Alchemy System Feedback

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Jaxad0127
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Re: Alchemy System Feedback

Post by Jaxad0127 » Fri Sep 26, 2008 2:15 pm

Turmfalke wrote:indeed, you need at least 35int for a 1/35 chance of creating a large potion.
Actually, you need 36 int for a 1/35 chance of a large potion.
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Rotonen
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Re: Alchemy System Feedback

Post by Rotonen » Fri Sep 26, 2008 5:21 pm

Leveling up an alchemist character appears to be very painful, so the rewards from the best stuff available via alchemy should scale up accordingly
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Crush
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Re: Alchemy System Feedback

Post by Crush » Fri Sep 26, 2008 5:23 pm

Rotonen wrote:Leveling up an alchemist character appears to be very painful
Not really - you just level a character with standard warrior/archer stat distribution and use a stat reset as soon as you got enough stat points to get 99 intelligence.
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Re: Alchemy System Feedback

Post by Rotonen » Fri Sep 26, 2008 5:29 pm

Ah yeah, sorry. Forgot about the backdoor around it. You're right.

It only requires you to level a character to level 65 to get 99 int after the reset. Somewhat tedious of a task just to create a character for alchemy.
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Re: Alchemy System Feedback

Post by Crush » Fri Sep 26, 2008 5:34 pm

Well, the variable if the first stat reset has been used by the character can be accessed by the alchemy NPC. We could add an additional bonus for unreset characters / a malus for reset characters to potion brewing to encourage people to raise a legit int-based character.
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Re: Alchemy System Feedback

Post by Rotonen » Fri Sep 26, 2008 5:42 pm

Yeah, some decent endgame rewards for people going through the hardcore way would indeed be nice.
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Re: Alchemy System Feedback

Post by Jarek » Sat Sep 27, 2008 7:44 am

Option "hundred" from menu results in infinity loop of a script.
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Re: Alchemy System Feedback

Post by Turmfalke » Sat Sep 27, 2008 10:41 am

Are you sure? as far as I can see "hundred" should work as fine as the other choices.
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Re: Alchemy System Feedback

Post by Jarek » Sat Sep 27, 2008 12:09 pm

Turmfalke wrote:Are you sure? as far as I can see "hundred" should work as fine as the other choices.
Have you tried it? I also thought that this option "should" work. Script was also tested on localhost server - same results.
Map server gives following output:
"run_script: infinity loop !"
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Re: Alchemy System Feedback

Post by Crush » Sat Sep 27, 2008 1:43 pm

Indeed.

I experimented a bit and found out that the script crashes with an infinite loop as soon as i try more than 72 potions. I blame the infinite loop detection of eAthena to erronously detect an infinite loop because there are too many consecutive jumps to the same lable. I will just deactivate the 100 option.
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Re: Alchemy System Feedback

Post by 5t3v3 » Mon Sep 29, 2008 1:22 am

I think a problem for this system is that alternative health items are a lot easier to get. Rather then hunting for herbs, you could just hunt some bats for roasted maggots, or fluffies for milk, and get some experience at the same time. Other then that the rich can easily afford beer-chicken and other health items (which in my opinion shouldn't be that easily available). To somewhat balance this, I think one of the most effective things would be a beer-penalty. After all beer is poison, so it'd make sense if using beer has some negative effect (temporarily decrease of dexterity for example?). Other health items for sale are either to low in health recovery, or to high (and thus a waste of money)
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