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All posts created by Bob

Bob
BlackMoria
Can we get a new estimate of when alchemists will be deployed to Zog?

Sorry for the delays. We're still a bit bogged down with some non-alchemist issues, but hoping to get an initial version of the alchemist up on Zog early next week.

Meanwhile, I added the Alchemist Expendables to the public spreadsheet on the Formula Book tab.
Bob
I believe this blog post is still basically accurate, as is the Feuds entry in the in-game Help.
Bob
NightmareSr
malmuerta
A Question about additive factors in Enchanting:
If I have on both Deliquescent Leather Gauntlets and Thundering Sanctified Steel Longsword I would get both the added Acid bonus damage and the Sonic bonus damage. If both were at +3 it would be 9 Acid and 20 Sonic.
However, if I am wearing the Deliquescent Leather Gauntlets +3 and have a Corrosive Sanctified Steel Longsword +3 would I get 9 Acid bonus damage and 20 Acid bonus damage for 29 Acid bonus damage, or just the 20 Acid bonus damage?
I think it was stated at some point that only Encumbrance items would stack, so I think it would just be 20 acid not the 29 acid.

That is generally true, but an exception is made for most (if not all) of the Attack Effects. That's partially a technical issue, because each Attack Effect is checked individually while the attack results are calculated, so it's more complicated to track stacking on those effects. It's also partially because Attack Effects tend to feel like the item in question is actually doing something as part of the attack, so if both the gloves and the weapon add some acid into the mix, each of them manages to add some damage.

That said, I haven't tested each Attack Effect to verify whether or not it would allow stacking, so no guarantees. But based on a quick glance at the code, we're pretty sure the acid damage will stack in this case.
Bob
NightmareSr
Can the "visiting trainer" be put at the Tavern? then we can see what chaotic adventurers come from drunken alchemy.

I'd like to put them at an upgradeable structure so they're at least limited somewhat by the settlement's upgrades. At the Tavern I'd have to just make them all level 20 trainers. Not a huge deal given that they're just visiting, but I like to provide incentives for upgrades wherever I can, even if only temporarily.
Bob
This smoke tech is getting complicated, can't wait to write the design spec. smile
Bob
NightmareSr
The Alchemy attacks seem a bit underwhelming. All are very slow attacks with low damage factors, which makes sense if the point is to add stacks and not direct damage, but then a majority of the effects are 50% chance or less and/or require the attacker to be bleeding, burning, or etc.

The damage factors look relatively low for a few different reasons.

Yes, these attacks are a bit effect-heavy, which reduces the numbers available for damage factor. However, those effects are cheaper when they either only have a percent chance to take effect or require a conditional, so they're only a partial factor here. On top of that, the Alchemist attacks themselves apply the needed conditionals, including that the attacker be bleeding or burning or whatever, and generally only apply enough of it to take advantage of it with an upcoming attack while not taking much damage from it. Overall, they're intended to have more complicated conditional chains, but to get more damage through conditionals if managed well.

Most of their attacks are also Splash damage, so their damage and effects are meant to hit multiple targets, and are lower to balance that out. On top of that, unlike the majority of Splash attacks, Alchemists don't typically have a cooldown on their attacks, so they lose out on a bit of damage/effects to get the option of firing off repeat attacks.

The last few attacks are also meant as combinations of the other attacks, so their damage is split between their standard damage factor and bonus damage of a different type.

And of course, everything's also lower because of the need for ammo, but that of course is just comparable to the ammo needs of wizards, clerics and archers. They also tend to do specialty damage, which is more expensive and provides lower damage factors, but is again comparable to wizards and clerics.

In general, these attacks should be quite effective against large groups, particularly if you're able to take advantage of all the conditionals that get applied, and if your enemies aren't good at interrupting. They're not as good one-on-one, but several attacks will slow an opponent so you can get away if necessary.

NightmareSr
Out of curiosity is there going to be a new ammo just for the alchemist? I noticed all of the attacks require ammo.

Yes, they use Reagents, which are stored on Bandoliers. I'll get those posted up shortly as well, but they're pretty similar to other ammo in terms of variety and functionality.
Bob
Edam
one, slightly offbeat, solution that would actually work is make the tavern free but have adding an alchemist/bartender cost both structure mats and a medium structure slot to install - he/she would be upgradeable in the same way and similar cost to what upgrading a separate medium building would be. Of course, the only advantage of this over an actual medium building is less need for artwork.

Something along those lines could work, but most such technical changes take this from "side project Bob can do on his own pretty quickly" to "separate update on the Roadmap," and we've got lots of other candidates for updates that probably give us more bang for the buck.
Bob
BlackMoria
So, I guess that means everyone is dependent on NPC alchemist trainers in TK or the NPC towns until such time as the alchemist buildings drop as loot and gather the mats, etc to build them or people spend their structure points (if they were lucky enough to get any) from the Eternal Youth sequences…. Correct?

I'll be adding Visiting Combat Alchemist Trainers (or some similar name) to an existing building that's available at all, or at least many, player settlements. I say Visiting because they'll go away once the final buildings are available. It's been suggested to me that they could be at the Alchemist-related buildings, which certainly makes sense, but I've been leaning toward putting them at the Keep so that everyone can get a taste.
Bob
Edam
Alchemist already has small and medium crafting options though so it seems unnecessary to have a third crafting spot for it.

True, it's certainly not needed. My very rough logic behind adding it is that large structures generally feel like "one stop shopping" for the roles assigned to them, and the crafting side of Alchemist is somewhat intertwined, though optional. The crafting Alchemist trainer would also be a good place to put any eventual feats that feel like a mix between adventuring and crafting, at which point I'd want that trainer at the large structure anyway.

Edam
The expert is also a bit odd as it already covered in the guildhouse.

The plan is to eventually have multiple roles that are at multiple structures, like Rogues at both Guild House and Training Field, or Rangers at both Training Field and Barracks. They mostly felt like a good match here because combat Alchemists will probably often be crafting Alchemists, and crafting Alchemists are on their way to being Experts. There's also going to be lots of keyword overlap between Toolkit and Formula Book expendables, so it will be tempting to multiclass those roles.

Edam
My preference would be for two combat trainers and a library trainer (on the basis that the Librarian is the one non-crafty role not yet available in a large) and dump the crafting alchemist and expert.

Librarian is an interesting possibility. Since both it and crafting Alchemist are just one small structure each, together they're kind of the equivalent of one medium structure, which is the equivalent of adding an additional role. As such, it could even be okay to cover combat Alchemist, Expert, crafting Alchemist and Librarian all at the same building. That compares pretty well with other large structures that cover up to 3 combat roles (like the Guild House does now, and several others eventually will).
Bob
NightmareSr
So this means the new combat alchemist will Not be added to any existing building?
Just double checking and wondering if this means it will delayed more to have the buildings ready?

Correct, all the existing buildings felt like they already covered enough roles or were better fits for other eventual roles.

And yes, this will slow things down a bit for getting the trainers on their final buildings, but not too much.