Trading "Flammables" for boom-booms, and other grenades


Pathfinder Online


If you are in the south, and you want to play with grenades and potions, the following options are available to you:

20 Flammable for 6 Alchemists Fires

30 Adhesive for 6 Tangle Bombs

25 Acidic for 6 Alchemists Acid

25 Luminous for 6 Alchemists Frost

20 Flammable for 6 Thunderstones

10 Stimulant and 2 Golden Crystals for 6 Speed Potions

20 Soothing and 5 Antiseptic for 6 Soothe Syrups

10 Sanguine, 10 Tonic and 1 Sepia Crystal for Cure Potion

10 Soothing, 1 Crimson Crystal and 1 Golden Crystal for Alch's Resistance

PM me or catch me in game for the trade.

Goblinworks Executive Founder

Can you do t2 or + versions?


I can do some + versions, but I am very very far from T2- so far that I will never see it in Alpha.

Goblin Squad Member

Anyone know what the Level of consumables affects? They don't need to be slotted, so it isn't a restriction on that...

I notice on the spreadsheets that there are only level 3, 6, and 9 consumables, as well. Any significance?


3 = T1

6 = T2

9 = T3

Beyond that, I don't know if they matter in the "for each keyword you match, they are less effective for you" part about potions.

But still, ever find yourself taking a pause to let your stamina recoup? Well now you don't have to! Take action! Cease the bull by the horns! And recover that stamina too!


Stephen Cheney wrote:
Duration should actually increase by 10% per plus (with an extra 10% at +3). Consumables work like Expendables. For T1 crafted consumables, +0 counts as matching 0 keywords, and each additional + counts as an additional keyword. So +3s are effectively matching 3 keywords.

(Currently, only stacking effects and timed effects are hooked into Effect Power scaling, so it won't yet affect healing from cure potions.)

Also note that if you're using +0 potions with armor keywords matched on yourself, you're losing 10% of the duration for every armor keyword you're matching.

......

Armor keyword matching is the way we track "level" and you gradually outlevel getting the normal effect from lower level buffs. If there was no degradation due to level, there'd be no reason to buy up your buffs, and you might even have lower level players follow you around just to provide buffs. Tracking based on activated armor keywords makes the system work the same as offensive effects, and keeps you from counting as "higher level" when you're wearing weaker gear than you can actually support (and thus functioning as "lower level").


Translation: +0 grenades are great for mobs, decent for PvP. +0 potions are good doing *something* instead of nothing while you let stamina regen.

Right now most of us only match 3 KW, so that is only a 30% reduction in potency of potions.

Goblin Squad Member

1 person marked this as a favorite.

Quote. Tags. Ornery. Goat.

Goblinworks Game Designer

+3 consumables act as if they're matching every keyword normally possible for their level (3 for a level 3, 6 for a level 6, 9 for a level 9). Each plus up or down is like adding or removing a keyword, and +4 and +5 can go past the normal limit. So a +5 Tier 1 grenade does damage like a level 5 spell, and a +0 T1 grenade just does the minimum base damage (40) because it's acting like it's not matching any keywords.


Stephen Cheney wrote:
+3 consumables act as if they're matching every keyword normally possible for their level (3 for a level 3, 6 for a level 6, 9 for a level 9). Each plus up or down is like adding or removing a keyword, and +4 and +5 can go past the normal limit. So a +5 Tier 1 grenade does damage like a level 5 spell, and a +0 T1 grenade just does the minimum base damage (40) because it's acting like it's not matching any keywords.

So...

+0 Level 6 matches 0 KW
+1 Level 6 matches 2 KW
+2 Level 6 matches 4 KW
+3 Level 6 matches 6 KW

????

And then this works out because the base effects of Level 6 consumables are much nicer than level 3, so even a +0 Level 6 is still worth using, even after taking the 40% penalty for using it with matched T2 armor?


Nihimon wrote:
Quote. Tags. Ornery. Goat.

Sspitfire wrote:
I give you links. They are better than quotes. You can't eat quotes.

Goblinworks Game Designer

sspitfire1 wrote:

So...

