tModLoader Solidified Potions

If I were to add infinite-use healing potions, how many potions should it take to craft?

  • More!

    Votes: 21 19.1%
  • 900

    Votes: 24 21.8%
  • 300

    Votes: 49 44.5%
  • Less!

    Votes: 16 14.5%

  • Total voters
    110
After doing a lot of combining in a test world (and, i have to say, the stacking and combining seems to be too powerful right now, specially on expert mode. You can make a potion like this one:

Solidified_OP_Potion.jpg


Not specified are the bonuses:
  • Increases maximum mana by 37,5% (up to 400)
  • Increases magic critical chance by 15%
  • Reduces mana usage by 15%
  • Black Belt's effect (10% dodge chance)

It's lot of strong benefits for an item that you can get at the beginning of hardmode (because of the prismite needed), even if it takes a lot of grinding for ingredients. Plus, making a solidified potion actually takes about ~44% the amount of ingredients it says it needs, because of the alchemy table's 33% chance to not consume ingredients.
 
Yeah, at the very least I overdid the increase for expert mode.

As for the normal scaling... I'm not sure that there's a good way to balance this. And I have some people asking to relax the limitations -- which is what prompted the expert mode thing. Haha. I'll definitely scale that back at least.
 
Yeah, at the very least I overdid the increase for expert mode.

As for the normal scaling... I'm not sure that there's a good way to balance this. And I have some people asking to relax the limitations -- which is what prompted the expert mode thing. Haha. I'll definitely scale that back at least.
dont nerf to bad pleas
 
@dtim Any chance you could add support for the ranger potion from TerraRE (Ranged addon)?

Also, as for the balance, I think that Expert shouldn't see an increase, but if people want the option for OP, I'd say have an option for it as a 'subrestriction', same as you have for the grand limit. Maybe, '50% increase from base stats to max (eg, if normally 50%, would then be 75%, if 10 points, would then be 15), 100% increase (10 points to 20 points), or Limitless (STACK ALL THE THINGS)

Also, I think that the solidified potions should actually be slightly less useful than the actual potion, if you REALLY want a balancing option. Not to any extreme, but say if a potion gives you 10+ to defense, the solid would give maybe 7+ instead.
 
@dtim Any chance you could add support for the ranger potion from TerraRE (Ranged addon)?

Also, as for the balance, I think that Expert shouldn't see an increase, but if people want the option for OP, I'd say have an option for it as a 'subrestriction', same as you have for the grand limit. Maybe, '50% increase from base stats to max (eg, if normally 50%, would then be 75%, if 10 points, would then be 15), 100% increase (10 points to 20 points), or Limitless (STACK ALL THE THINGS)

Also, I think that the solidified potions should actually be slightly less useful than the actual potion, if you REALLY want a balancing option. Not to any extreme, but say if a potion gives you 10+ to defense, the solid would give maybe 7+ instead.
why nerf , people can choose to abuse it dont ruin the fun for others lol
 
Hey, noticed you got around to adding the potions from my mod in! Don't worry about having to remove them, though. Chances are I won't be working on my mod. For the most part, I had help from a friend and we aren't really in contact anymore so feel free to make them a permanent part of your mod (with obvious credit for the base idea)!

I'm just glad my ideas haven't gone to complete waste. :guidesmile:
 
Hey, noticed you got around to adding the potions from my mod in! Don't worry about having to remove them, though. Chances are I won't be working on my mod. For the most part, I had help from a friend and we aren't really in contact anymore so feel free to make them a permanent part of your mod (with obvious credit for the base idea)!

I'm just glad my ideas haven't gone to complete waste. :guidesmile:

I'm really sorry to hear that. If you ever change your mind, please let me know.

Maybe I should make them a semi-separate mod for people that don't want the accessories mod.
 
Hey, noticed you got around to adding the potions from my mod in! Don't worry about having to remove them, though. Chances are I won't be working on my mod. For the most part, I had help from a friend and we aren't really in contact anymore so feel free to make them a permanent part of your mod (with obvious credit for the base idea)!

I'm just glad my ideas haven't gone to complete waste. :guidesmile:
so glad to see that your mod has been resurrected in a way
 
In my opinion there's no need for the quicker scaling on expert mode, normal potions don't scale, expert mode it's supposed to be a challenge, and i think even without the scaling they are still very strong.

I was thinking that maybe you could either:
  • Reduce each effect's stacking power (and cap) the more effects a complex potion has, so that people could chose to either have a potion with one strong effect, or one with multiple weaker effects.
  • Make it so that you need an extra requirement if you want to combine potions above Expert, Master and/or Grand. Maybe having killed a specific boss, needing a specific ingredient, a better crafting station, etc. (I like this one the most :guidegrin:)
  • Make it so you can only wear 1 complex solidified potion. (i don't like this one :guidesad:)
  • Reduce the max amount of solidified potions you can combine (currently 30).
Either way i really think this is a great mod with the mount of customization that you can do to your potions, it makes you think about what combinations are best for each situation, and the limitations of type stop you from just creating a potion that can do everything without sacrificing effectiveness. Can't wait to see where the mod is headed :guidegrin:.
 
