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Elements the Game => Report In-game Issues => Issue Archive => Topic started by: Waerloga on August 18, 2010, 02:05:55 pm

Title: Momentum + Burrow [unconfirmed]
Post by: Waerloga on August 18, 2010, 02:05:55 pm
When you cast momentum on a shrieker, it becomes 11/5 and when you burrow it, it becomes 5/5.  When you unburrow it, it is only 10/5 again.  Similarly, if the shrieker has antimatter cast on it and you burrow it and unburrow it, it becomes -12/5 instead of -11/5.  Is this an intentional side effect of "damage is halved" or a bug?
Title: Re: Momentum + Burrow [unconfirmed]
Post by: Mastermind79 on August 18, 2010, 04:34:56 pm
When you cast momentum on a shrieker, it becomes 11/5 and when you burrow it, it becomes 5/5.  When you unburrow it, it is only 10/5 again.  Similarly, if the shrieker has antimatter cast on it and you burrow it and unburrow it, it becomes -12/5 instead of -11/5.  Is this an intentional side effect of "damage is halved" or a bug?
Confirmed: I don't think this is a bug; the computer probably just halves the current damage when yo burrow, rounded down, and when you unburrow, it doubles the current damage.
Title: Re: Momentum + Burrow [unconfirmed]
Post by: CB! on August 18, 2010, 04:41:04 pm
Yeah, this isn't a bug... since you can't deal 5 1/2 damage, it gets rounded down... and like Mastermind said, unburrowing simply doubles your current damage...
Title: Re: Momentum + Burrow [unconfirmed]
Post by: aristalis on August 19, 2010, 12:20:49 am
The best fix is to recalculate halves when doubling.
Title: Re: Momentum + Burrow [unconfirmed]
Post by: jmizzle7 on August 19, 2010, 12:30:14 am
I would say that the best fix would be to revert the attack back to the "full attack" value, but that would be a hard counter to Antimatter, which is a bad idea.

The current mechanic of momentum + burrow may not be completely optimized, but it does work as intended by the current coding.
Title: Re: Momentum + Burrow [unconfirmed]
Post by: aristalis on August 19, 2010, 01:01:25 am
I would say that the best fix would be to revert the attack back to the "full attack" value, but that would be a hard counter to Antimatter, which is a bad idea.

The current mechanic of momentum + burrow may not be completely optimized, but it does work as intended by the current coding.
If the polarity is saved before the calculation it will be easy to reapply, ie 11 attack momentumed monster burrows after antimatter and unburrows, the momentum is calculated through its polarity, so instead of adding 1 it subtracts one. Also, we need to check if it rounds down to -6 instead of up to -5, just in case someone decides to be smart with nymphs and MM>>AM>>AM to get a +2 for one momentum.
Title: Re: Momentum + Burrow [unconfirmed]
Post by: jmizzle7 on August 19, 2010, 01:49:25 am
It rounds to -5.
Title: Re: Momentum + Burrow [unconfirmed]
Post by: RedWarrior0 on August 19, 2010, 02:13:23 am
It would be fairly easy to make it work normally, from a coding PoV, to just use a double or a float and then cast it to an int.
Note that this demonstration is fairly simple.

Instead of the current method, something like this:
Code: [Select]
int attack = 10;
int hp = 100;
attack = attack + 1;
attack = attack / 2;
hp = hp - attack;
It could be possible to do something more like this
Code: [Select]
int hp = 100;
double attack = 10;
attack = attack + 1;
attack = attack / 2;
hp = hp - (int)attack;
After those two examples, it's the same end hp. You then double both, and you have 10 and 11, respectively. Obviously the code doesn't look exactly like that; this just illustrates the point. Also, this may not be valid in Flash or whatever; it's a workaround in Java/C++, as those are the languages I know.
Title: Re: Momentum + Burrow [unconfirmed]
Post by: smuglapse on August 19, 2010, 06:01:55 am
So, a question about Antimatter that could remedy this and other oddities:  Why doesn't Antimatter just change the Full Attack?
Title: Re: Momentum + Burrow [unconfirmed]
Post by: Waerloga on August 20, 2010, 04:51:27 pm
Speaking of antimatter... and sort of off topic, but..

I've noticed if you have an antimattered darkness/death creature currently getting a bonus from Eclipse that it actually subtracts more attack when the eclipse is destroyed.  This kind of makes sense, but...

For example, if I have a 6/4 vampire (4/3 + 2/1 from eclipse) that has antimatter cast on it, it becomes a -6/4 creature.  However, if the eclipse is destroyed, it becomes -8/3 because 2/1 is subtracted).  That's so much more evil than a -4/3 vampire! :(

In a similar vein, why don't antimattered creatures get blocked by walls?
Title: Re: Momentum + Burrow [unconfirmed]
Post by: CB! on August 20, 2010, 09:25:33 pm
Speaking of antimatter... and sort of off topic, but..

I've noticed if you have an antimattered darkness/death creature currently getting a bonus from Eclipse that it actually subtracts more attack when the eclipse is destroyed.  This kind of makes sense, but...

For example, if I have a 6/4 vampire (4/3 + 2/1 from eclipse) that has antimatter cast on it, it becomes a -6/4 creature.  However, if the eclipse is destroyed, it becomes -8/3 because 2/1 is subtracted).  That's so much more evil than a -4/3 vampire! :(

In a similar vein, why don't antimattered creatures get blocked by walls?
http://elementscommunity.org/forum/index.php/topic,11523.0.html

Also I'm about to do a section on shields with antimatter... basically if the shield puts your creature out of reach (phase shield, wings if not airborne, gravity if more than 5 HP) the creature doesn't get an attack.  If the shield blocks damage the creature still gets an attack but the attack is modified by the shield.  Creatures that attack a bonewall get blocked if they do damage, just like a permafrost shield blocks 2 damage.  A negative attack doesn't damage, so the shield doesn't come into play...
blarg: