Instead of just adding more and more recipes for new poisons, I was wondering if it would be possible to re-work the way poisons are made..again.
I sent a document to the developers but I'd like to see feedback from players so I know if my ideas are making things better or worse.. here is what I sent:
**********************************************
Customizable Poison System
Let me start out by expressing my wish to help add to the game and not just try to get things in there that would benefit me and no one else. I have played EverQuest on and off for the past five years and have a strong desire to give more than just a monthly fee. This poison system I have been reworking and changing for many months, and was hoping a dev might be interested in what I have to show. (Going for a game design degree and such, I am hoping to get experience in some part of the field as time goes on. Who knows, maybe someday I’ll be in charge of the Rogue class in EQ!)
The way poisons are used now is very encouraging. Having a timed buff that adds a chance to proc the poison instead of a one shot deal is both ideal and worth acquiring. This area of the poison ability I would not change for anything. I do however sometimes wonder if the Rogue class will get no other skills for use in combat, and if not I would like to see what we have already (poisons) be taken to the next step.
What I have in mind is a different way to go about deciding what poison to use. Everyone will have a different idea or style that they would like to incorporate into their poison usage and this might be the way to let them express their poisonous needs!
Combines: What can be added and what can be made stronger.
Tricks of the Trade: What will be needed to make these poisons?
Components: What does what?
I have yet to find out what programming is needed in order to make this sort of system, so I do not know if each possible combine will need to be put in or if the system can read what is in the container when combine is pressed and make the appropriate adjustments. I will do the necessary research and find out if I am needed to!
What I have so far is the idea to make a general poison that will have 0% of every effect. During the combine the system will read what is in the container and fill in the percents and integers needed to form the correct poison.
Combines
Much like the current system, this would use a: vial; suspension; resin; and the master sketch. The difference starts here, where the other components are added. With four slots taken already with the key items, there would be six left in the ten slot marble mortar. Depending on components chosen you can create a customized poison instead of a higher tier of the same type (damage, dot, snare, slow, etc) and mix them together. Examples (random poison items used):
Phosphorous Powder – Damage
Ocean Ink – Mana Damage
Plague Mites – DoT
Wax Flower – Negative Dexterity
Nodding Blue Lily – Negative Agility
Golden Ember Powder – Stun
These in a recipe would make the lowest level poison for these types added into one. 15 Damage + 20 Mana Damage + 5 tick 5 damage DoT + Negative 5 Dex + Negative 5 Agi + 0.1 second Stun.
Now with the ability to add several components together for a custom poison I was trying to next come up with a way that would allow for poisons that can be made from the initial gain of Make Poison, but get more powerful at higher levels when you can increase the skill. What I came up with was having different tiers of the actual component, such as:
Phosphorous Powder + Resin = T1 Damage (15 damage per proc)
T1 Damage + Phosphorous Powder + Resin = T2 Damage (30 damage)
T2 Damage + Phosphorous Powder + Resin = T3 Damage (45 damage)
T3 Damage + Phosphorous Powder + Resin = T4 Damage (60 damage)
T4 Damage + Phosphorous Powder + Resin = T5 Damage (75 damage)
T5 Damage + Phosphorous Powder + Resin = T6 Damage (90 damage)
Ocean Ink + Resin = T1 M Damage (20 m damage per proc)
T1 M Damage + Ocean Ink + Resin = T2 M Damage (40 m damage)
T2 M Damage + Ocean Ink + Resin = T3 M Damage (60 m damage)
T3 M Damage + Ocean Ink + Resin = T4 M Damage (80 m damage)
T4 M Damage + Ocean Ink + Resin = T5 M Damage (100 m damage)
T5 M Damage + Ocean Ink + Resin = T6 M Damage (120 m damage)
So each component added to the main combine may have different levels of effectiveness. Each tier of the component can be tagged “Lore” so it wouldn’t be possible to make a super poison, and I myself would make the Master Sketch necessary for T5 and T6. Naturally the difficulty of creating the “very” useful and effective poisons, such as: using T6, T5, T4, T3, T2, and T1 Damage components in a final combine for a 315 damage proc; or T6, T5, T4, T3, T2, and T1 M Damage components that would make a 420 mana damage proc; or T6, T5, T4 Damage and T6, T5, T4 M Damage for a 225 damage/300 mana damage proc, would be pretty high and hard to do. A bit time consuming as well with all of the combines needed (but very worth it with success).