+0 Level 6 matches 0 KW
+1 Level 6 matches 2 KW
+2 Level 6 matches 4 KW
+3 Level 6 matches 6 KW

Nope. If you're talking about level 6 the range is 3-8 keywords from +0 to +5. +3 of a T1 (level 3) is equivalent in keywords to a +0 of a T2 (level 6). The level 6 also has an improvement in effects and damage in general because it's going off of the level 6 power costs instead of level 3 (even though it's not actually costing power).

Goblin Squad Member

sspitfire1 wrote:

Nihimon wrote:

Quote. Tags. Ornery. Goat.

Sspitfire wrote:
I give you links. They are better than quotes. You can't eat quotes.

I give you links and quote tags! And I can eat goats :)


1 person marked this as a favorite.
Nihimon wrote:
sspitfire1 wrote:

Nihimon wrote:

Quote. Tags. Ornery. Goat.

Sspitfire wrote:
I give you links. They are better than quotes. You can't eat quotes.

I give you links and quote tags! And I can eat goats :)

Yes you can. And they are very tasty. They are also very lovable, however, and you may feel you are eating a piece of your soul as you chomp down on that leg.


1 person marked this as a favorite.
Stephen Cheney wrote:
sspitfire1 wrote:

So...

+0 Level 6 matches 0 KW
+1 Level 6 matches 2 KW
+2 Level 6 matches 4 KW
+3 Level 6 matches 6 KW

Nope. If you're talking about level 6 the range is 3-8 keywords from +0 to +5. +3 of a T1 (level 3) is equivalent in keywords to a +0 of a T2 (level 6). The level 6 also has an improvement in effects and damage in general because it's going off of the level 6 power costs instead of level 3 (even though it's not actually costing power).

Power, in this case, means resources- lots of them, especially in training the crafter and then again in actually making the products.

So...

+0 Level 3 matches 0 KW
+1 Level 3 matches 1 KW
+2 Level 3 matches 2 KW
+3 Level 3 matches 3 KW
+4 Level 3 matches 4 KW
+5 Level 3 matches 5 KW

+0 Level 6 matches 3 KW
+1 Level 6 matches 4 KW
+2 Level 6 matches 5 KW
+3 Level 6 matches 6 KW
+4 Level 6 matches 7 KW
+5 Level 6 matches 8 KW

+0 Level 9 matches 6 KW
+1 Level 9 matches 7 KW
+2 Level 9 matches 8 KW
+3 Level 9 matches 9 KW
+4 Level 9 matches 10 KW
+5 Level 9 matches 11 KW

Also, under this scheme, a person in T2+0 armor matching all 5 (not 4) KW using a +0 Level 6 potion will experience a 20% reduction in the duration of effects and stacks. Still totally worth it, in my biased opinion.

Goblin Squad Member

sspitfire1 wrote:
Stephen Cheney wrote:
sspitfire1 wrote:

So...

+0 Level 6 matches 0 KW
+1 Level 6 matches 2 KW
+2 Level 6 matches 4 KW
+3 Level 6 matches 6 KW

Nope. If you're talking about level 6 the range is 3-8 keywords from +0 to +5. +3 of a T1 (level 3) is equivalent in keywords to a +0 of a T2 (level 6). The level 6 also has an improvement in effects and damage in general because it's going off of the level 6 power costs instead of level 3 (even though it's not actually costing power).

Power, in this case, means resources- lots of them, especially in training the crafter and then again in actually making the products.

So...

+0 Level 3 matches 0 KW
+1 Level 3 matches 1 KW
+2 Level 3 matches 2 KW
+3 Level 3 matches 3 KW
+4 Level 3 matches 4 KW
+5 Level 3 matches 5 KW

+0 Level 6 matches 3 KW
+1 Level 6 matches 4 KW
+2 Level 6 matches 5 KW
+3 Level 6 matches 6 KW
+4 Level 6 matches 7 KW
+5 Level 6 matches 8 KW

+0 Level 9 matches 6 KW
+1 Level 9 matches 7 KW
+2 Level 9 matches 8 KW
+3 Level 9 matches 9 KW
+4 Level 9 matches 10 KW
+5 Level 9 matches 11 KW

Also, under this scheme, a person in T2+0 armor matching all 5 (not 4) KW using a +0 Level 6 potion will experience a 20% reduction in the duration of effects and stacks. Still totally worth it, in my biased opinion.

