QI Quanta Index | = | Total amount of quanta used to pay for cards + ability costs Number of pillars in the deck |
(http://img141.imageshack.us/img141/16/aetherfarmer.jpg) QI = 7.867 | (http://img684.imageshack.us/img684/9469/darknessgrinder.jpg) QI = 6.75 | (http://img514.imageshack.us/img514/8213/entropygrinder.jpg) QI = 6.5 |
(http://img690.imageshack.us/img690/6705/airgrinder.jpg) QI = 6.353 | (http://img684.imageshack.us/img684/108/gravitygrinder.jpg) QI = 5.875 | (http://img23.imageshack.us/img23/1884/timegrinder.jpg) QI = 5.5 |
(http://img10.imageshack.us/img10/4570/deathgrinder.jpg) QI = 5 | (http://img4.imageshack.us/img4/7883/earthgrinder.jpg) QI = 4.588 | (http://img96.imageshack.us/img96/2603/lifestarter.jpg) QI = 4.5 |
(http://img691.imageshack.us/img691/3259/lightgrinder.jpg) QI = 4.235 | (http://img694.imageshack.us/img694/3491/firegrinder.jpg) QI = 4* *I counted one Immolation giving +7 and other doing nothing | (http://img687.imageshack.us/img687/1050/watergrinder.png) QI = 2.727 |
4t3 52g 52g 52g 52g 52g 52g 52g 52g 52o 52o 52o 52o 52o 52o 52p 52p 52q 5i5 5i5 5i5 5i5 5i5 5i5 5i7 5i7 5i7 5i7 5i7 5i7
QI = 561o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61s 61s 61s 61s 61s 61s 61t 61t 61t 61v 61v 61v
QI = 5.333QI REPORTWho wants to waste his/her time in doing something like this? :)
Deck information:
Cards = 30
Total Cost of Cards = 72
Total Cost of abilities = 12
Number of Pillars = 11
QI
Your QI is 7.315 which is means you have too few pillars.
Fix:
Remove 2 copies of Golden Dragon.
Take 2 copies of Light Pillar.
This will change your QI to 5.152.
=oQuantum Pillars and all Towers would have their own formula. This one works only with regular Pillars.
Seems good. I'm confused how lucifrase and quantum pillars would work, and I'm not sure how upgraded pillars get counted, but I definitely see how this could help newbies.
What? How does that even work? Only one ability in all of Elements happens each turn and costs quanta (Inundation). Devourer doesn't have an ability that costs quanta that happens automatically each turn.
- if the ability happens automatically each turn (for example Devourer) it gets counted twice
Yeah, this is definitely a nice look into how many pillars are needed in a deck. I have a question though. Wouldn't decks with quanta-producing creatures show a much higher index than what it really is? For example, that Dark deck has 6 quanta-producing Devourers. Wouldn't its QI be a bit lower?Yes, you are right. Quanta-producing creatures have to be taken into consideration. They are that "ability happens automatically each turn" I talk about in the original post.
Evaluating decks via Cost is good for a basic check, but there are variances that you need to look at when heading to refine. An Example is the Life deck. after you have 5 life pillars on the table there is no more need as you can only play 1 card per turn and no further need to stcokpile. The decks with big Dragons like the entropy deck need more to get to the critical 1 card drop. The Darkness deck is an exception because it generates quanta from devourers. The Aether deck can run a little short because you get a 3 turn stall off of each shield.Yep, this is just the basic framework. It of course needs some fine tuning based on what the actual cards are.
See part 1 in this post.What? How does that even work? Only one ability in all of Elements happens each turn and costs quanta (Inundation). Devourer doesn't have an ability that costs quanta that happens automatically each turn.
- if the ability happens automatically each turn (for example Devourer) it gets counted twice
Wow...I listed proven deck that have a QI of 5 or even less. It's enough.
This is... Pretty usefull.
But I'm not sure regarding the entire "fore each 5 quantum take 1 pillar" thing.
In a way it seems like it wouldn't be efficient enough. And as for the stats regarding the Poison deck, I KNEW IT!
While I applaud the effort to objectively justify the number of pillars/towers in a deck, I think the answer will depend to a great extent on what type deck (and/or player) you are facing. In other words, the optimal number of pillars may shift dramatically when playing a T50 PvE as opposed to playing the actual T50 player PvP.1. What your opponent has of course affects what your optimal number of Pillars is. Unfortunately you can never know what your opponent is going to play so you cannot really prepare for that. All you can do is try to find the optimal number in most cases.
1. Some of this will depend on how many "dead" cards you have where the card will not get played as it won't have an major effect on the outcome of the game, as with plague against an :aether deck or a given shield against a deck with momentum.
2. Can you treat rainbow decks in the same way as mono decks?
3. Other important variables may include cards like fractal--for example, how will fractal alter the number of :darkness pillars you need in a pest/fractal deck? Does it depend on the number of fractal cards in the deck? What about pharoah or FFQ?
Finally, the number you calculate gives you an idea of how much you'd need to play every card in the deck and not how well the deck will do in a given match where rarely are all the cards played. I fear the optimal number of pillars may only be determined for a given opposing deck. As such, there may be an optimal number for performance for each of the decks you've listed against a standard shrieker deck, but there's no telling if these numbers would be different for the same decks when facing flying titan deck or a water poison deck.
This is not proof one way or the other, I just raise some speculation on the premise of the exercise.
Nice Scared Girl.Like I said there earlier, you cannot prepare for everything so why should you even try? There is no perfect amount of Pillars but there is a number that gives you the best results on average. And using math to determine that number is what we are trying to do here.
I think best is try number of pillars in game and you don't have to calculate it.
There are some factors that are unpredictable like opponent's deck, randomness and many other things.
An important factor IMO that is not taken into account is the speed of the deck. Faster decks have less time to produce quanta, so they need more pillars. I've farmed AI5 with mono-aether before, and it generally doesn't run into quanta issues even though it supposedly uses way too much quanta, because it's a slow deck so it has more time to produce quanta.The most popular speed deck in the history of Elements is that Earth Shrieker rush over there. It has 17 Pillars which sounds a lot at first, but it also uses 72 quanta, giving it a QI of 4,588 which is pretty average. So even though it looks to be producing extra quanta to make it fast, it's really not, it just has high cost cards.
For quanta-producing creatures, I think they should be counted as pillars. Or, more precisely, the QI of a deck should be the total quanta cost divided by the number of quanta-producing cards (pillars + creatures).Yes, but compared to Pillars, creatures are much more likely to be destroyed. I'm not sure if you can simply count them as Pillars. It's a good idea though, and something I hadn't thought about.
