Chef Archive
Thread: Complete list of revamped food buffs
smw356
Wed Jan 28, 2004 1:23 am
#27
sciguyCO wrote:
Right now Fencer's don't get +30 dodge until...um...ok they have +25 dodge total at master. So will that be 25 + 30 (55), or 25 + 25 * 0.30 (32.5)? Cripes, if it's the first one, this will sell like hotcakes to pistoleers and fencers.They'd be more thandoubling their dodge for a minute and a half and not having to master a whole second profession. And non-dodging professions get better skills than a master fencer who's not using the food...
fencers have 90 something dodge at master pistoleers a little less. a Master Fencer or Master Pistoleer wont see a ton of benefit from this as block/dodge/counter are all capped at either 100 or 105 (jury is still out on exactly which one they are capped at but they are definately capped)
DashZero
Wed Jan 28, 2004 7:18 am
#29
One of the things that makes it hard to tell, is that the skill window shows mods no matter if they are over the cap or not. For example my food experimentation says its 130. But we all know (well now i do) that the cap is lower than that and I wasted tapes. Unfortunately the skill window can be rather deceiving because it just shows total numbers instead of where the caps are. Then you have things like medicine use tapes/clothing that got nerfed. They still exist. They still show. However they dont do anything because the devs felt they were overpowered. But if someone was just starting out, how would they know? No where is that documented for your average user. Things like this really really complicate matters quite a bit imo.
Dredly
Wed Jan 28, 2004 7:43 am
#30
I know I'm not a chef so I may just be sticking my foot in my mouth but up until now the only thing I used food for was Fishak as a mind fix since it doesn't have the hangover effect of Gold. I'm a master doc and with the possible exception of the reducing incap time I can't see myself using any of those.... now if we could eat the ones made for pets I would be happy but I think this revamp will kill the chef prof
DarkSlayer1977
Wed Jan 28, 2004 9:34 am
#31
Aynn wrote:
Wow.. all the good foods nerfed.. (useful for combat profs) Angerian Fishak, Breath of Heaven, Ryshcate, Glazed glucose, Vercupti Agazza, Tatooin Sunburn and in goes all the non useful skill buffs
Breath of Heaven
Strength, Quickness, focus +246 for 11m15s
25% stomach
Strength, Quickness, focus +246 for 11m15s
25% stomach
4 * 246 @ 11 minutes = 983 @ 44 minutes
Hmm, how exactly do you consider this nerfed?
Hmm, how exactly do you consider this nerfed?
PSKstang
Wed Jan 28, 2004 9:41 am
#32
You dont multiply the duration by 4, only the buff size. So you would only have 983 for 11 minutes. After 11 minutes you would have a digestion period of about 34 minutes before you can eat food again. In my opinion, that is a nerf of BoH.
Ophistes
Wed Jan 28, 2004 9:41 am
#33
Wait a minute the duration stacks, too? So it is not 983 for 11 minutes but for 44 minutes? That would sound interesting 
LeilaniKirlia
Wed Jan 28, 2004 9:44 am
#34
The effects stack, not the duration. They will all wear off in 11 minutes, leaving you unable to eat or drink for a half hour to 45 minutes (depending on what the buff timer really is).
Currently you can get +600 nonstop. Also, prepatch, my BoH is all 18-21 charges per stack, giving you about70 hours of continuous buffing. Postpatch, it seems even with a barrel, the best you will get is 2-3 per stack, which is 10-11 hours of continuous buffing, which isn't even continuous because you have to either keep a +300 buff standard or have 2/3 of your time with your stomach full.
This means that for a crate of BoHbarrels, we are expending 7500 more materials and 50 master artisan components, 3 more factory runs total, for a product 1/7th as effective.
I may have my math TOTALLY wrong on this, but if it's not, then this should be fun. 
LeilaniKirlia
Wed Jan 28, 2004 9:48 am
#35
By the way, that 1/7th is assuming that you discount the whole +250 ish vs. +600 ish post/prepatch buff effect. But certainly cost per crate and time wise. 
DashZero
Wed Jan 28, 2004 9:56 am
#36
and there you have it. how can you say its not a nerf...its a big time nerf.
Befishburger
Wed Jan 28, 2004 10:00 am
#37
Nikii_Nightstrider wrote:
and there you have it. how can you say its not a nerf...its a big time nerf.
Not when we experiment with goodresources and add in BE additives and get an entirely new combat system, Nikii!!
Then it'll be gold, pure gold!
Hero
~
VirusSD1
Wed Jan 28, 2004 10:15 am
#38
Is there anyway we can update this list with the resources required? I'd like to be ready once the changes go to live, instead of scrambling for resouces.
LeilaniKirlia
Wed Jan 28, 2004 10:20 am
#39
Yes, and I'm sure that Master BE's will definitely be able to provide the full runs of heavy enhancements we will want, and the additional factory run WE will have to do to turn that into a food supplement will be very fun too.
We're running over 12,000 resources and 6 factory runs for each crate of BoH barrels with BE enhancements. No, I am not saying this is a standard, but I am saying that for all of you saying "This stuff isn't in a barrel! It's not BE-enhanced!" that this IS a HUGE change, and a huge addition to the number of lots and time we will need to produce our products if we want to do them the best we can.
No, we do not HAVE to do "The best we can," we can stick with small glasses of BoH, no BE-enhancements, and we can also lose our customers and start losing money too. We will adjust to whatever niche we have to, but we will not necessarily be happy. I would like it if we were happy, just personally, but I can see how some of you may not want that. Leaving people who are dedicated to a profession with this kind of change before it is even warranted (Combat Revamp, anyone?) is pretty rough, in my opinion.