Tricks of the Trade
As mentioned before, making it possible to make components into a higher tier by making them more deadly is where the fun begins. In order to make a 315 damage poison, you will need the following for combines:
Advanced Poison Vial: Peridot + Sealed Poison Vial or
Zombie Skin + Purified Water + Advanced Vial Sketch + Block of Magic Clay
Mercury Resin: Gnomish Spirits + Mercuric Ore
Celestial Suspension: Ethereal Suspension + Celestial Essence
Master Sketch
T6 Damage (x1): T5 Damage + Phosphorous Powder + Resin + Sketch
T5 Damage (x2): T4 Damage + Phosphorous Powder + Resin + Sketch
T4 Damage (x3): T3 Damage + Phosphorous Powder + Resin
T3 Damage (x4): T2 Damage + Phosphorous Powder + Resin
T2 Damage (x5): T1 Damage + Phosphorous Powder + Resin
T1 Damage (x6): Phosphorous Powder + Resin
Aside from normal components (vial, sketch, suspension, etc), and assuming the test subject is my character (level 65, poison mastery 3, master sketch, 250 make poison, assassin’s seal with +5% make poison) the creator of the poison would need to gather 21 Phosphorous Powders in order to make this one dose of poison. For a 10 dose they would need 210 Phosphorous Powders. This would make for some nasty farming, but when it comes time to use the poison I myself would love to add on a 305 damage proc for all my work.
The trick is to find a trivial level for each combine that makes it difficult to make, but not impossible if you have the appropriate skills, items, and Alternate Advancement abilities. What also would be a nice implementation would be adding a Duration Modifier for poison buffs into the Poison Mastery AA, or a new AA for just the Buff Duration like other classes have.
Components
For a fully customizable poison system, there needs to be many components and effects that can be changed around in any given recipe. I have made a list of effects that could be useful for both casual and extreme uses. The Direct Damage would be a base for the other Damage types to rise from. The more you know about what you’re poisoning, the more damage you can do, right?
Direct Damage (general damage) Max: 315
T1: 15, T2: 30, T3: 45, T4: 60, T5: 75, T6: 90
Summoned Damage (x2 direct) Max: 630
T1: 30, T2: 60, T3: 90, T4: 120, T5: 150, T6: 180
Undead Damage (x2 direct) Max: 630
T1: 30, T2: 60, T3: 90, T4: 120, T5: 150, T6: 180
Animal Damage (x2 direct) Max: 630
T1: 30, T2: 60, T3: 90, T4: 120, T5: 150, T6: 180
Mana Damage (x2 direct) Max: 630
T1: 30, T2: 60, T3: 90, T4: 120, T5: 150, T6: 180
Damage over Time (5 ticks, 30 seconds) Max: 315
T1: 5, T2: 10, T3: 20, T4: 40, T5: 80, T6: 160
Strength Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Stamina Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Agility Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Dexterity Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Intelligence Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Wisdom Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Charisma Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Movement Speed Debuff (5 ticks, 30 seconds) Max: 100%
T1: 10%, T2: 20%, T3: 30%, T4: 40%, T5: 50%, T6: 60%
Attack Speed Debuff (5 ticks, 30 seconds) Max: 100%
T1: 5%, T2: 10%, T3: 15%, T4: 20%, T5: 25%, T6: 30%
Stun (measured in seconds) Max: 2.1 seconds.
T1: 0.1, T2: 0.2, T3: 0.3, T4: 0.4, T5: 0.5, T6: 0.6
************************************************** ***
Well that's it.. and of course the poisons would be no drop. Thoughts? :\
I sent a document to the developers but I'd like to see feedback from players so I know if my ideas are making things better or worse.. here is what I sent:
**********************************************
Customizable Poison System
Let me start out by expressing my wish to help add to the game and not just try to get things in there that would benefit me and no one else. I have played EverQuest on and off for the past five years and have a strong desire to give more than just a monthly fee. This poison system I have been reworking and changing for many months, and was hoping a dev might be interested in what I have to show. (Going for a game design degree and such, I am hoping to get experience in some part of the field as time goes on. Who knows, maybe someday I’ll be in charge of the Rogue class in EQ!)
The way poisons are used now is very encouraging. Having a timed buff that adds a chance to proc the poison instead of a one shot deal is both ideal and worth acquiring. This area of the poison ability I would not change for anything. I do however sometimes wonder if the Rogue class will get no other skills for use in combat, and if not I would like to see what we have already (poisons) be taken to the next step.
What I have in mind is a different way to go about deciding what poison to use. Everyone will have a different idea or style that they would like to incorporate into their poison usage and this might be the way to let them express their poisonous needs!
Combines: What can be added and what can be made stronger.
Tricks of the Trade: What will be needed to make these poisons?
Components: What does what?
I have yet to find out what programming is needed in order to make this sort of system, so I do not know if each possible combine will need to be put in or if the system can read what is in the container when combine is pressed and make the appropriate adjustments. I will do the necessary research and find out if I am needed to!
What I have so far is the idea to make a general poison that will have 0% of every effect. During the combine the system will read what is in the container and fill in the percents and integers needed to form the correct poison.
Combines
Much like the current system, this would use a: vial; suspension; resin; and the master sketch. The difference starts here, where the other components are added. With four slots taken already with the key items, there would be six left in the ten slot marble mortar. Depending on components chosen you can create a customized poison instead of a higher tier of the same type (damage, dot, snare, slow, etc) and mix them together. Examples (random poison items used):
Phosphorous Powder – Damage
Ocean Ink – Mana Damage
Plague Mites – DoT
Wax Flower – Negative Dexterity
Nodding Blue Lily – Negative Agility
Golden Ember Powder – Stun
These in a recipe would make the lowest level poison for these types added into one. 15 Damage + 20 Mana Damage + 5 tick 5 damage DoT + Negative 5 Dex + Negative 5 Agi + 0.1 second Stun.
Now with the ability to add several components together for a custom poison I was trying to next come up with a way that would allow for poisons that can be made from the initial gain of Make Poison, but get more powerful at higher levels when you can increase the skill. What I came up with was having different tiers of the actual component, such as:
Phosphorous Powder + Resin = T1 Damage (15 damage per proc)
T1 Damage + Phosphorous Powder + Resin = T2 Damage (30 damage)
T2 Damage + Phosphorous Powder + Resin = T3 Damage (45 damage)
T3 Damage + Phosphorous Powder + Resin = T4 Damage (60 damage)
T4 Damage + Phosphorous Powder + Resin = T5 Damage (75 damage)
T5 Damage + Phosphorous Powder + Resin = T6 Damage (90 damage)
Ocean Ink + Resin = T1 M Damage (20 m damage per proc)
T1 M Damage + Ocean Ink + Resin = T2 M Damage (40 m damage)
T2 M Damage + Ocean Ink + Resin = T3 M Damage (60 m damage)
T3 M Damage + Ocean Ink + Resin = T4 M Damage (80 m damage)
T4 M Damage + Ocean Ink + Resin = T5 M Damage (100 m damage)
T5 M Damage + Ocean Ink + Resin = T6 M Damage (120 m damage)
So each component added to the main combine may have different levels of effectiveness. Each tier of the component can be tagged “Lore” so it wouldn’t be possible to make a super poison, and I myself would make the Master Sketch necessary for T5 and T6. Naturally the difficulty of creating the “very” useful and effective poisons, such as: using T6, T5, T4, T3, T2, and T1 Damage components in a final combine for a 315 damage proc; or T6, T5, T4, T3, T2, and T1 M Damage components that would make a 420 mana damage proc; or T6, T5, T4 Damage and T6, T5, T4 M Damage for a 225 damage/300 mana damage proc, would be pretty high and hard to do. A bit time consuming as well with all of the combines needed (but very worth it with success).
