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Alchemy (Medicinal Use) Doesn't fully function

gothickaiserub17_ESO
While this is actually a character skill bug there is not a category proper to it, being a crafting skills. This is a copy of a bug report i sent just to let everyone know the details of the issue. I did some rather heavy testing.

Issue: Medicinal Use (Alchemy Skill)

Bug will happen at any time any location.

Intended function (at 2 skill points invested) increases the duration of potions by 20%.

This is easily observed with health/magicka/stamina recovery potions and addons. Also the greater healing potions 14s duration is large enough to observe 20% duration with a stop watch.

A Lv.20 crafted base healing potion will heal 110 over 10s (11 health per 1 second ticks) the greater healing potion (In Alchemy using all 3 ingredients with health recovery) heals 154 over 14s (still 11 health per one second ticks).

With the above medicinal use should have increased the greater healing potion to 16.8s even assuming unfavorable rounding we should have 16s duration (assumable at 11 health per one second ticks) however there was still only 14 total heals of 11 for a total duration of 14s (the healing stayed the same per tick, the healing had the same number of ticks, and all healing ticks completed within 14s as per usage without Medicinal Use.)

The effects of Medicinal use (as per its name suggests) does not actually work for medicinal use. Which is largely what this bug report is for.

The second part is difficult to test with no ability to see active potion buff duration counters however there are graphical effects (for example cracked or barrier around the health bar for up/down armor) at first, using a stop watch the duration should have gone form 10s to 12s and I saw no apparent effect, however I decided to test again using the actual character sheet to find the buffs do in fact last 12s (but the graphic will only last 10s).

The second and minor bug report is the graphical effect not lasting for the extended duration.
Edited by gothickaiserub17_ESO on April 19, 2014 10:22PM
  • Silverbird
    Silverbird
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    Not shure of it, but it would make more sense, if you would get a boost in the potions effect and not necessarily in its duration. Thought it might be possible that this bonus only applies to buff-potions like invis or crit ratings.
  • Carnage2K4
    Carnage2K4
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    Wait till you get Snakeblood, it apparently has no function at all...
    Human Infant Connoisseur
  • Brennan
    Brennan
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    Carnage2K4 wrote: »
    Wait till you get Snakeblood, it apparently has no function at all...

    With Snakeblood I think they just got the descriptions wrong.

    At Rank 1 it says: Reduces negative effects of potions by 20%
    At Rank 1 it should say: Reduces negative effects of potions by 0%

    At Rank 2 it says: Reduces negative effects of potions by 50%
    At Rank 2 it should say: Reduces negative effects of potions by 0%

    At Rank 3 it says: Reduces negative effects of potions by 100%
    At Rank 3 it should say: Reduces negative effects of potions by 0%

    I think it's just a matter of fixing the description. :D
  • understeer
    I agree Alchemy is not working as it should be, I also think that when having the ability to use three ingredients skill, sometimes the 3rd ingredient doesn't link to the others and sometimes even the poiton looses a bonus.
  • recrooksb14_ESO
    One thing to remember about alchemy is that with three-ingredient potions, you have to ensure that your ingredients don't conflict. For example, two ingredients with a Restore Health effect should produce a health potion, unless the third ingredient has Ravage Health. That will counteract one of the Restore Health effects, and thus you will NOT receive a healing effect. Every positive effect has a corresponding negative effect which will negate it.
    Edited by recrooksb14_ESO on April 18, 2014 12:29PM
  • understeer
    ok thanks for that I never knew (so used to skyrim way)
  • gothickaiserub17_ESO
    While I agree it would be awesome to receive 30%(20% in example above) additional effectiveness to the potion. That is a feature Nightblade at 20% and Argonian at 15% already receive and is already a separate feature that they want (presumably) to have tighter control on. As the description says duration, and the previous do not add duration and the current one (barely working but when it does) adds duration I do believe that is the intended effect (though very weak {if it worked} on healing potions as I will demonstrate).

    As a side note: I think its not wise to assume something only applies to a limited category (in this case) buff potions without the description specifically saying so (especially with a name like Medicinal Use). Also its worth raising the flag anyway this game is based on immersion and minimal UI, while that is not my approach (and addons allow that) one has to look out for those who do choose to play that way, in such many players are liable to read Medicinal Use and see the description indicates no limitations and take such ability only to gain no effect.

    Lv.20 Potion I used as reference (Greater potion refers to adding 3x of an ingredient in this case restore health.)
    Base Potion Greater Potion
    170 + 110/10s(11/t) 170 + 154/14s(11/t)
    Total Healing: 280 Total Healing: 322

    As you can see it adds 4 seconds to its duration as opposed to improving the base power, this effect is likely intended to be repeated by Medicinal Use. Which is it did so would result (if it was working) in the following.

    Base Potion Greater Potion
    170 + 143/13s(11/t) 170 + 198/18s(11/t)
    Total Healing: 313 Total Healing: 368
    Improvement +11.7% Improvement +14.3%


    Were as a 30% increase in strait effectiveness would be either (flat 30% and HtP {Health per tick} rounded down)
    Base Potion Greater Potion
    221 + 143/10s(13/t) 221 + 200/14s(14.3/t) {HpT rounded +196/14s(14/t)}
    Total Healing: 364 Total Healing: 421 (HpT rounded 417)

    With the flat healing provided by potions proportionally scaling with the HoT after effect the effect of the Skill would be the same at higher levels. The 30% increased duration only adds about 12% to 14% extra healing from potions at the cost of being personally good at Alchemy (as the effect is only for you, not potions you make) and 3 Skill points I feel this must be a bug and diffidently (as the name implies (Medicinal Use) should be working on Restore Health/Magicka/Stamina potions as well).

    Even at this cost I'm not displeased with how little the effect would be but at the fact that despite not being very power it still doesn't work (and I spent skill points in to it, I can't respect every time I find something not working as intended (if you look at my other threads you'll find it would have been quite a few times on my templar already :smile: )
  • omy_mkeb17_ESO
    Any one knows if this got fixed? i invested 1 skill point in medicinal use but i see no difference. A 10 sec potion timer (i can see it with addon) starts at 9.9 , thou with the extra 10% i have should start at 10.9.
    Any1 has some new info about this matter?
  • Soloeus
    Soloeus
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    I think the Argonian passive is also broken.

    Within; Without.
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