I'm really sorry to hear that. If you ever change your mind, please let me know.

Maybe I should make them a semi-separate mod for people that don't want the accessories mod.

No worries! Between my ever decreasing spare time due to IRL stuff and lack of proper knowledge of modding (its beyond me how my mod even worked to begin with) I just can't really find the urge to work on it anymore. As for the semi-seperate mod, I don't really see a reason to. They seem to fit in just nicely with this one.

Like I said, I'm just glad my ideas haven't gone to waste and they can be enjoyed by people still, so thank you very much for adding them in!
 
@Matakor
Given the way the Archery potion gets replaced, I'm not sure if I can tell the difference between Ranger and Archery. Khaelis' potions do allow for the other types of ranged damage to get increases though. I'll have the solidifying of those complete by this weekend.

As for scaling, yeah if I were really concerned about balance then I would have to put in huge limits. I could potentially expand the options menu and provide a lot of little settings instead of one big one. I'll think about it.
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In my opinion there's no need for the quicker scaling on expert mode, normal potions don't scale, expert mode it's supposed to be a challenge, and i think even without the scaling they are still very strong.

You're probably right.

  • Make it so that you need an extra requirement if you want to combine potions above Expert, Master and/or Grand. Maybe having killed a specific boss, needing a specific ingredient, a better crafting station, etc. (I like this one the most :guidegrin:)

I've strongly considered doing this. I have another mod in the works in fact and if I get around to tying them together...

Either way i really think this is a great mod with the mount of customization that you can do to your potions, it makes you think about what combinations are best for each situation, and the limitations of type stop you from just creating a potion that can do everything without sacrificing effectiveness. Can't wait to see where the mod is headed :guidegrin:.

Thanks. It is a work-in-progress so I'm not completely sure where I'm going with it.

Hmm... there's an idea. Expert mode might allow a little more leeway in terms of maximums but be even stricter on what combines well and/or severe penalties for mixing types...
 
What about higher bonus for 'well crafted' pots? e.g, if you make a bullet damage + bullet critical + Base damage, the effects compound a minor amount, but only if on expert? Reverse would be true, builders + damage would begin to lose capability. It'd still function, but less and less as you mix and match with no direction, to the point where it's basically pointless +1 to some things.

Also, what about negative potions? E.g, sacrifice mana capability for increased melee damage/speed/crit. Personally, I'd lock negatives behind golem or even pillars.

And now I'm imagining a dude who has essentially sacrificed movement speed to an extreme, mana capability so low as to be useless, but so decked out with bullet+ranged damage that a sniper shot can 1-shot any base enemy up to mothron.
 
What about higher bonus for 'well crafted' pots? e.g, if you make a bullet damage + bullet critical + Base damage, the effects compound a minor amount, but only if on expert? Reverse would be true, builders + damage would begin to lose capability. It'd still function, but less and less as you mix and match with no direction, to the point where it's basically pointless +1 to some things.
this is why "weird potions" exist
 
this is why "weird potions" exist

Yeah, but right now weird/flawed potions decrease effect stacking, not the base effect itself, maybe because some effects cannot be reduced (nor stacked), like spelunker or hunter.

Also, what about negative potions? E.g, sacrifice mana capability for increased melee damage/speed/crit. Personally, I'd lock negatives behind golem or even pillars.

And now I'm imagining a dude who has essentially sacrificed movement speed to an extreme, mana capability so low as to be useless, but so decked out with bullet+ranged damage that a sniper shot can 1-shot any base enemy up to mothron.

In my opinion that's a great idea, but only if the positive and negative effects are related to each other, like increasing magic damage but also decreasing mana regen/increasing mana consumption, or increasing ranged damage but also increasing chance to consume ammo, or increasing melee damage but also decreasing melee speed, etc.
 
I don't know about the 'same type'. I like the idea of different type, so that you can more accurately role play a particular build type. 'melee super hero, can destroy mobs aplenty as good as or better than the magic wielder with the prism'. Or 'summoner supreme, can summon 20+ stardust cells that are as strong as the base damage of meowmere'. Rather than sacrificing capability for your 'class', you sacrifice the other three classes, knowingly going to the extreme for your class.
 
Another bug report, and I have no clue what happened. My solid pot, equipped in a social slot for safe keeping, has vanished. I have zero idea what caused this. I only noticed it when I got back on terraria today. Maybe close/open? It was also in an extra slot added by MoreAccesories+ (I think. Might have just been the demon heart slot from expert, but I don't know which comes first in the lineup between the two. It was in the 6th accessory social slot.)
 
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