As to mono aether, normal mono aether is funny because the whole IDEA of it is to NOT play every card at one time. Your goal with it isn't to be able to play every card. Your goal is to keep from taking damage with 6x dim shields; in your alteration, taking them out isn't a good idea unless you were just going for AI3. And if you were, then there are better options besides mono aether :). Mono aether is weird because you don't have to play your cards at a fast rate; just at a rate to get 100 damage done before you deck out.Yes, but you are assuming that the opponent does not have permanent removal, momentum, etc. and just lets you stall in peace. That's not always the case. If your opponent can deal with the dim shields, your sluggish deck is done.
So: 15x aether pillar, 6x immortal, 5x dim shield, 4x phase dragon > 18x aether pillar, 6x immortal, 3x dim shield, 3x phase dragon. Even though you won't be able to play cards at the same rate with the former.
Yes, but you are assuming that the opponent does not have permanent removal, momentum, etc. and just lets you stall in peace. That's not always the case. If your opponent can deal with the dim shields, your sluggish deck is done.I'm not sure what the etc. is there for :). Pests, perm removal, and momentum are pretty much it.
Well I didn't say "Pests" so that could be the "etc". Or maybe Fire Bolts, etc. There are many ways to counter Dim Shields.QuoteYes, but you are assuming that the opponent does not have permanent removal, momentum, etc. and just lets you stall in peace. That's not always the case. If your opponent can deal with the dim shields, your sluggish deck is done.I'm not sure what the etc. is there for :). Pests, perm removal, and momentum are pretty much it.
But ya, that's mono aether's crutch. You lose to a few things, like every deck. But mono aether is still a unique case, since its goal is too stall until you win not win asap. With the deck you altered it to you completely changed the goal of the deck. While it may perform better on your QI scale, it most definitely is not a better deck.Where does it say that the only "good" aether strategy is slow stalling decks with 6 x Dim Shields? That's an old fashioned deck used by dinosaurs who keep on doing the same thing over and over again because it was the best strategy to beat FG's back in the day.
Yes, but compared to Pillars, creatures are much more likely to be destroyed. I'm not sure if you can simply count them as Pillars. It's a good idea though, and something I hadn't thought about.1: Really? Pillars are very easily destroyed, too. There are permanent destruction cards, and Earthquake. To me, the chance of a creature getting destroyed is only slightly more than a permanent.
Not sure what you mean by "negative cost".
55n 55n 55n 55o 55p 55p 55s 55t 55t 55t 55v 55v 55v 6rn 744 744 744 744 744 744 744 744 744 744 744 744 745 745 745 745 745 748 74a 74a 74b 74b 74b
Yours is faster, but loses to most other speed decks (especially those with perm control) since aether creatures cost so much. They have different strengths and different weaknesses. The fact is, if you want to change the deck in that way, you're changing the whole point of it.Speed decks with permanent control, huh? You don't see enough of those nowadays. Most people want speed decks to be FAST so they don't take cards like that. :)
It would be like saying change from a FG Rainbow to a Shrieker Spam because it has a better QI. Both are great decks, but they're good for different things.
1. There are way more cards and abilities that destroy/lobotomize creatures than there are cards that destroy Pillars. Earthquake is the only real threat, other permanent removals are generally saved for non-Pillar permanents.QuoteYes, but compared to Pillars, creatures are much more likely to be destroyed. I'm not sure if you can simply count them as Pillars. It's a good idea though, and something I hadn't thought about.1: Really? Pillars are very easily destroyed, too. There are permanent destruction cards, and Earthquake. To me, the chance of a creature getting destroyed is only slightly more than a permanent.
Not sure what you mean by "negative cost".
2: Negative cost means what it says; it reduces your total cost. For example, if your deck uses 50 :fire, and you add a Burning Tower, the cost is reduced to 49. But for Immolation/Cremation it would probably only count as half (Immolation count as -4 while Cremation -5), because unlike Towers and Nova, it requires a creature to cast.
Maybe you can try to do one normally, with each pillar counting as three pillars?I don't know what that means. If you simply mean that 1 Quantum Pillar = 3 Pillars, that would most definitely break the formula.
EDIT: Just had a thought. Maybe some of the costs in the numerator don't have to be constant? Say, the cost of Miracle depends on how many pillars you have in the denominator. I was thinking about Calculus, and how the slope of y=x2 was always 2x instead of a constant...Yep, I was thinking about a similar thing yesterday. Like the effectiveness of Immolation relies on the fact that how many small critters (for example Ash Eaters) you have. The more you have them, the more likely it is that you can use Immolation and get that extra quanta.
Here's the deck without towers:Code: [Select]55n 55n 55n 55o 55p 55p 55s 55t 55t 55t 55v 55v 55v 6rn 744 744 744 744 744 744 744 744 744 744 744 744 745 745 745 745 745 748 74a 74a 74b 74b 74b
It seems like deck size affects the calculation as well. This uses 114 quanta, and so to reach a goal of 5, I would need 22 pillars? Something seems off.
55n 55n 55n 55o 55p 55p 55s 55t 55t 55t 55v 55v 55v 6rn 745 745 745 745 745 748 74a 74a 74b 74b 74b
There are 25 cards, most of them relatively high cost. I don't necessarily see how 22 Pillars would be way too much, unless you specifically want a bigger deck that is a slow starter. Keep in mind that we are indeed talking about Pillars here, not Towers.Speed decks with permanent control, huh? You don't see enough of those nowadays. Most people want speed decks to be FAST so they don't take cards like that. :)Speed decks with Perm Control? Mono fire, mono dark... :).
Have you actually read that post by jmizzle7? Do you know what decks and what purpose we are talking about here? We are not building False Gods decks here. This is only about quanta usage, and the decks in question are starter decks.
What I did was I improved two "newbie starter decks" by making their quanta usage more efficient only using QI, My quick test confirmed it to be a success.
Like I said in my previous post, you should go test both decks out. Fight 10 times against AI3 with both decks and you'll see what I mean. Repeating "that deck is not good.. that deck is not good.." over and over again won't change the facts no matter how much you want the deck to suck. :)
Speed decks with Perm Control? Mono fire, mono dark... :).Well, then the problem is that we define "speed deck" a bit differently. None of the speeds decks I use have any defensive cards or permanent removal because those make the deck slower. Shrieker rush is a good example of how I see speed decks, only damage and Pillars.
For me, a speed deck is a deck that wins relatively fast. In pvp and T50, speed decks that have no control at all usually lose. Add in some explosions and steals and take out some of the damage, and your win % in T50/PvP will go up (not in AI3). And the deck is still rather fast (think cremations with some explosions).Speed decks with Perm Control? Mono fire, mono dark... :).Well, then the problem is that we define "speed deck" a bit differently. None of the speeds decks I use have any defensive cards or permanent removal because those make the deck slower. Shrieker rush is a good example of how I see speed decks, only damage and Pillars.
This concept of QI needs a lot of work. I'll try to devote some time on it next week.
I dunno, maybe a quanta-generating creature count as half a pillar, or more if it has more HP? Devourer/Pest is probably slightly different, because it can only generate :darkness if your opponent's quanta is greater than zero.I like the idea of quanta-generating creature counting as half a pillar. Yeah, a great idea. Taking HP or other things into consideration might make it a bit too complex though. But the half a pillar thing has to be definitely tested.
For Immolation/Cremation, I think each should count as half of what it generates; however, the amount of immolatable creatures must be greater than the amount of Immolation cards you have (if you have 6 Immolations but only 5 Photons, one Immolation is a dead card). It could depend on the number of those small creatures, and it could also depend on the COST of those creatures (free VS not free), or if they generate quanta or not (Photon VS Ray of Light), or even what element of quanta they generate (Ray of Light VS Brimstone Eater)...The problem is of course: what are "immolatable creatures"? What is the cost or HP when a "immolatable creatures" becomes a regular creature? :)
But as for Miracle and Fractal, I think it should simply depend on the number of pillars you have. With more pillars, it gets easier to gather that 10 or so quanta; but after you use the spell, more quanta are wasted if you have more pillars. Maybe we need to do some sort of limit thing, like the limit of card effectiveness as the number of pillars approach infinity (or 60)...Maybe I'm looking this the wrong way but I don't really see how Miracle would need any special rules. As for Fractal.. I have no idea what to do with that.
We need more math nerds on this thread. :PYep. Where are they? This is supposed to be the freaking internet!
I think we should add the expected number of turns to the formula.That's an interesting point. I have to think about it.
For example take a pillarless golem rush, we expect to win in about 5-6 turns, so an estimate of 2.5 uses of growth per golem played is a good estimate.
On the other hand take an FFQ deck with bonds and/or shields so that we can stall a bit, so let's assume 10 turns is the average. We can expect to use queens ability ~5 times on average (probably less, but still it's a closer approximation than 2 or 3).
I think a simple formula of
expected_number_of_turns / 2
would be a good approximation for abilities with a cost that you usually use each turn.
As for immolation the fact you have to sacrifice a creature should not affect it's cost in formula, because the creatures already affect the formula with their cost, and if it's a free creature like photon it costs you only a card, not quanta, so I don't see how would that affect quantum balance of the deck.Yes, but the number of creatures is significant because the more creatures you have, the more likely you get to play those Immolations. No creatures, no quanta.
I think novas and immolations could be calculated as negative cost with a formula likeI have drank way too much coffee to even begin to understand that. I'll try again tomorrow.
novas: -1*number of elements used by the deck
supernovas: -2*number of elements used by the deck
similar for immolations/cremations but with an additional -7/-9
As for quantum pillars/towers I guess the best solution for now would be to simply find the best QI for rainbow decks, which will probably be a different number than for mono/duo but still it will be useful to balance quantum usage in rainbows until a more complex formula is found.Yep, this what I'm thinking too. Not only could you find the optimal QI for different decks, but you could also find the optimal QI depending on the opponent (lower against AI3, higher against FG's).
I didn't see this thread until today, but I've already been doing something similar with the decks I've been using -- keeping the QI near 5, and usually below (since most of the starter decks seem to have QIs between 4 and 5). To be exact:I think counting abilities twice is closer to true usage, although I'm just guessing.
- The number of :water pillars in my deck is 1/5 of the number of :water quanta in the costs of my non-pillar cards and their abilities, rounded up. (Likewise for each other element, but only :water quanta are in my current deck's card costs.) I haven't been counting any abilities twice, though.
- Quantum pillars count as 1/4 of a pillar of each element -- so if I have mono-element pillars of four or more elements, I run one less pillar of each element and four more quantum pillars. So far this has only happened with :water ( :death for chrysaora, :aether for mind flayer, :air for toadfish).
- I don't include any pillars to support cards that cost random quanta -- but I usually run only one. Right now it's a sword.
Quantifying Quanta. Interesting!Xinef already suggested something but I've drank too much coffee to understand it.
Um... can we also think of what to do with Novas and Supernovas?
I take it that this doesn't take fractal into account?At the moment, no.
This is very good for an objective look on decks. As Puppy pointed out the purpose of a deck can ask for a different QI, so claiming that a QI of 5 is optimal only goes for most speed decks I believe. Perhaps stall decks are better off suited with a QI of 7? Would SG's unupped rainbow give a QI of 7, assuming you count Quantum Pillars as 1/4 of each element. It would be a decent check.I think I talked about this earlier. And like I said, that 5 was only a guess. And Yes, Quantum Pillars have a different optimal QI.
I'm a math nerd, but I'm a math nerd with zero time right now. Finals + two jobs = busy jmizzle. :PWe need more math nerds on this thread. :PYep. Where are they? This is supposed to be the freaking internet!
Right now I think my idea has to be changed a little so don't waste your time trying to understand it, I'm working on something better... but I'll try to be clearer next time ;)I think novas and immolations could be calculated as negative cost with a formula likeI have drank way too much coffee to even begin to understand that. I'll try again tomorrow.
novas: -1*number of elements used by the deck
supernovas: -2*number of elements used by the deck
similar for immolations/cremations but with an additional -7/-9
I know, but I mean you should take some basic decks that rely on stalling their way to victory. Perhaps the Aether deck did run on optimal QI because it's made to stall. If other stalling decks also run at roughly 7 then that problem is solved.This is very good for an objective look on decks. As Puppy pointed out the purpose of a deck can ask for a different QI, so claiming that a QI of 5 is optimal only goes for most speed decks I believe. Perhaps stall decks are better off suited with a QI of 7? Would SG's unupped rainbow give a QI of 7, assuming you count Quantum Pillars as 1/4 of each element. It would be a decent check.I think I talked about this earlier. And like I said, that 5 was only a guess. And Yes, Quantum Pillars have a different optimal QI.
Well, the optimal QI changes depending of what kind of deck you are building. FG rainbow decks are a perfect example of this because they produce a relatively small amount of quanta.I know, but I mean you should take some basic decks that rely on stalling their way to victory. Perhaps the Aether deck did run on optimal QI because it's made to stall. If other stalling decks also run at roughly 7 then that problem is solved.This is very good for an objective look on decks. As Puppy pointed out the purpose of a deck can ask for a different QI, so claiming that a QI of 5 is optimal only goes for most speed decks I believe. Perhaps stall decks are better off suited with a QI of 7? Would SG's unupped rainbow give a QI of 7, assuming you count Quantum Pillars as 1/4 of each element. It would be a decent check.I think I talked about this earlier. And like I said, that 5 was only a guess. And Yes, Quantum Pillars have a different optimal QI.
