Advanced Alchemy Testing Guide (Recovered thread)

Thread starter #1

Groenholdt

Senior Member
August 2018 - I recovered this thread and just copied it into the forum for everyone to use.

If you do not agree with something I posted in this thread, I encourage you to respond here and tell me why!

22-03-2017 Update - Added several Multipliers/Adders! Intervals has been updated and is now more accurate!
26-02-2017 Update - Research of many Multipliers and Adders can now be found below!


Greetings Mortals

In this brief guide, I will show you how to test alchemy materials and what to look for concerning Healing Potions. Thus, other kinds of effects related to alchemy will not be in focus. However, I believe this system for how to test Direct Healing (DH) is also shared by other effects such as Healing Over Time (HOT), Direct Poison and so on.

I believe the alchemy system is so old now, that the sensation of discovery is stale and posting my results won’t do much harm. It’s time to make it well known and accessible for everyone, especially the new players!

Healing Potions is all about increasing the DH of the base material. A good alchemist can reduce the price of the mixture by knowing the correct percentage of each material in the mixture. I hope by making this guide, more people will try out the alchemy profession as they will know how to start and what to look for. Making an alchemist is still a lot of work but doing the research from scratch without knowing how the system works can be a massive challenge.

Before I begin, I want to share some useful tips:
  • The reason I choose the word “advanced” is simple that I will not explain every aspect and detail of the alchemy system. There is a guide written by Ninen which you can find in the Nobleman’s Wisdom section and I would encourage you to read it before continuing with this test guide.
  • To start your research, you will need to buy a bunch of vials for mixing purpose. The size of the vial is completely up to you but going over 15 PU vials will not really be necessary and only more expensive. Having more than 1 vial to make several mixtures at once is a great help.
  • A good spreadsheet is the way forward! I recommend using Microsoft Excel to write down your research and the percentage of the mixture. You will NOT be able to remember your mixtures and alchemy is a lot of trial and error – thus writing it down on paper can be tedious and unconstructive. Besides, you will be required to do some basic math and Excel is an excellent tool for this purpose.
  • Having large quantities of your base material is important. You will spend a lot of it!
  • You should ofc have full lores. Otherwise you will not be able to determine the correct percentage and you will receive lower values.
  • In alchemy, a material can be distinguished into the following categories:
Base: A material with a high DH such as Sea Dew, Salvia, Common Vitus.
Multiplier: A material which multiplies the DH with X-amount (>1). OBS! This material do not add any volume to the potion!
Adder/Filler: A material which multiplies the DH with X-amount (>1). OBS! This material do add volume to the potion!
  • Multipliers and Adders is multiplying the value of the DH (not just adding a constant value of +1 for example). If Sea Dew Leaves has 24% DH, a multiplier will have a factor of above 1 thus, increasing 24 to a greater value. By using a stronger base the extra DH value is easier to recognize.
The Testing

LINK HERE! You will need this tool for testing purpose. All credits go to Golgotha for this tool!

When you’re in the game, tab out and run this tool as Admin. You will need an AutoHotkey software to run it. It will show you a red thin vertical line which can be set from 0%-100% by using the scroll-function on your mouse. The numpad keys will move “the origin” of the tool and you should adjust the bar to when it’s at 0% to the start of the materials DH bar. Thus, you can scroll up until the bar is between the two arrows and read what percentage the DH is. This is how you will do the testing in game.

Sea Dew Leaves (SDL) is an excellent Base material for illustrating this method. Using 11 units of SDL in a potion will yield 1 Potion Unit (PU). How potent the mixture is, does not depend on the numbers of PU. It’s all about the percentage of the materials in the potion. Now you have your 100% SDL potion and you can use your AutoHotKey tool to read the exact percentage (which should be 24%). This means, that you now know the base value of SDL and by mixing it with a different material(s) you can see if the %-DH changes. Below is a table showing you an example of how the testing setup (in Excel) could be and starter mixture for testing a material.



The first mixture (1??? + 10SDL) is very useful as some materials will not add any volume to the potion. If the material has no volume, the mixture cannot be made and your Potion Window will simple close and you will receive the used material in your inventory. The second mixture (1???+100SDL) is just an example of what percentage you could start out with. Testing for all materials can be tedious and I recommend finding some good mixture percentages to quickly determine the category for the material. Most materials will obviously not be useable in alchemy.

Please note, a stronger base will make it easier for you to determine the effect of the added material. Thus, Sea Dew Leaves will be better than using Sea Dew. Salvia Oil is absolutely the best but way too expensive for testing purpose.

Let’s move on and talk about the target interval you want to use for the different materials. Let’s say you found an Adder. You tested that it adds +1 DH to your SDL potion at a mixture of 5.00%. Now the important testing begins! You will need to find at what percentage the material has its highest effect on the base. Say, if you test the same material again with a different percentage (say material has 10% in the mixture) the DH falls beneath the threshold of a pure SDL potion. This means, somewhere between 5% and 10% the DH drops. You can actually determine the precise threshold with an accuracy of 0.01% using the correct mixture (percentage calculation in Excel makes this an easy job!). After this you should determine the lower threshold and find the minimum requirement for its highest potency. For some materials, this threshold (percentage interval) depends on the base material you use. Salvia Oil may have a different treshold than Sea Dew Leaves.

So now you’ve found a lot of different Multipliers and Adders. Some with a greater multiplication factor than others but also more expensive. What do to next? – Time to mix them together!

You have room for 14 ingredients in a potion. 1 of the slots is reserved for the Base leaving room for 13 Multipliers/Adders. Now it is very important that you distinguish between what materials add volume and which doesn’t. The Multipliers percentage should account for the PU volume without looking at other Multipliers volume as they will not influence the PU. Example:

10Base + 2Adder + 2Adder + 1Multiplier + 1Multiplier = 1PU. The two Multipliers will have a percentage of 7.14% each without influencing each other or the full mixture. However, if you insert another Adder (or add more Base) you will mess with the overall percentage and you’ll have to check if the Multipliers percentage is still in between its correct interval. So basically, you must secure that all the Multipliers/Adders percentage is in the correct interval. Lots of opportunities in this part of the testing phase. Hopefully you won’t just rush headless into this and make the most expensive potion without considering other materials with same multiplication factor.

If you have any question concerning the testing of materials in alchemy – just ask! I have tried to make this guide as clear as possible but my English could always improve :b





Base:
  • High Direct Healing
Multiplier:
  • Multiplies the Direct Healing without adding any mass to the potion
Adder:
  • Multiplies the Direct Healing while also adding mass to the potion
Rank:
  • Based on the additional Direct Healing adding to a pure Sea Dew Leaves potion. If 0 DH is added to the potion, the material is rank 0. If 1 DH is added to the potion, the material is rank 1. These values will change using another Base!
Interval:
  • Recommend interval for each material for full efficiency. Intervals may change if another base than Sea Dew Leaves is used!


*Rank 0-1 Adders probably have a lower percentage than 0.25% but I didn't bother to experiment with lower mixture percentages cus' of high use of Base which would be required for each test. Example: 1Adder + 1000Base would be 0.10% of Adder
 
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