Random levelling feedback (2024)

Alchemy/Poison Feedback

On a standard OSI shard, lesser poison requires 0 alchemy, regular requires 15, and greater requires 55. Here, lesser requires 30, regular requires 50, greater requires 70.

Because alchemists are the feed-in for poison dexxers, it means that poison-dexxers at launch will be limited to lesser poison (because even if some sad*st decides to make alchemy their very first skill to raise, their chance of success is only 0.2% to make regular poison. There won't be a supply of regular poison potions available for anyone to use).

This compared to regular mages (0 investment in poisoning) who will always cast regular poison and poison mages who can upgrade to greater poison at 60 skill... and both of these compared to tamers who have access to pets that use regular poison right at 50 taming, and pets that use greater poison starting from 55 taming.

I'd suggest the following tweaks:

1) Lower the alchemy requirements for poison potions to the OSI values (0 for lesser, 15 for regular, 55 for greater). I see plenty of other recipes (magic resist, greater explosion, agility, etc) which will still be available for alchemists to level off of.

2) Reduce the reagent requirements for all low to mid tier potions from their current values to match the OSI requirements. Currently, all of the early tier potions cost more gold to purchase from a player alchemist than directly from the store because the cost to craft was increased (for example, a strength potion from an NPC alchemist will cost 10 gold, but the same potion from a player alchemist will cost 14 gold at cost (and 35 gold if considering the cost of failures for a 50 skill alchemist). E.g. for lesser/regular/greater poison potions, lower the nightshade costs from current values of 2/4/6 to new values of 1/2/4 respectively. Deadly is at 8 currently which matches the 8 nightshade cost from OSI and could stay there.

3) I don't know the check levels for poisoning skill, but I'd suggest to just doublecheck that the success chance forgreater is at areasonable threshold. It seems like for a 50 poisoning character, regular poison is the tier to be applying for skill gains (which is all the more reason to lower the alchemy break points for the weaker poisons as per above).

4) I checked, and when unlocking the lethal poison recipe at 110 skill, the success chance is only 0.2%. I'd strongly suggest to lower this to 100. I know your goal is to keep it something special for people who've invested in the skill, but keep in mind that the way it is now, 110 point investment in alchemy comes out to 5000 nightshade (15,000 gold) per lethal poison potion. Lowering it to 100 won't flood the market with them (it'll still cost 15,000 gold per potion at 100 skill to craft them), but will make sure that the success chance at 110 skill will be reasonable (it'll be 40% at 110 skill if you lower the min skill to 100).

5) Check the poisoning success chances for lethal poison. Per the skills summary, it requires GM (100 skill) to apply it, but when I'm trying to apply it in game at 100 skill, all I get are failures (I tried on over 10 lethal poison potions and failed every one of them). I'm concerned that this is again something where the success chance at 100 skill is only 0.2% and there's two problems with that. The obvious problem is one of cost (it becomes prohibitively expensive to apply lethal poison at the stage where it becomes available to you) and the second issue is that most poisoners will be alchemists themselves which in turn means that they really need 120 skill point investment in both skills right now to do anything with it (because they can't make it will until 120 alchemy and they don't stance a cost-effective chance of applying it until 120 poisoning). It becomes a bit of a snipe hunt chasing after a modest damage increase from poison that could more easily be attained by just dropping the 40 points in a complimentarysub-GM skill (arms lore or whatever)

Likewise, your infliction chance formula changes for lethal poison in a way that becomes counter productive (lethal poison deals more damage than deadly, but you lowered the infliction rate for lethal only which in turn means that lethal poison isn't as good an upgrade over deadly because it doesn't stick to mobs quite as well). I'd revert this to match the infliction rate shared by all other poisons (divide by 100, not by 120).

I'd suggest to introduce the possibility to apply lethal poison to weaponsat GM as you have it now, but let the success chance a GM be identical to whatever the success chance for applying deadly poison is at GM. This way for those alchemists who do branch out into crafting lethal poison, there will be a reasonable market of players who want to purchase / use it because GM poisoners can use it instead of just 120 poisoners.

Going above 100 skill will still increase the application chances (For both deadly and lethal), and increase the infliction rates for all poison types accordingly so it's not useless.

Random levelling feedback (2024)

References

Top Articles
Latest Posts
Article information

Author: Corie Satterfield

Last Updated:

Views: 6193

Rating: 4.1 / 5 (42 voted)

Reviews: 81% of readers found this page helpful

Author information

Name: Corie Satterfield

Birthday: 1992-08-19

Address: 850 Benjamin Bridge, Dickinsonchester, CO 68572-0542

Phone: +26813599986666

Job: Sales Manager

Hobby: Table tennis, Soapmaking, Flower arranging, amateur radio, Rock climbing, scrapbook, Horseback riding

Introduction: My name is Corie Satterfield, I am a fancy, perfect, spotless, quaint, fantastic, funny, lucky person who loves writing and wants to share my knowledge and understanding with you.