@SG: Xinef's method on Nova and Supernova makes perfect sense to me. For example, if you have an upped FFQ deck that uses :air :life :fire, then when you cast Nova, it counts as -3 because your deck uses three elements out of all the elements Nova generate. If your deck is only composed of :aether, then it only counts as -1. If your deck is a rainbow that uses 11 out of 12 elements, it counts as -11. Etc, etc. Quite a nice method actually.It can't be that simple.
Miracle doesn't need special treatment? All right.I don't know if it does but for me it sounds like it doesn't.
Yes, that's why I don't think my first idea can be used as is, but has to be changed to take use of particular elements into account.@SG: Xinef's method on Nova and Supernova makes perfect sense to me. For example, if you have an upped FFQ deck that uses :air :life :fire, then when you cast Nova, it counts as -3 because your deck uses three elements out of all the elements Nova generate. If your deck is only composed of :aether, then it only counts as -1. If your deck is a rainbow that uses 11 out of 12 elements, it counts as -11. Etc, etc. Quite a nice method actually.It can't be that simple.
If I have a rainbow deck that uses all 12 elements, and I had 6 Novas, that would mean -72? And with Supernovas, -144? Can't be.
But one thing is clear: with Novas and Quantum Towers, how much you use different elements has to be a factor.
By the way, I could try to write a Java Applet to calculate QI (could be yours formula to calculate it, or mine, or even both), but if you prefer some other technology then someone else will probably do the job better.Sure, go for it.
Quantum Pillars and all Towers would have their own formula.I've been, as an ad hoc rule, treating (non-Quantum) Towers as though they were Pillars with an "Ability Cost" of -1, and the results have been near-perfection. For example, when I'm mindlessly pummeling AI3 with my mono-Water beatstick:
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Hm.. that's interesting and might work. I need to try it.QuoteQuantum Pillars and all Towers would have their own formula.I've been, as an ad hoc rule, treating (non-Quantum) Towers as though they were Pillars with an "Ability Cost" of -1, and the results have been near-perfection.
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I was also thinking about the mentioned doing each element apart.. I believe its not correct for duo/trio decks to do them all in one bulk. then u wont know wich ur high/low on.Yeah, I do all of my elements separately in duo decks. I find it works better
What about Firefly Queens? They produce monsters that produce :light quanta every turn. How would I count those if I use Light?I'd take the average number of Fireflies you end with, calculate the square root and consider it to be the amount of light pillars you have, but that's a rough guess.
O, and I like to think of devourers as darkness pillars with a summoning cost of 2, so for QI I count them as pillars with a cost, just like towers are calculated as pillars with a summoning cost of -1.Actually a good point, i will consider it for some cards from now on.
I totally agree with puppychow, 5 isn't always the optimal number.O, forgot to mention, the same thing can be done for other quanta generating cards: firefly, elite firefly, darnselfly, ray of light, gnome gemfinder and brimstone eater.
In speed decks, you need to have a quantum index of 5 or less, as SG said (yes all the decks she tested are speed deck, except the aether one, and that one has a higher QI).
In stall decks however, your pillars will generate more quanta, because there are more turns, so your QI can be higher.
O, and I like to think of devourers as darkness pillars with a summoning cost of 2, so for QI I count them as pillars with a cost, just like towers are calculated as pillars with a summoning cost of -1.
O, and I like to think of devourers as darkness pillars with a summoning cost of 2, so for QI I count them as pillars with a costI don't think that gives accurate results because your opponent will much more likely get rid of your Devourers than your Pillars. Currently there's only one dedicated anti-Pillar card (Earthquake), but there are tons of creature control cards. Sure all permanent removals can be used for Pillars as well but they rarely do.
5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5uq 5uq 5uu 5uu 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 5uv
5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5up 5up 5uq 5uq 5uq 5uu 5uu 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 5uv
Well, I got good results doing so.
Look at this:Code: [Select]5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5uq 5uq 5uu 5uu 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 5uv
When calculating this deck:
Cost: 6*2 (devourer) + 6*2*-1 (devourer skill) + 2*3 + 5*4 + 6*5 = 56
Pillars: 11
QI=5,09
However when playing this deck, you will find yourself a lot of times stuck with useless quanta (you easily get 30+ darkness quanta).
That is why I tweaked it a little to:Code: [Select]5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5up 5up 5uq 5uq 5uq 5uu 5uu 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 5uv
This one has much better results, but when calculating your way, you will find a quanta index of:
Cost: 6*2 + 6*2*-1 + 2*3 + 3*3 + 5*4 + 6*5 = 65
Pillars = 8
QI = 8,125
This suggest you will always be short on quanta, but I didn't encounter any problems (well, only the real bad draws, but on average, it worked fine).
When calculating my way, you will find:
Cost: 6*2 + 2*3 + 3*3 + 5*4 + 6*5 = 77
'Pillars' = 8+6=14
QI = 5,5
This number is a lot closer to the truth. This deck is not pretty fast, so your quanta index can be a little higher than 5 (mentioned earlier), and 5,5 is what it seams like, comparing to others.
Another note: when counting my mark, I count it as 2,5 pillar, when it is my only source of that elements quanta (like here).
Most people will feel the mark is enough to use the skills of the devourers and the gargoyles, but when counting it as a normal pillar you will find a quanta index of 12. When counting it a 2,5 pillar, you get a QI of 4,8 which is what is looks like. (same applies for speed poison for example, with 6 freezes and 6 chrysoara's on you mark only).
I count it as 2 pillars when there are only a not many pillars (less than 5) of that element, and as 1,5 pillars when there are a lot more (like in monodecks), because the lonely little mark will be relatively less effective when there are also pillars around.
Well, I think you can count the mark as more than one pillar, because you have to DRAW a pillar before it takes effect. All the cards in your deck need to be drawn first, so you can compare them to each other in cost and gain, but you can't count your mark the same, as you don't have to draw it.Well, I got good results doing so.
Look at this:Code: [Select]5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5uq 5uq 5uu 5uu 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 5uv
When calculating this deck:
Cost: 6*2 (devourer) + 6*2*-1 (devourer skill) + 2*3 + 5*4 + 6*5 = 56
Pillars: 11
QI=5,09
However when playing this deck, you will find yourself a lot of times stuck with useless quanta (you easily get 30+ darkness quanta).
That is why I tweaked it a little to:Code: [Select]5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5up 5up 5uq 5uq 5uq 5uu 5uu 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 5uv
This one has much better results, but when calculating your way, you will find a quanta index of:
Cost: 6*2 + 6*2*-1 + 2*3 + 3*3 + 5*4 + 6*5 = 65
Pillars = 8
QI = 8,125
This suggest you will always be short on quanta, but I didn't encounter any problems (well, only the real bad draws, but on average, it worked fine).
When calculating my way, you will find:
Cost: 6*2 + 2*3 + 3*3 + 5*4 + 6*5 = 77
'Pillars' = 8+6=14
QI = 5,5
This number is a lot closer to the truth. This deck is not pretty fast, so your quanta index can be a little higher than 5 (mentioned earlier), and 5,5 is what it seams like, comparing to others.
Another note: when counting my mark, I count it as 2,5 pillar, when it is my only source of that elements quanta (like here).
Most people will feel the mark is enough to use the skills of the devourers and the gargoyles, but when counting it as a normal pillar you will find a quanta index of 12. When counting it a 2,5 pillar, you get a QI of 4,8 which is what is looks like. (same applies for speed poison for example, with 6 freezes and 6 chrysoara's on you mark only).
I count it as 2 pillars when there are only a not many pillars (less than 5) of that element, and as 1,5 pillars when there are a lot more (like in monodecks), because the lonely little mark will be relatively less effective when there are also pillars around.
The mark does only count as 1 pillar. It is a permanent pillar so how can it do anything else. The QI is essentially the number of turns it takes all the pillars to generate the quanta to play all the cards. In the case of this deck you have 12 cards that use earth quanta and generate 1 earth quanta every turn. Hence it would take twelve turns to generate enough earth quanta to use the earth effect of each of the 12 cards so the QI is definately 12. Odds are you will never need all of the mark quanta before the game is over as it would take 6 turns just to draw those 12 cards, assuming you drew no pillars at all. It is ok to have a QI of 12 from the mark as long as it is a bunch of cheap effects or spells.
Yes a devourer, especially a burrowed one, definately counts as a pillar for all intensive purposes.
The ultimate quastion is...on average do you have too much, not enough, or the right amount of quanta for the particular deck. The answer varies from deck to deck. For a life deck I like to dump 2 cards per turn early for a speed advantage so I run a lower QI so I always have tons of quanta early. In a stall deck I run, I have the quanta balanced so that I have just enough quanta to play a phase shield every 3 turns. Is the QI high, yes, but I'm not trying to play multiple phase shields evey turn so its ok.
Yes a devourer, especially a burrowed one, definately counts as a pillar for all intensive purposes.You need to come up with something better than that. :)
Counting devourers as they are giving only 2 quanta is even more far from perfect. And removing a burrowed devourer is harder than removing a pillar. Because, besides EQ, you can also use deflags, pulvy, steal or butterfly effect. And the devourer can only be removed by fire wall and thorn carapace, but that needs a nightfall.Yes a devourer, especially a burrowed one, definately counts as a pillar for all intensive purposes.You need to come up with something better than that. :)
Reason why a Devourer will never produce as much quanta as a Pillar is because Devourer is more likely to be removed from the game. EQ is only real anti-Pillar card, but there are tons of anti-Devourer cards. If you have two decks, one with 18 Pillars and one with 12 Pillars and 6 Devourers, the first one will produce more quanta on average.
I'm not saying counting Devourers as Pillars give totally wrong results. I'm just saying that it's not a "perfect" solution.
Should i count Ray of Lights as pillars?I would personally, but many people disagree. I look at QI as TOTAL quanta generation for the deck, and this includes creatures that generate quanta.
My deck has 3,21 when i count RoLs as pillars...
Should i count Ray of Lights as pillars?To quote myself
My deck has 3,21 when i count RoLs as pillars...
I totally agree with puppychow, 5 isn't always the optimal number.O, forgot to mention, the same thing can be done for other quanta generating cards: firefly, elite firefly, darnselfly, ray of light, gnome gemfinder and brimstone eater.
In speed decks, you need to have a quantum index of 5 or less, as SG said (yes all the decks she tested are speed deck, except the aether one, and that one has a higher QI).
In stall decks however, your pillars will generate more quanta, because there are more turns, so your QI can be higher.
O, and I like to think of devourers as darkness pillars with a summoning cost of 2, so for QI I count them as pillars with a cost, just like towers are calculated as pillars with a summoning cost of -1.
Well, I got good results doing so.
Look at this:Code: [Select]5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5uq 5uq 5uu 5uu 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 5uv
When calculating this deck:
Cost: 6*2 (devourer) + 6*2*-1 (devourer skill) + 2*3 + 5*4 + 6*5 = 56
Pillars: 11
QI=5,09
However when playing this deck, you will find yourself a lot of times stuck with useless quanta (you easily get 30+ darkness quanta).
That is why I tweaked it a little to:Code: [Select]5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5up 5up 5uq 5uq 5uq 5uu 5uu 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 5uv
This one has much better results, but when calculating your way, you will find a quanta index of:
Cost: 6*2 + 6*2*-1 + 2*3 + 3*3 + 5*4 + 6*5 = 65
Pillars = 8
QI = 8,125
This suggest you will always be short on quanta, but I didn't encounter any problems (well, only the real bad draws, but on average, it worked fine).
When calculating my way, you will find:
Cost: 6*2 + 2*3 + 3*3 + 5*4 + 6*5 = 77
'Pillars' = 8+6=14
QI = 5,5
This number is a lot closer to the truth. This deck is not pretty fast, so your quanta index can be a little higher than 5 (mentioned earlier), and 5,5 is what it seams like, comparing to others.
Another note: when counting my mark, I count it as 2,5 pillar, when it is my only source of that elements quanta (like here).
Most people will feel the mark is enough to use the skills of the devourers and the gargoyles, but when counting it as a normal pillar you will find a quanta index of 12. When counting it a 2,5 pillar, you get a QI of 4,8 which is what is looks like. (same applies for speed poison for example, with 6 freezes and 6 chrysoara's on you mark only).
I count it as 2 pillars when there are only a not many pillars (less than 5) of that element, and as 1,5 pillars when there are a lot more (like in monodecks), because the lonely little mark will be relatively less effective when there are also pillars around.
Counting devourers as they are giving only 2 quanta is even more far from perfect. And removing a burrowed devourer is harder than removing a pillar. Because, besides EQ, you can also use deflags, pulvy, steal or butterfly effect. And the devourer can only be removed by fire wall and thorn carapace, but that needs a nightfall.Yes a devourer, especially a burrowed one, definately counts as a pillar for all intensive purposes.You need to come up with something better than that. :)
Reason why a Devourer will never produce as much quanta as a Pillar is because Devourer is more likely to be removed from the game. EQ is only real anti-Pillar card, but there are tons of anti-Devourer cards. If you have two decks, one with 18 Pillars and one with 12 Pillars and 6 Devourers, the first one will produce more quanta on average.
I'm not saying counting Devourers as Pillars give totally wrong results. I'm just saying that it's not a "perfect" solution.
I think Linkcat and Coinich are missing the point of this. This isn't about the Graveyard-produced Skeletons, this is about the stand-alone card. This is a matter of "Why should a player run Skeletons in his deck when there are far better cards to put in their place". Should the stand-alone card be buffed in someway that Graveyard Spawns aren't? Should the card just removed as a stand-alone so it can only be summoned via Graveyards? I mean, at least with Fire, Wind and Earth their pointless weak cards turn into Quanta sources when upgraded, and Light's weakling is free to cast, but Skeletons just kinda stay worthless.You can't change Skeleton without changing Graveyard and Boneyard. It just doesn't work. And yes, its meant to be a weak creature. Simply because it doesn't measure up to the vaunted RoL's utility doesn't mean that this card needs a buff. If we did that, we'd have to increase cards like Abomination to compete with the Blue Crawler.
So anyone take a gander at this with the new Pendulums? My gut instinct is to count the pendulums as .5 for each element (1 if you are one of the silly people who plays his/her pendulums w/ the same mark).Pendulums are rather confusing - I usually just playtest for optimal number rather than calculate it. That said, I think .5 is a good approximation, but it all depends on your deck.
Goes slightly against the general consensus here, but looking at the rush decks I've explored I find the optimal deck for speed purposes generally ends up with a QI of around 4-4.5. Running a bit low helps dump the hand quicker and get an early advantage in damage.Yep. I, and many others, have been going for 4.5 for a long time now (we even talk about it on this topic if I'm not mistaken). That 5 I posted in the original post was just a hypothesis I made without any real testing because I wanted a nice even number, and somehow a lot of people assumed that it was the "magic number" :) During later testing I quickly realized that the optimal number for a fast deck is actually closer to 4. Like I said, I generally use about 4.5.
So Pendulums count as 0.5 pillars for both elements? I think it might be more complicated than that. For example, would 12 Dark Pendulums with Aether Mark be equal to 6 Obsidian Pillars and 6 Aether Pillars? I think the difference is probably determined by your deck size.The way I would do it is this. I would count 12 Dark Pendalums as 6 Obsidian Pillars and 6 Aether Pillars if unupped. Upped I would do the same, but would also subtract 12 from the total cost of :darkness quanta used.
Heh, but 5 is so easy to do in my head!Goes slightly against the general consensus here, but looking at the rush decks I've explored I find the optimal deck for speed purposes generally ends up with a QI of around 4-4.5. Running a bit low helps dump the hand quicker and get an early advantage in damage.Yep. I, and many others, have been going for 4.5 for a long time now (we even talk about it on this topic if I'm not mistaken). That 5 I posted in the original post was just a hypothesis I made without any real testing because I wanted a nice even number, and somehow a lot of people assumed that it was the "magic number" :) During later testing I quickly realized that the optimal number for a fast deck is actually closer to 4. Like I said, I generally use about 4.5.
Im working on a program for quantum index right now. So Ive got a few questions.For a duo or trio, you calculate the QI separately for each element. Once you start using quantum pillars or going many cards over 30 the QI isn't as valid.
1)How does QI work when there are multiple elements in a deck? Wouldnt you need a seperate QI for each element?
2)Is the formula on the main page the correct formula?
3)What has been the officially decided Way to take abilities into consideration?
What about Supernova? Im guessing it doesnt effect the entropy quanta at all, and it reduces the top number by 2 of the respective element for supernova correct? Then nova would just reduce the top number by 1 for all elements? And does deck size effect QI at all? Im trying to cover all my bases here. I dont like having to rewrite code, its a pain in the butt.For Nova and Supernova, it depends on what elements your deck uses. I think I've explained it somewhere in the past.
Problem 1: How do duos, trios, and quartets work?The simplest and usually good enough solution is to calculate each element individually and consider pendulums to be half of a pillar.
I suppose you could calculate the QI of each individual element, but Pendulums give elements every other turn, throwing calculations off.
Problem 2: We need to take into account how long the game is expected to go.Here the simplest solution, and the one most people are using I guess, is to find the best QI for a given type of deck. Generally rush decks work best with QI between 4 and 5, while control decks, denial, stall etc. work better with QI between 5 and 7. For rush deck, it is usually best if your hand is empty roughly the turn you win (eg. no excess quanta, no excess cards), so you can adjust QI trying to achieve this.
If the expected TTW is ~7-10, then QI works perfectly. But if you run a stall, for example FFQ decks, then you'll have not enough quanta in the beginning, and too much in the end
I just want to say thank to Scaredgirl. I've been plating this game for since sundial could draw two cards, and the thing I liked the least was changing elements to a new deck and all the fumbling around (losing electrum!) to fix it, then reverting back to a deck that works. Sticking with only one deck is kinda boring. I'm going to use this general idea to go look at decks I've archived and tweak them.That's weird considering sundial could never draw two cards.
Kakugane is correct. Original Sundial lasted for two turns which meant you could draw two cards. This 50% less card drawing was probably the main reason why Sundial nerf was so devastating.I just want to say thank to Scaredgirl. I've been plating this game for since sundial could draw two cards, and the thing I liked the least was changing elements to a new deck and all the fumbling around (losing electrum!) to fix it, then reverting back to a deck that works. Sticking with only one deck is kinda boring. I'm going to use this general idea to go look at decks I've archived and tweak them.That's weird considering sundial could never draw two cards.
The way he said it sounded like he meant as in each time you used it, it drew two cards. I considered he meant what you said but I thought he would've said since sundial lasted two turn rather than drew two cards. Thanks for your awesome decks back then :)Kakugane is correct. Original Sundial lasted for two turns which meant you could draw two cards. This 50% less card drawing was probably the main reason why Sundial nerf was so devastating.I just want to say thank to Scaredgirl. I've been plating this game for since sundial could draw two cards, and the thing I liked the least was changing elements to a new deck and all the fumbling around (losing electrum!) to fix it, then reverting back to a deck that works. Sticking with only one deck is kinda boring. I'm going to use this general idea to go look at decks I've archived and tweak them.That's weird considering sundial could never draw two cards.
They would produce the same ammount on average (except for the fact you have to pay to summon a devourer, but that has already been taken into account)Yes a devourer, especially a burrowed one, definately counts as a pillar for all intensive purposes.You need to come up with something better than that. :)
Reason why a Devourer will never produce as much quanta as a Pillar is because Devourer is more likely to be removed from the game. EQ is only real anti-Pillar card, but there are tons of anti-Devourer cards. If you have two decks, one with 18 Pillars and one with 12 Pillars and 6 Devourers, the first one will produce more quanta on average.
I'm not saying counting Devourers as Pillars give totally wrong results. I'm just saying that it's not a "perfect" solution.
(http://img684.imageshack.us/img684/9469/darknessgrinder.jpg),
Up to 2 Critters that generate quanta are worth (cost-(hp/3)-1)), rounded down.If someone manages to make sense of all of that, I hope it makes sense XD
The next two critters that generate quanta are worth (cost-(hp/3)+2)), rounded down.
Any critters after 4 that generate quanta are worth (cost-(hp/3)+3)), rounded down.
So, that means at the start of any game, we have a complicated probability formula that I'll "simplify" (incorrectly for simplicity's sake) to (d/40)+(1/40-n) x 100% chance to draw these cards if none have been drawn, since any possible creature control card can occupy any particular spot in the deck.Can´t understand your formulas and your percentages. I know Hypergeometric Distribution and understand the formulas of it, but this doesn´t look like sth I know.
Gah, too much formulating...Cards in deck = D
Can´t understand your formulas and your percentages. I know Hypergeometric Distribution and understand the formulas of it, but this doesn´t look like sth I know.I noted that's incorrectly simplified :P, but it was the easiest way to describe increasing chances of probability with a linear decrease in available options. The formula I'd love to use would be Xn= (1-1/qn)n, but plugging in the numbers would determine the chances to not draw the card, rather than the other way around. The below quote, while ridiculously accurate, is an algebraic interpretation of the above formula... but it's algebra, and algebra is limited.
Cards in deck = Dis, again, simplification of reality; the percentage of pillars in the deck increases as deck size decreases, and the percentage of pillars in the deck decreases as the deck increases. Calculus is required to calculate the exact average of drawn pillars; but of course that makes a difference of maybe a percentage or two.
Quantum Pillars in deck = Q
Percent of Qpillars in deck = Q/D = Q%
Average number of pillars in starting hand = 7*Q% = Qs
I personally don't believe in QI.I agree with you in part, but mostly disagree. QI is VERY important, but at the same time the target QI is also dependant on what the deck is doing. I have effective decks with QI ranging anywhere from 3.5 to 8. Does this mean QI is broken...no.
I find the most important thing in determining how much quanta you need is basically "How long am I planning on making the game last" and "Am I going to get all the Quanta I need by that time?"
As such, stall decks can generally afford to have a much higher QI because by the time they stall out, they have the quanta you need anyways.
In rush decks, the QI should be to the lower side because rushes need more quanta faster.
This is just my opinion though.
I may need to start my own thread for this, but for now this seems an appropriate place to put it:Very nice :)
Quantum-Index.com (http://Quantum-Index.com).
I'm open to constructive criticism, so let me know what you all think. I still have yet to read this thread in it's entirety, so there is certainly room for improvement, but this is a good starting point. As of now, all cards have been added and I did my best to accurately measure the quanta cost/gain per card. I'm hoping to put this info on the site soon, but for now, I put a spreadsheet online (https://spreadsheets.google.com/ccc?key=0AtIJScFz1sS7dEtDbnpacjFFTDZCZ2NwMW1zQzBxaVE&hl=en).
1. The mark is not factored into the calculation. It should count as a pillar for the element in question (the lack of a mark consideration messes up calculations involving pendulums).This has been added. I meant to do this before posting here, but forgot to go back to it. ::)
2. Elements are not QI'ed separately. Each element should have its own QI analysis done (i.e. if I had a :death / :darkness deck, then I would need to QI the :death portion, and then do a QI on the :darkness portion).This is something I intend on doing soon. I built my data around that concept, as I am already storing the quanta cost/mark to play the card, as well as the cost/mark for the special ability. This is fairly trivial for cards like Lava Destroyers, but gets more complicated for cards like Leaf Dragons.
3. Ability activation costs are not done properly. They should only be accounted for if that element is actually usable in the deck. Also, there may be a need to count ability costs once (if it's situational), twice (if it's advantageous to use every turn), or none at all (if the ability isn't meant to be used for the deck in question).This is a little daunting, but it can be done. (If quanta generation for a particular mark is 0, ignore its costs.) It'll probably look more feasible once (2) is done.
I may need to start my own thread for this, but for now this seems an appropriate place to put it:Please do start your own thread for this ... otherwise it will be lost instantly.
Quantum-Index.com (http://Quantum-Index.com).
I'm open to constructive criticism, so let me know what you all think. I still have yet to read this thread in it's entirety, so there is certainly room for improvement, but this is a good starting point. As of now, all cards have been added and I did my best to accurately measure the quanta cost/gain per card. I'm hoping to put this info on the site soon, but for now, I put a spreadsheet online (https://spreadsheets.google.com/ccc?key=0AtIJScFz1sS7dEtDbnpacjFFTDZCZ2NwMW1zQzBxaVE&hl=en).
Please do start your own thread for this ... otherwise it will be lost instantly.Yeah, you should do this when you get a chance. It seems to me that it's come along far enough to be a useful tool, and making it more visible means better feedback and more suggestions for improvement.
QI | = | Deck Cost (Deck Quanta Generation / 5) |
61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61s 61s 61s 61s 61s 61t 61t 61t 61t 61t 61t 61v 61v 61v 61v
Good idea. (http://elementscommunity.org/forum/index.php/topic,24433.msg333599.html) :)Please do start your own thread for this ... otherwise it will be lost instantly.Yeah, you should do this when you get a chance. It seems to me that it's come along far enough to be a useful tool, and making it more visible means better feedback and more suggestions for improvement.
Good idea. (http://elementscommunity.org/forum/index.php/topic,24433.msg333599.html) :)
An Error Has Occurred!Huh ??? ?
The topic or board you are looking for appears to be either missing or off limits to you.
I merged the two topics. No need to have discussion about the same thing in two separate places.No problem at all. Sorry if I broke protocol or whatever. I'll gladly jump through whatever hoops are necessary, and have no problems making my code publicly available. :)
Also, to make a tool an "official" tool that will be advertised on these forums, there are certain steps that must done. I will PM you about it. That system is to prevent a situation where people take ideas from the forum, start their own websites where we have zero control, and the data is later lost if the person decides to quit. In other words, tools should be basically partly owned by the community if it's the community that helps build them.
I wrote a longer post about this somewhere. I'll try to dig it up.
for rushes, lower is better, for stalls, higher can work.Lower or higher than the "optimal" QI 5 that is.
I'd like to point out a few things:In terms of QI, negative cost is not beneficial. That was the idea I started with while making my tool, but eventually realized that produces inconsistent results. It's more effective to think of it in terms of Cost (quanta spent) vs. Quanta Generation (quanta produced). Immo/Crema costs 0 and generated 7/9 :fire and 1 of every other element. Devourer costs 2 and has a quanta generation of 5 (on average, it will produce 5 quanta per game - the same as a pillar). Put cost over quanta gen and you get a ratio that should be approaching 1 (meaning you are producing the same amount of quanta you will be spending). I divided the quanta generation by 5 to be consistent with the initial QI theory, so the target is 5.0, not 1.0.
- Immo/Crema is a spell that cost -7/-9 :fire and -1 of every other Element. Similarly, Nova costs -1 of every Element.
