The following is a list of potion effects that the ingredients may contribute.
Potion Effects
Effect A: Warrior Restore - Restore all health and stamina Effect B: Mage Restore - Restore all health and magicka Effect C: Prolonged Armor of Dragon Alchemy - Increase armor rating by 30 for <x> seconds where x is about 300 - 1000+ based on alchemy skill and buffs Effect D: Fortified Armor of Dragon Alchemy - Increase armor rating by 100 points for 20 seconds Effect E: Make Ethereal for 12 seconds Effect F: Weakness to fire by a small percentage based on alchemy skill and alchemy buffs for 20 seconds Effect G: Weakness to frost by a small percentage based on alchemy skill and alchemy buffs for 20 seconds Effect H: Resist fire for 40 seconds by aprox. 20-40% based on alchemy skill and alchemy buffs Effect I: Resist frost for 40 seconds by aprox 20-40% based on alchemy skill and alchemy buffs Effect J: Ravage magicka by aprox. 50-100 points per sec based on alchemy skill and alchemy buffs for 5 secs. Effect K: Ravage magicka regen by 100% for 20-40 sec based on alchemy skill and alchemy buffs
Below is a list of each ingredient and the effects it provides in the 1-4 order.
Some of these ingredients when mixed together by design provide 3 effects with one of them being a smaller negative effect. In order to get Fortified Armor of Dragon Alchemy you will also get all health and magicka points regenerated but have to pay with a relatively small de-buff on fire resist.
Effects F,G,H,I,J and K are the standard Skyrim effects and thus these ingredients when mixed with other Skyrim ingredients will work to produce these same standard effects. If another mod were to have an ingredient that used the Shout effect VoiceMakeEthereal then any ingredient providing Effect E would combine with those other ingredients to produce potions with that effect. Effect E's duration was chosen to make the duration 50% longer than the one word shout for Make Ethereal but also be less than the two word shout. Effects A,B,C and D are custom to this mod and thus only derived as this effect name when mixing with other ingredients added in this mod.
Recommendations for alternate effects, magnitudes and durations on these effects at any or all skill levels or recipe changes for ingredient production are very welcome.
Since the order of the effects for an ingredient may impact some folks more than others, especially depending on how you use perk points in your alchemy tree when it comes to tasting ingredients or getting a pure poison or pure potion please comment if the effect order gives you an undesired result. That outcome can depend on variables where my testing samples may not have hit on a range that gave the results you encountered. Since their are multiple inputs that can slide in power across a wide range there is a lot of room for differing outcomes. These outcomes should be along a range of results in all cases but there is always a possibility that a unexpected result occurs. I tried to cover the bases up through Alchemy skill 199 and about 100% additional boon on alchemy results.
The version 2 of this mod (the current version) has no changes to the base potion effects created or recipes. The negative effect potions have been shifted downward for those negative effect magnitudes as they were far t0o large at high skill levels. The values of the potions have been shifted upward significantly.
Any feedback on how you would like it differently balanced is encouraged. A proper balance is a very difficult thing and also a bit subjective. What feels nerfed for one may be OP for another. Thus feedback is encouraged.
Yofisu Dragon Alchemy Potion Recipe and Effects (1 comment)
The following is a list of potion effects that the ingredients may contribute.
Potion Effects
Effect A: Warrior Restore - Restore all health and stamina
Effect B: Mage Restore - Restore all health and magicka
Effect C: Prolonged Armor of Dragon Alchemy - Increase armor rating by 30 for <x> seconds where x is about 300 - 1000+ based on alchemy skill and buffs
Effect D: Fortified Armor of Dragon Alchemy - Increase armor rating by 100 points for 20 seconds
Effect E: Make Ethereal for 12 seconds
Effect F: Weakness to fire by a small percentage based on alchemy skill and alchemy buffs for 20 seconds
Effect G: Weakness to frost by a small percentage based on alchemy skill and alchemy buffs for 20 seconds
Effect H: Resist fire for 40 seconds by aprox. 20-40% based on alchemy skill and alchemy buffs
Effect I: Resist frost for 40 seconds by aprox 20-40% based on alchemy skill and alchemy buffs
Effect J: Ravage magicka by aprox. 50-100 points per sec based on alchemy skill and alchemy buffs for 5 secs.
Effect K: Ravage magicka regen by 100% for 20-40 sec based on alchemy skill and alchemy buffs
Below is a list of each ingredient and the effects it provides in the 1-4 order.
Ingredient and Effects
Dragon Ash: G, B,F,D
Dragon Bone Meal: I,G,E,C
Dragon Dust: A,B,D,F
Dragon Ooze: A,C,F,H
Dragon Salts: J,K,E,H
Some of these ingredients when mixed together by design provide 3 effects with one of them being a smaller negative effect. In order to get Fortified Armor of Dragon Alchemy you will also get all health and magicka points regenerated but have to pay with a relatively small de-buff on fire resist.
Effects F,G,H,I,J and K are the standard Skyrim effects and thus these ingredients when mixed with other Skyrim ingredients will work to produce these same standard effects.
If another mod were to have an ingredient that used the Shout effect VoiceMakeEthereal then any ingredient providing Effect E would combine with those other ingredients to produce potions with that effect.
Effect E's duration was chosen to make the duration 50% longer than the one word shout for Make Ethereal but also be less than the two word shout.
Effects A,B,C and D are custom to this mod and thus only derived as this effect name when mixing with other ingredients added in this mod.
Recommendations for alternate effects, magnitudes and durations on these effects at any or all skill levels or recipe changes for ingredient production are very welcome.
Since the order of the effects for an ingredient may impact some folks more than others, especially depending on how you use perk points in your alchemy tree when it comes to tasting ingredients or getting a pure poison or pure potion please comment if the effect order gives you an undesired result. That outcome can depend on variables where my testing samples may not have hit on a range that gave the results you encountered. Since their are multiple inputs that can slide in power across a wide range there is a lot of room for differing outcomes. These outcomes should be along a range of results in all cases but there is always a possibility that a unexpected result occurs. I tried to cover the bases up through Alchemy skill 199 and about 100% additional boon on alchemy results.
The version 2 of this mod (the current version) has no changes to the base potion effects created or recipes. The negative effect potions have been shifted downward for those negative effect magnitudes as they were far t0o large at high skill levels. The values of the potions have been shifted upward significantly.
Any feedback on how you would like it differently balanced is encouraged. A proper balance is a very difficult thing and also a bit subjective. What feels nerfed for one may be OP for another. Thus feedback is encouraged.