Wait. This calculation change on potion's and negative effects is not present when making poisons, right? It'd be rather dumb to have your poisons get stronger but be worth less, don't you think?
It sure would, O ye of little faith. Poisons are handled correctly.

Through the Marvelous Powers of Mathematics, I've fixed two out of three of the broken potion formulae by adjusting some game settings depending on what equipment you're carrying when entering the alchemy menu. Using a retort and calcinator is now better than only one or the other for Dispel potions, and alembics don't get stronger when you equip a calcinator (i.e., the weakest side effects come with an alembic but no calcinator). Calcinators are still applied twice to poisons if you have an alembic; this one's harder because the settings involved are used for other effects, though I do have one more trick to try. The power of all the alchemy equipment has been dialed back a bit (except mortars, as described last post), and you can no longer reduce negative effects to 1 point no matter how good your alembic is.
Fire poisons will have lower magnitude but greatly increased duration, dealing significantly more damage overall. Frost poisons will have equal magnitude and duration, dealing respectable damage over a fairly short time. These two changes unfortunately don't show in the potion creation screen, but you'll see them the moment you return to inventory. Shock poisons are instantaneous, and this change
does show during creation. And in a searing stroke of irony, I discovered that I
can do this cleanly without using Formulator. So Ars probably won't require Formulator. So I didn't
really need to spend all that time on Formuator just yet. But whatever, it's something I've been wanting to get done anyway and will see use elsewhere.

I've implemented a filled soul gem price adjustment method that's far simpler than the one in Enhanced Economy, but also incompatible with other things that edit soul gems. However, anything else can safely override mine, and EE's inherenly takes precedence and should yield identical results. So if my lightweight version suffers a conflict, just give the other mod precedence and activate EE's repricing instead. The price of a full gem is a consistent ratio to the point value of the soul it contains, and the price of an empty gem is a ratio to its capacity; overall, most gems are slightly more valuable. (Empty Grand gems are a bit cheaper.) The value of an enchanted object is, save a few rounding errors, equal to the value of the gem plus the cost of enchanting it; you can't make a profit as an enchanter, but you also don't take a serious loss. You
can make a profit as a soul hunter.
There are a lot, I mean
a lot of enchantments in the game. Still plowing through those, editing most of them. Oof. I'd rather replace the whole system using http://www.gamesas.com/index.php?/topic/1016697-wipz-automatic-random-enchantment-system-ares, but all things in time...