wotaad wrote: gonionknight wrote:
aint doging a problem if people dodge ur attacks
You can believe me and the fact that I've probably spent 100 hours doing math and programming on this game alone, or you can go and think I'm an idiot. Up to you.
Haven't bought a Water of Life in a year, and I only drink Luck Elixirs if I want to smack extra face in astral or a raid. Otherwise, self-sufficient on a single potion to reach the desired combat effectiveness.
im new so you can buy potions to boost other stats?
Elixirs are from the cash shop and go for any stat. They scale based on level, and are about 130 points at endgame. They are quite tasty, but cost $1.25 for 5 of them, so you should only use them if you need the extra push. In most cases, players with Luck-balanced stats can just drink a stat of their choice, such as Strength for more DPS or Conviction for more crowd control. Those that rely on Luck have their other stats balanced, but end up relying on these to be "combat-effective" because they don't reach the recommended level without them. In other words, they become "dependent on these" and have to spend a lot of gold or gpotatoes to stay level. A single elixir lasts 2 hours.
There's also free Cash Potions that you get that are similar, but only have half the stats and only come in damage-based stats depending on whether you are a caster or a melee. These take the same spots as Elixirs but are free, and last for 4 hours.
Alchemy Potions are from alchemists and go for most stats. They cost more to make for endgame players, and add 60 points for the best quality. These cost about 40-50 gold for 20, each lasting half an hour at base, but go up in time if you're in a guild with a regalia, to around 50 minutes for the average end-game guild, I think. Since there is no recipe for the spell/physical armor penetration, you have to deal with being only able to adjust for 3 stats.