Do consumables get major and minor keywords at all ?

Goblinworks Game Designer

Consumables work like Expendables and just have a single type of keyword that's between minor and major in value (because we wanted to keep them maxing out at 9th level/9 keywords, and that didn't divide into 12 keyword effect particularly evenly or match to a 4 minor/2 major system either). Each expendables keyword is +7 base damage and +1.4 (rounded down) Effect Power.

Also, Spitfire's chart is now correct.

Goblin Squad Member

Thanks guys!

And Stephen, I think you mean Basic and Advanced keywords ;)

Goblinworks Game Designer

They're used interchangeably and someday I'm going to make a project of going through the documentation and standardizing a choice of one or the other :) .


Stephen Cheney wrote:
Each expendables keyword is +7 base damage and +1.4 (rounded down) Effect Power.

Ok, so that is interesting. More keywords for expendables is more powerful than more keywords for weapons/armor.

So a +3 Alch Fire would have base damage of 40+3*7 = 61?

Goblin Squad Member

Stephen Cheney wrote:
They're used interchangeably and someday I'm going to make a project of going through the documentation and standardizing a choice of one or the other :) .

They're used in the spreadsheets exclusively as Basic and Advanced, so I figured that was the nomenclature y'all decided to go with :)

Getting us all to USE those... however...

Goblin Squad Member

The great thing about standards is that there are so many to choose from :)

Goblin Squad Member

1 person marked this as a favorite.

Ah .. Hummm

Standards


I've put together at least one batch of most of the items I listed above. I have +1 Alch Acids, Alch Frosts, and Alch Fires. I also have a dozen or so cure potions.

As soon as someone brings me some golden crystals, I can get 2 batches of Speed potions going (Quickened for 6 rounds).

Goblin Squad Member

sspitfire1 wrote:

I've put together at least one batch of most of the items I listed above. I have +1 Alch Acids, Alch Frosts, and Alch Fires. I also have a dozen or so cure potions.

As soon as someone brings me some golden crystals, I can get 2 batches of Speed potions going (Quickened for 6 rounds).

One of my alts makes them but only +1 or +2.

I think kaziil can make the +3 Goldens. She is not on much lately though, her daughter just had a baby.


Well congrats to her on becoming a grandmother!

+1 or +2 is good enough for now. Since I am doing both Apothecary and Alchemist on the same guy right now, I am quite Exp limited. I'm at level 3 for both at the moment.

Goblin Squad Member

I can make the +3 golden if I have the supplies.


OOOO... just discovered something really neat. Some potions can be used on other players!

For example, Apprentice's Bloodblock can be used to heal 50 and give 2 rounds of fast healing to an ally.

Bodybalm can be used to give an ally Shrug Off and 2 rounds of Acid Resistance.

Apprentice's Styptic applies fast healing (8 rounds) to a target (good for helping an ally beleaguered by DoT)

Apprentice's ward gel can be applied to an ally to give them 4 rounds of Fire Resistance and 2 rounds of Cold Resistance (helpful when facing those Moloch Hell Hounds, no doubt!)

Goblin Squad Member

@Sspitfire1,

Do you need any special training or feats to use potions?

Are potions created by one type of crafter, or by multiple crafting professions?

Goblin Squad Member

Giorgo wrote:

@Sspitfire1,

Do you need any special training or feats to use potions?

Are potions created by one type of crafter, or by multiple crafting professions?

IANAS (I am not a Sspitfire) but I think I can answer these questions.

There are no Proficiencies required to use Potions, or any other Consumables.

Potions (and all other Consumables, I think) are created by Alchemists.

Goblin Squad Member

@Nihimon,

Thank you. I haven't played in almost a month, have a lot of reading to catch up on. Game is still very hard to understand. :(


Potions take Apothecary and Sage for refining, Alchemist for Crafting.

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