Difference between revisions of "Comprehensive guide to potion making"

From ELWiki
Jump to navigation Jump to search
(→‎Preliminaries: this section is done but for the math display, somebody check my calculations as well ;))
(preliminaries complete, math added by pngs)
Line 47: Line 47:
 
===A little math excursion===
 
===A little math excursion===
 
Let's talk about profit, basically profit is the difference between profit and cost to make. Cost to make is calculated from ingredients costs, tools costs, food costs and failure rate. The failure rate affects the cost in two ways: non-critical failures simply add to food cost, while critical failures add to ingredients costs.<br />
 
Let's talk about profit, basically profit is the difference between profit and cost to make. Cost to make is calculated from ingredients costs, tools costs, food costs and failure rate. The failure rate affects the cost in two ways: non-critical failures simply add to food cost, while critical failures add to ingredients costs.<br />
We will assume the following formula for fails:
+
We will assume the following formula for fails:<br />
<math>p_{\text{fail}}=1-\frac{\text{your level}}{2*(\text{recommended level})}</math>
+
<!--<math>p_{\text{fail}}=1-\frac{\text{your level}}{2\cdot(\text{recommended level})}</math>-->
with a chance of 1 in 3 for a failure to be critical. Experience shows that no matter how high your level is, you will most likely have a fail rate of at least 1%. Thus the cost to make an item needing ''n'' tools is
+
[[Image:Failrateformula.png]]<br />
<math>
+
with a chance of 1 in 3 for a failure to be critical. Experience shows that no matter how high your level is, you will most likely have a fail rate of at least 1%. Thus the cost to make an item needing ''n'' tools is<br />
 +
[[Image:Generalcosttomakeformula.png]]<br />
 +
<!--<math>
 
\text{cost(item)} = \text{cost(ingredients(item))}\left(1+\frac{p_{\text{fail}}}{3}\right) + \text{foodcost(item)}\left(1+\frac{2p_{\text{fail}}}{3}\right)+(1+p_{\text{fail}})\sum_{i=1}^n(\text{tool cost(tool(i))})\cdot(\text{breakrate(tool(i))}).
 
\text{cost(item)} = \text{cost(ingredients(item))}\left(1+\frac{p_{\text{fail}}}{3}\right) + \text{foodcost(item)}\left(1+\frac{2p_{\text{fail}}}{3}\right)+(1+p_{\text{fail}})\sum_{i=1}^n(\text{tool cost(tool(i))})\cdot(\text{breakrate(tool(i))}).
</math>
+
</math>-->
Now the only tool you'll need for making potions are mortar & pestles, their break rate is 1 in 300 (on average, and then there's [[Astrology/Index|astrology]], depending on your experiences you might want to calculate with a higher or lower chance to break), so that formula looks  
+
Now the only tools you'll need for making potions are mortars & pestles, their break rate is 1 in 300 (on average, and then there's [[Astrology/Index|astrology]], depending on your experiences you might want to calculate with a higher or lower chance to break), so that formula looks <br />
<math>
+
[[Image:Generalcosttomakeformulaforpotions.png]]<br />
 +
<!--<math>
 
\text{cost(item)} = \text{cost(ingredients(item))}\left(1+\frac{p_{\text{fail}}}{3}\right) + \text{foodcost(item)}\left(1+\frac{2p_{\text{fail}}}{3}\right)+(1+p_{\text{fail}})(\text{cost of mortar \& pestle})\cdot\frac{1}{300}.
 
\text{cost(item)} = \text{cost(ingredients(item))}\left(1+\frac{p_{\text{fail}}}{3}\right) + \text{foodcost(item)}\left(1+\frac{2p_{\text{fail}}}{3}\right)+(1+p_{\text{fail}})(\text{cost of mortar \& pestle})\cdot\frac{1}{300}.
</math>
+
</math>-->
 
We will use that formula to determine the break even levels for some important potions, due to the multitude of different outlooks on costs as mentioned above it won't be possible to discuss all options for all potions.<br />
 
We will use that formula to determine the break even levels for some important potions, due to the multitude of different outlooks on costs as mentioned above it won't be possible to discuss all options for all potions.<br />
In the general case this means solving an inequality: <math>\text{costs(your level)}\leq\text{costs(price)}</math>which is equivalent to
+
In the general case this means solving an inequality:
<math>\text{your level}\geq \frac{\text{recommended level}}{t+f}(2t+f-\text{price})</math>
+
costs(your level) &le; price
where f is the food cost and t is the sum of costs for ingredients, food and tools for one item. Keep in mind that the fail rate is probably at least 1% so the formula works only as long as your level isn't more than twice as high as the recommended level.
+
which is equivalent to
 +
your level [[Image:Compareforprofit.png]]<br />
 +
where f is the food cost, t is the toolcost multiplied with the break rate and c is the cost of ingredients for one item. Keep in mind that the fail rate is probably at least 1% so the formula works only as long as your level isn't more than twice as high as the recommended level.
  
 
Here's an example:
 
Here's an example:
Line 68: Line 73:
 
# harvestables are free (costs: 0.75gc + 5gc for the vial)
 
# harvestables are free (costs: 0.75gc + 5gc for the vial)
 
# buying all ingredients (costs 0.75gc + 6gc for the vial from somebody + 2gc for the blue quartz + 1gc for the flowers)
 
# buying all ingredients (costs 0.75gc + 6gc for the vial from somebody + 2gc for the blue quartz + 1gc for the flowers)
For simplicity we will assume food costs to be 2.2gc (this would be the case if you only use [[Potions/Feasting|Potions of Feasting]] and mortar and pestle cost to be 100gc in all cases.
+
For simplicity we will assume food costs to be 2.2gc (this would be the case if you only use [[Potions/Feasting|Potions of Feasting]]) and mortar and pestle cost to be 100gc in all cases.
We get
+
Using a spreadsheet application we get
# <math>\text{cost}=0.75+2.2+\frac{100}{300}+p_{\text{fail}}\left(0.75+2\cdot 2.2+\frac{100}{300}\right)= 5.4833+\left(1-\frac{\text{your level}}{2\cdot 20}\right)\cdot 5.48333</math>so you're always making profit considering NPCs pay 13gc per potion. If you're considering food to be free you're still always above break even.
+
# a negative number, that means you're always making profit considering NPCs pay 13gc per potion. If you're considering food to be free you're still always above break even.
# <math>\text{cost}=8.2833+\left(1-\frac{\text{your level}}{40}\right)\cdot 10.4833</math>will be less or equal to
+
# we get a negative number as well, which means that in theory you will be making profit from the first level, which is kind of surprising and ought to be tested.
* 15 at level 15
+
# gives surprising results as well, you will break even if you charge
* 14 at level 19
+
#* 15gc at level 19
* 13 at level 23
+
#* 14gc at level 27
# <math>\text{cost}=12.2833+\left(1-\frac{\text{your level}}{40}\right)\cdot 14.4833</math>will be less or equal to
+
#* 13gc at level 35.
* 15 at level 33
+
This is obviously just an academic example as your fail and break rates depend on [[Astrology/Index|astrology]] and chance in general.
* 14 at level 36
 
* 13 at level 39
 
This is obviously just an academic example as your fail and break rates depend on [[Astrology/Index|astrology]] and you might want to work with more conservative numbers.
 
  
 
==First steps==
 
==First steps==

Revision as of 10:32, 25 May 2008

Abstract

This is currently a work in progress, I'll link it when done.

Preliminaries

Mortars and pestles

Mortars&Pestles have a chance to break of 1 in 300 uses. That means you will need a lot of them. You have basically three options of getting mortars&pestles:

  • Buy at general stores for 100gc,
  • buy from players or
  • make your own, once your manufacturing level is high enough you will be able to beat the NPC price but it will obviously take longer. You should make them at the gypsum deposit.

Vials

You will obviously need plenty of empty vials to make potions. There are five options to obtain vials but only three of them will be feasible in the long run:

Food

You have the usual options and we'll discuss them by potion below. However the Potion skill comes with two advantages if you want:

at least from a sufficiently high level on and provided you can get your hands on the Book of Poison Antidote (or get lucky with a Scientists Day).
In the Money Talk subsection we'll look at different player types' outlook on ingredients for now let's just say that if you calculate with market prices for ingredients and value your own time, you will be better off buying feasting potions from NPCs (see the discussion below for details).

Animal parts

There are a number of animal parts that are used in various potions, we'll discuss the usefulness and market for those below. As a general rule of thumb you might want to

  • kill everything that moves and isn't quick enough to get away and
  • save the bloody remains.
  • Especially beginners should remember to save the bones and the meat, furs and other parts usually will have a use or a market at some point.

Some animal parts will be extremely hard to come by later.

NPCs

Money talk

As with almost everything in Eternal Lands you can consider everything except for wine, ale, mead and some of the books to be free in making potions. It is obvious however that obtaining some tools and ingredients takes time away from actually making potions. For some players and some items such as mortars and pestles, vials or meat this may provide a welcome opportunity for experience in other skills, for other players this might not be the case. What it comes down to is that depending on your playing style or philosophy you will find some potions more or less desirable to make, the most prominent being the ones requiring animal items and from those most likely feasting potions.

A little math excursion

Let's talk about profit, basically profit is the difference between profit and cost to make. Cost to make is calculated from ingredients costs, tools costs, food costs and failure rate. The failure rate affects the cost in two ways: non-critical failures simply add to food cost, while critical failures add to ingredients costs.
We will assume the following formula for fails:
File:Failrateformula.png
with a chance of 1 in 3 for a failure to be critical. Experience shows that no matter how high your level is, you will most likely have a fail rate of at least 1%. Thus the cost to make an item needing n tools is
File:Generalcosttomakeformula.png
Now the only tools you'll need for making potions are mortars & pestles, their break rate is 1 in 300 (on average, and then there's astrology, depending on your experiences you might want to calculate with a higher or lower chance to break), so that formula looks
File:Generalcosttomakeformulaforpotions.png
We will use that formula to determine the break even levels for some important potions, due to the multitude of different outlooks on costs as mentioned above it won't be possible to discuss all options for all potions.
In the general case this means solving an inequality:

costs(your level) ≤ price

which is equivalent to

your level File:Compareforprofit.png

where f is the food cost, t is the toolcost multiplied with the break rate and c is the cost of ingredients for one item. Keep in mind that the fail rate is probably at least 1% so the formula works only as long as your level isn't more than twice as high as the recommended level.

Here's an example:

Potions of Spirit Restoration take 1 wine, 2 Blue Star Flowers, 1 Blue Quartz and 1 empty vial. We discuss 3 basic cases:

  1. everything that can be made is free (costs: 0.75gc for the wine)
  2. harvestables are free (costs: 0.75gc + 5gc for the vial)
  3. buying all ingredients (costs 0.75gc + 6gc for the vial from somebody + 2gc for the blue quartz + 1gc for the flowers)

For simplicity we will assume food costs to be 2.2gc (this would be the case if you only use Potions of Feasting) and mortar and pestle cost to be 100gc in all cases. Using a spreadsheet application we get

  1. a negative number, that means you're always making profit considering NPCs pay 13gc per potion. If you're considering food to be free you're still always above break even.
  2. we get a negative number as well, which means that in theory you will be making profit from the first level, which is kind of surprising and ought to be tested.
  3. gives surprising results as well, you will break even if you charge
    • 15gc at level 19
    • 14gc at level 27
    • 13gc at level 35.

This is obviously just an academic example as your fail and break rates depend on astrology and chance in general.

First steps

Quests

Potion Quest

This quest will get you almost to level 9, do it.

Wine Quest

This quest will enable you to buy wine at 0.75gc (20 wine for 15gc) from Vesine, the only reason for a potion maker to not do this quest would be the Antisocial perk.

Potions for beginners

When to start SRs

Leveling

Potions of Spirit Restoration

True sight potions

Alternatives

Potions

Beyond vegetal 4