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World Skill Potion Brewing Mechanic

Discussion in 'General Suggestions' started by Madkurre, Jul 10, 2018.

?

pick the details of the mechanic u think are good

  1. use powders

    8 vote(s)
    61.5%
  2. use new ingredients from t1-10

    4 vote(s)
    30.8%
  3. gamble brewing

    2 vote(s)
    15.4%
  4. certain brewing

    8 vote(s)
    61.5%
Multiple votes are allowed.
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  1. Madkurre

    Madkurre construction worker

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    hi so sp pots are op and way too easy to get. you could nerf them by a) simply decreasing their potency or b) making them feel more like the mythic power juices they are by making them harder to obtain

    since option a has been suggested a couple times im here to shed some light on b. currently a single sip of top tier power fluid costs 5eb (25 if u drink one of each i guess), a negligible sum to endgame players and will get them through any boss in the game, regardless of their shit build

    ok so how should we make skill pots way harder to get but still not make them dead content? implement this brewing mechanic im proposing in a sec and keep their power levels so it's worth going through the brewing process
    the base idea is to introduce new brewery buildings to major or less-major cities in which you could make skill potions yourself out of certain ingredients in a powder upgrading-like gui



    what would these ingredients be? i have thought of 2 options
    1. use the powders already in the game
    2. introduce a new set of ingredients specifically for skill potions ranging in tiers from 1-10

    since youre already familiar with powders ill go into more detail on the potential new ingredients: theyre pretty much powders but for potions only. so 5 different types for each element to make different types of skill potions, and a tier to determine the level. there is merit in making them a new, separate entity however, as then potion brewing wouldnt meddle with powders' market prices, and you could give the ingredients their own ways of obtaining.
    for example, making the new ingredients a mob-drop exclusive (think of the droprate as similar to powders) would give incentive to classic grinding over lootrunning in the endgame. or you can not do that and make them appear in loot chests too
    this is where the new ingredients beat powders pretty fucking bad since there are 6 tiers of powders and 10 tiers of potions. you could maybe make powders work as well if you made only higher level potions brewable

    i suggest reading past this first and coming back so you'll know how the +5 level counter-part potions appear
    so with t1 ingredients you'll make a level 5 skill potion or potentially a level 10 with 5 t1s
    t2 ingredients make a level 15 or 20
    t3 ingredients make a level 25 or 30,
    and that scheme follows all the way until 100, the potion type that doesnt yet exist



    anyway finally onto the brewing process itself
    you walk into a brewery, click a cauldron or whatever for a brewing gui and youre allowed to put in 5 ingredients, but even a single one will allow you to attempt brewing. i will suggest two ways of how the ingredients behave in a second but in both cases 4 will surely make a potion and 5 will give a chance of a stronger potion counterpart with a +5 level requirement
    now there are multiple paths again on how the brewing mechanic itself could work. first is to make it a gamble and second one makes certain potions certainly. both both types only allow brewing with the same tier ingredients.

    1. gamble: each ingredient added gives a 25% chance of giving its full effect to the potion
    let's assume the following situations use the top tier ingredients, although the percentages are the same for all tiers
    so you can add a single fire ingredient, brew the potion and with a 25% chance you have yourself a level 95 defence potion. since the other slots are empty theres a 75% chance of failure and losing the ingredient.
    with 4 fire ingredients you have a 100% chance of getting a level 95 defence potion
    with 5 fire ingredients you have a 25% roll for a level 100 defence potion, if that fails you'll still get a level 95
    this will allow combination potions

    2. certain brewing: each ingredient adds its element's full potion effect for 25% of its standard duration
    let's use top tiers here again
    a single fire ingredient gives the +71 def and 6000 hp as it does now, but only for 120 seconds. another ingredient of the same type adds another 120 seconds, up until 4 ingredients which makes a full effect potion. a fifth added will make one of those new level 100 potions
    this will not allow combination potions as varying effect lengths would get in the way

    i think thats about it
     
    chopthetree, blankman and Shots like this.
  2. Shots

    Shots Legendary Adventurer HERO

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    Cool concept to make skill pots less abusable +1
     
    Mama Shrimp likes this.
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