Health potions terraria3/3/2023 I'd say for the Health Flower, the effect could be that it A) increases the player's healing rate from all sources by 10% (Potions, Hearts, Regeneration) and B) will automatically consume a healing potion whenever the player would otherwise take a lethal hit as long as the player doesn't have Health Sickness and as long as that potion is enough to put the player's health to above 0 (so if the player was at 100/500 health, had a Greater Healing Potion in their inventory and took a 130 damage hit, the Health Flower would restore them to 20 health.) That way it would never be a hindrance and it could definitely save your life in a pinch, but more attentive players would still benefit from using potions manually. I feel like if there were to be an automatic Quick Health, it would make sense if it were to apply right when you'd otherwise take a lethal hit, kind of like the Torch of Undying from Minecraft. Don't let it have a tinker with Charm of Myths though, otherwise the trick of using it from the vanity slot by quickswapping becomes even better. You can just make that the effect of the Flower and forget about the automatic quick Healing, and then combine the Health Flower with some other accessory to truly make it good. Increasing the amount healed per potion sounds pretty sweet, though. I would never want the game to decide when I heal, especially if a hindrance like that comes at the cost of a full accessory slot. I save my Healing potions for when I know there will be some health left over to regenerate naturally, that way I "leak" the smallest amount of health possible every time. Not only would a Health Flower suffer from the exact same issue, it could even become a hindrance. Now this effect is really bad, because you can just middle click for Quick Mana and even though you will waste some mana like that, you will save the slot. The point of mana flower is to use mana potions with perfect timing every time, that way you maximize mana usage. |sprite art isn't the best but in order, this is how I think they would look| After that, you should be able to combine that with a mana flower to make a power flower (name also a work in progress) which combines the two accessories effects. I then think it should be able to be combined with a philosopher stone to create an ultimate healing flower (the name is a work in progress) which adds the effect of reducing potion cooldown by 15%. Crafted with a greater health potion (making it a hard mode item) would create a health flower that would combine the flower’s original effect with an automatic health replenish when 1) the potion will max out your health 2) the potions cooldown timer is up. I know that seems slightly op so I suggest it’s 1.5 To 2 times rarer than a nature's gift. First, it would be crafted with a new rare flower mabey found in the ice biome that on its own would add a small amount of health (10 - 50, not sure) to every potion. I saw that five years ago a user called Zeppelans explained a concept for a health flower (mana flower but for health) which got criticized for being somewhat useless. The mana increases provided by the Comet Shard, Ethereal Core, and Phantom Heart ignore the vanilla mana cap of 400, allowing max mana to reach up to 550.|this idea was not originally mine, and all credit goes to zeppelans| ![]() These items, when used, permanently increase the player's maximum health, mana, or Rage damage, or reduce the amount of time it takes for the Adrenaline Meter to fill. These items grant the player positive debuffs in-exchange for specific penalties. These items grant the player a buff when used. These items grant the Well Fed buff when used. You can also view the data on another page. This table requires JavaScript to be enabled and site tooltips to be turned on to be displayed. These items restore health or mana and inflict Potion Sickness or Mana Sickness when used.
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