Tricks of the Trade
As mentioned before, making it possible to make components into a higher tier by making them more deadly is where the fun begins. In order to make a 315 damage poison, you will need the following for combines:
Advanced Poison Vial: Peridot + Sealed Poison Vial or
Zombie Skin + Purified Water + Advanced Vial Sketch + Block of Magic Clay
Mercury Resin: Gnomish Spirits + Mercuric Ore
Celestial Suspension: Ethereal Suspension + Celestial Essence
Master Sketch
T6 Damage (x1): T5 Damage + Phosphorous Powder + Resin + Sketch
T5 Damage (x2): T4 Damage + Phosphorous Powder + Resin + Sketch
T4 Damage (x3): T3 Damage + Phosphorous Powder + Resin
T3 Damage (x4): T2 Damage + Phosphorous Powder + Resin
T2 Damage (x5): T1 Damage + Phosphorous Powder + Resin
T1 Damage (x6): Phosphorous Powder + Resin
Aside from normal components (vial, sketch, suspension, etc), and assuming the test subject is my character (level 65, poison mastery 3, master sketch, 250 make poison, assassin’s seal with +5% make poison) the creator of the poison would need to gather 21 Phosphorous Powders in order to make this one dose of poison. For a 10 dose they would need 210 Phosphorous Powders. This would make for some nasty farming, but when it comes time to use the poison I myself would love to add on a 305 damage proc for all my work.
The trick is to find a trivial level for each combine that makes it difficult to make, but not impossible if you have the appropriate skills, items, and Alternate Advancement abilities. What also would be a nice implementation would be adding a Duration Modifier for poison buffs into the Poison Mastery AA, or a new AA for just the Buff Duration like other classes have.
Components
For a fully customizable poison system, there needs to be many components and effects that can be changed around in any given recipe. I have made a list of effects that could be useful for both casual and extreme uses. The Direct Damage would be a base for the other Damage types to rise from. The more you know about what you’re poisoning, the more damage you can do, right?
Direct Damage (general damage) Max: 315
T1: 15, T2: 30, T3: 45, T4: 60, T5: 75, T6: 90
Summoned Damage (x2 direct) Max: 630
T1: 30, T2: 60, T3: 90, T4: 120, T5: 150, T6: 180
Undead Damage (x2 direct) Max: 630
T1: 30, T2: 60, T3: 90, T4: 120, T5: 150, T6: 180
Animal Damage (x2 direct) Max: 630
T1: 30, T2: 60, T3: 90, T4: 120, T5: 150, T6: 180
Mana Damage (x2 direct) Max: 630
T1: 30, T2: 60, T3: 90, T4: 120, T5: 150, T6: 180
Damage over Time (5 ticks, 30 seconds) Max: 315
T1: 5, T2: 10, T3: 20, T4: 40, T5: 80, T6: 160
Strength Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Stamina Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Agility Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Dexterity Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Intelligence Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Wisdom Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Charisma Debuff (5 ticks, 30 seconds) Max: -105
T1: -5, T2: -10, T3: -15, T4: -20, T5: -25, T6: -30
Movement Speed Debuff (5 ticks, 30 seconds) Max: 100%
T1: 10%, T2: 20%, T3: 30%, T4: 40%, T5: 50%, T6: 60%
Attack Speed Debuff (5 ticks, 30 seconds) Max: 100%
T1: 5%, T2: 10%, T3: 15%, T4: 20%, T5: 25%, T6: 30%
Stun (measured in seconds) Max: 2.1 seconds.
T1: 0.1, T2: 0.2, T3: 0.3, T4: 0.4, T5: 0.5, T6: 0.6
************************************************** ***
Well that's it.. and of course the poisons would be no drop. Thoughts? :\
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