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Other Topics => Elements Portal => Elements Tools => Topic started by: UTAlan on December 28, 2012, 07:18:39 am

Title: Adrenaline Calculator
Post by: UTAlan on December 28, 2012, 07:18:39 am
Adrenaline Calculator (http://elementscommunity.org/tools/adrenaline/)

Explanation of fields coming soon. Feel free to ask questions, make suggestions, or report bugs here. Credit goes to CaptainScibra himself for the idea and will/OT for their work on the Adrenaline tables.
Title: Re: Adrenaline Calculator
Post by: Pineapple on December 28, 2012, 07:40:32 am
Shouldn't the default limit of change be 0? You get weird numbers if you leave the field blank.

I think it would make sense to have an alternative to Rate of Change, Limit of Change, and Time of Change in the form of check-boxes for Acceleration, Overdrive, Steam, etc. It'd also be cool to add other skills, like Venom, Devourer, and certain shields, like Procrastination and Damage Reduction.

In addition, maybe you could have Full Attack and Current Attack fields, for Dive and what-not, and a "Delayed for" field.
Title: Re: Adrenaline Calculator
Post by: Captain Scibra on December 28, 2012, 08:30:33 am
Shouldn't the default limit of change be 0? You get weird numbers if you leave the field blank. 

Weird numbers occur because the change of a creatures attack conflicts with the formula's way of determining number of attacks.

For example, when the creature's attack equals 3 on the 3rd attack, it suggests a 4th attack.  When the attack changes before the 4th attack, say to 6, the final value ends up being negative because the actual attack value is larger than the formula originally intended for creatures that would attack 4 times.

I think it would make sense to have an alternative to Rate of Change, Limit of Change, and Time of Change in the form of check-boxes for Acceleration, Overdrive, Steam, etc. It'd also be cool to add other skills, like Venom, Devourer, etc.

Doing so would make it more player-friendly, but I designed it around being able to calculate for any irregularity a card designer might want to test.

In addition, maybe you could have Full Attack and Current Attack fields for Dive and what-not. 

Dive is simply double the first attack, and a feature that takes into account critical hits is going to be added later.
Title: Re: Adrenaline Calculator
Post by: OldTrees on December 28, 2012, 08:39:25 am
Useful tool. +99rep

Each attack is treated as a new turn. So temporary buffs (Dive, Steam) act as if turns are ending. I assume it will be able to handle various temporary buffs in the future?
Title: Re: Adrenaline Calculator
Post by: Pineapple on December 28, 2012, 08:41:07 am
Shouldn't the default limit of change be 0? You get weird numbers if you leave the field blank. 

Weird numbers occur because the change of a creatures attack conflicts with the formula's way of determining number of attacks.

For example, when the creature's attack equals 3 on the 3rd attack, it suggests a 4th attack.  When the attack changes before the 4th attack, say to 6, the final value ends up being negative because the actual attack value is larger than the formula originally intended for creatures that would attack 4 times.

But wasn't that a bug that was fixed long ago in-game?

EDIT: I had previously misunderstood the the Limit of Change field. While I previously suggested a default value of 0, it's quite obvious that it should instead be a sufficiently large number (499). Also, it seems to be different from "maximum attack due to change", right? Anyways, I'm curious to know what the default value (given it's empty) of Limit of Change is, as the numbers I'm getting only occur when the field is blank, and why there isn't a default value.
Title: Re: Adrenaline Calculator
Post by: Captain Scibra on December 28, 2012, 08:57:13 am
Useful tool. +99rep

Each attack is treated as a new turn. So temporary buffs (Dive, Steam) act as if turns are ending. I assume it will be able to handle various temporary buffs in the future?

Most likely, but as more irregular attack patterns are considered (for example, lack of successful attacks result in a stat buff, while successful attacks result in a stat nerf/reset), this might become a complicated tool. 
Title: Re: Adrenaline Calculator
Post by: OldTrees on December 28, 2012, 09:01:04 am
Useful tool. +99rep

Each attack is treated as a new turn. So temporary buffs (Dive, Steam) act as if turns are ending. I assume it will be able to handle various temporary buffs in the future?

Most likely, but as more irregular attack patterns are considered (for example, lack of successful attacks result in a stat buff, while successful attacks result in a stat nerf/reset), this might become a complicated tool.
Put them in advanced settings?
Title: Re: Adrenaline Calculator
Post by: Captain Scibra on December 28, 2012, 09:14:57 am
Useful tool. +99rep

Each attack is treated as a new turn. So temporary buffs (Dive, Steam) act as if turns are ending. I assume it will be able to handle various temporary buffs in the future?

Most likely, but as more irregular attack patterns are considered (for example, lack of successful attacks result in a stat buff, while successful attacks result in a stat nerf/reset), this might become a complicated tool.
Put them in advanced settings?

That works too.
Title: Re: Adrenaline Calculator
Post by: Rondeauboy on February 25, 2014, 02:13:53 pm
the calculator is not working
Title: Re: Adrenaline Calculator
Post by: Captain Scibra on February 25, 2014, 02:42:12 pm
What seems to be the problem?

EDIT: The only thing I've noticed is that it stops doing anything after 15, but this is because Adrenaline has no change on creatures with that high of attack.  Was this what you were experiencing?
Title: Re: Adrenaline Calculator
Post by: serprex on March 05, 2015, 11:42:43 pm
The link needs to drop "www"

(I could fix this if I actually had mod privs here..)
blarg: