Somewhat, but I'm talking about some SERIOUS effects. Actual negative effects.
Right now, for each adjacent group of 4 Effects (one staggered group of 4 for each Ingredient, if we're just looking at Diplomas 4-12,) the total is forced to Seven, multipled by a percentage that's driven by the total number of ingredients.
- 1 1 2 3 is the norm
- 0 1 2 3 becomes 0 7/6 2*7/6 3*7/6
- 0 0 2 3 becomes 0 0 2*7/5 3*7/5
- 0 0 0 3 becomes 0 0 0 3*7/4
- Etc.
- If you just use ONE ingredient, the multiplier is 20, and you can get combinations like 0 10 10 0 or 5 0 0 15 by clever positioning.
I've offered several examples at
Combining Ingredients. The results are for 9 Diplomas, and while you'll get different results for other Diploma levels, the concept remains the same for each of the Ingredients at every level.
If you're using MULTIPLE different Ingredients, then the 1123s will overlap with an offset, so you'll get combined results like:
- 1 1 2 3 _ (times 20/7)
- _ 1 1 2 3 (times 20/7)
- 1 2 3 5 3 (times 28.3/14) << I'm still working on the exact scaling factors
And of course it gets even more complicated if one of the columns has been knocked out by an unearned Diploma.
But I'm not talking about JUST the clever positioning of positive contributions. I'm projecting that Cauldron II will offer 12 more ingredients that include actual NEGATIVE contributions, like "Cobra Venom", that will allow you to suppress the contributions for Diplomas that you ALREADY have, and thereby force the % Success Rate contributions much higher than you can ever get with just our current positive only Ingredients. The End Total will still need to be the same (7 14 21 28 etc) even though there are now some NEGATIVE numbers in the mix.
And suddenly the boring recipes that are possible will 20 Diplomas, where there ARE NO cancellations, will become an interesting time sink for our End Level players, who can only improve things, at the moment, by pouring thousands of Goods into Studying Effects. After all, what's the point of having a maxed out Effect buff if you can never fill a goblet because of a low % Success rate.