken seriously by the development team.

As a cleric player I depend on potions (and scrolls) to help me stretch out my spell points (for more damage and *gasp* to HEAL OTHERS). Not allowing me access to unbound, use on self or others, very low cost potions is a direct hit to my spellpoint pool.

For my non-divine characters, it leaves them defenseless and leaves them stuck begging a divine to clear states. Something very few (if any) divine players enjoy being asked to do.

nibel
05-26-2015, 08:34 AM
I know this will shock you, but we still have new players in the game. Charging them 5000 plat per bottle for healing potions is insane. Amazingly enough, even when they hit a level where they would 'need' the potions, they wouldn't be able to afford the price tag because new players have lots of other plat expenses.

I don't expect new players to use the most expensive potions while running heroic quests. Just like today I don't expect new players (or even ALL players) to carry tons of Silver Flame potions. The point of the price being raised tenfold while the healing is not raised tenfold is to give options.


If you want to gate cure potions, gate them behind a ML (as they already are). Gating them behind a plat cost means that wealthy players jaunting through Korthos will be able to afford them, and new people will not.

If someone is so wealthy to spend tons of plat in a 400 healing potion on a 100-200 HP character, why should I care?

For new players, I actually expect them to invest more on Vigor potions, that are cheaper and heal for more. Specially considering that they probably will not play at neckbreaking speeds.


Also 'no' to any potion (other than guild potions) that can't be used on another player. This will probably also shock you, but some of us carry unbound potions to clear states on others.

Some potions on the list can still be used in other players. There is also always the option to carry wands and scrolls to use on other players.


The assorted cooldowns are also just stupid. If I get the really bad mummy rot, I need to drink two potions. If I get the lesser version, I still have to drink one. You really want to make me stand around counting off cooldowns every time a mummy manages to touch me in the Sands quests? Or, I should stand around letting my stats decay because of the cooldown and/or I'm making a "strategic decision"? I'm fine with waiting till I get past a group of shamans before clearing curses in Harbor quests (which is, in fact, a strategic decision). I don't have that luxury with mummy rot. There are similar issues with fatigue effects that are cleared with lesser resto pots.

Bad examples. Those potions in my proposition have a 5 seconds cooldown, very close to current cooldown on live (IIRC, it is 3.5 seconds). Even if you was forced to chug a healing potion mid-combat, most diseases tick every 30-60 seconds. That is more than enough time to wait for potion cooldown before the inflicted disease tick again.

Stoner81
05-26-2015, 03:16 PM
Heal Scrolls cost less than 500pp each (165pp each). Heal scrolls have a smaller cooldown. Heal scrolls can benefit from Wand & Scroll Mastery for extra 75% potency (192 base healing). Heal Scrolls cure more than just HP.

All very good points :)

Stoner81.