- A creature that you have in your opening draw that produces quanta every turn is a pillar. The pillar costs the casting cost of that creature plus the number of turns it take to play him in quanta that creature generates.
- A card with an ability that you will use every turn can be treated as a creature that generates -X quanta every turn where X is the cost of that ability.
(All the statements above are true without the context of QI)
- You can calculate QI also by drawing your whole deck and counting the turns it takes to play everything.
- QI isn't a super-useful concept imo. :P
I simplified my QI Tool (http://www.quantum-index.com/), cleaning up the code a bit and giving it a cleaner UI. Hopefully this is closer to what would go in the Elements Resources page when the time comes for that. Also added a deck image option.+bookmark. I've been hoping something like would be made for a long time. Props to you.
How does it factor in things like producing creatures, pests, immolation, nova/supernova, soul catchers, luciferin, pendulums, and upgrades?QI is COST / # PILLARS, with the assumption that a pillar generates 5 quanta (on average) per game. I modified the formula a bit to account for these other cards, doing COST / GENERATION, which is broken down by element. For example:
Right now? I'm not handling them well. Soul Catcher has 2 :death/3 :death generation (depending on upgrade), while Luciferin has 0. :/Is it feasible for the quanta generation of one card to be calculated based on other cards in the deck? For example, you might base the light quanta generation of luciferin off of the number of ability-less creatures in the deck.
Ideally, I'd pick an average value of expected quanta generated per game for each of these cards. While it wouldn't be perfect, neither is pillar generation. I'm open to suggestions for average generated quanta per game for these cards.
Random musing on QI theory.
You want 1 pillar per 5CC of casting cost.
There are 12 elements. Quantum Pillars produce 3 random quanta. On average, then, 25% of elements get a quanta per turn -- or, statistically, each element gets .25 of a quanta per turn. Therefore, with 4 Quantum Pillars, you get the same net effect as though you had 1 pillar of each kind -- statistically.
So, in order to find the right number of pillars in a half-rainbow deck, you need to find the one sub-element that has the highest total CC, divide that by 5, multiply that by 4, and then add that many Quantum Pillars. Then, with your main element, subtract 1/4 of your Quantum Pillars from the total number of on-element Pillars you put in.
So, for example, if you have a half-Light deck with 46 total CC in Light, and the other half is rainbow with the highest CC being a Toadfish (5), you need
5/5=1x4=4 Quantum Pillars, and
46/5=9-(4/4=1)=8(-1 for a Light Mark)=7 Light Pillars. Total of 13 pillars, 4 Quantum and 7 Light.
No idea how to take Novas into account; I usually just swap them out 1-for-1 with QPs. :)
Is it feasible for the quanta generation of one card to be calculated based on other cards in the deck? For example, you might base the light quanta generation of luciferin off of the number of ability-less creatures in the deck.Possible? Yes. Easy? No. I'm currently processing the cards one at a time, in the order they appear in the deck code. This requires a second pass, as it would need knowledge of all cards in the deck, not just the ones it has already processed. I'll think over how I could implement it, though. Once I know how many ability-less creatures in a deck, what would be the estimate of quanta generation? One per ability-less creature? Two? Five?
That number would have include any creature with dejavu as its ability as well.Good point.
I'd probably rate each non ability creature as like 2~4 light quanta.That seems a bit much to me. In reality, you are unlikely to have every ability-less creature in the field of play when you play luciferin. I was thinking 1 light quanta per. This should balance out the creatures that aren't played versus the ones that generate more than 1 :light quanta in a game.
i dont know if this has been answered yet or not, but what about towers? how would one change the formula to include the quanta produced when a tower is played?
and pends
Not sure if everyone uses the same method but this is more or less what i useHow does it factor in things like producing creatures, pests, immolation, nova/supernova, soul catchers, luciferin, pendulums, and upgrades?QI is COST / # PILLARS, with the assumption that a pillar generates 5 quanta (on average) per game. I modified the formula a bit to account for these other cards, doing COST / GENERATION, which is broken down by element. For example:
* Aether Pillar: 0 cost/5 :aether generation
* Aether Tower: 0 cost/6 :aether generation
* Aether Pendulum (nonupped): 0 cost/2.5 :aether generation/2.5 Mark generation
* Aether Pendulum (upped): 0 cost/3.5 :aether generation/2.5 Mark generation
* Devourer: 2 :darkness cost/1 :earth cost/5 :darkness generation
* Cremation: 0 cost/9 :fire generation/1 generation for all other elements
* Nova: 0 cost/1 generation for all elements
* Supernova: 2 :entropy cost/2 generation for all elements
(In the end, I actually do COST / (GENERATION / 5) to keep the formula consistent with the generally accepted QI values, but the result is the same.)
QI | = | Anything that affects the quanta pool just once Anything that affects the quanta pool each turn |
593 593 593 593 593 593 5um 5um 5um 5um 5um 5um 5uv 5uv 5uv 5uv 5uv 5uv 606 606 606 606 606 606 606 606 606 606 606 606
Total cost of cards and abilities in Darkness: 2*6 (Devourers) + 5*6 (Gargoyles) = 42"- if the ability happens automatically each turn (for example Devourer) it gets counted twice"Only the ability cost is counted twice (Devourer's ability "cost" is -1, Flooding's ability cost is 1, etc.). As I've said above, I prefer to put them in the pillar count.
That's confusing.
When an ability happens automatically each turn, why count the card with this ability twice?
who made this tool? http://www.quantum-index.com/qi.php<--
I have a thought experiment for QI enthusiasts:1. According to 5QI, any totalcost / totalpillar = 5.
We're playing a redux version of Elements, normal rules but simplified a bit: There is no maximum deck size, no maximum number of cards you can have in a deck (i.e. you can play any number of non-pillar cards too), no maximum HP (you still start with 100 of course, but if you heal 20 you will go to 120), and no maximum amount of permanents and creatures that can be on the field. Other than that all rules are the same. Ok?
Ok. First question: What's the correct pillar ratio for an unupgraded Anubis deck. The only cards that are allowed are Time Factories and Anubis (but any number of either).
Second question: You know the following about your opponent: He will play an arbitrarily large deck (deckout is not an option) of 80% Shards of Gratitude and 20% Quantum Towers. What's the best build now?
Have fun thinking about it! ;)
2. To maximize your win chance against the deck, you know that it has an average of drawing 4 SoGs every 5 turns, which means that you have to play 4 anubes every 5 turns to match the damage. Therefore, you can only use the smallest deck (since increasing to the Anubis to Tower ratio to 4:5 won't increase the Anubes you play, only the ones stuck in your hand) and hope that it has Tower-heavy draws while you have perfect draws.Hehe. You can actually make a deck that has 100% winrate against it. (You're reasoning is good but you've made one mistake.)
Pillars per 100 cards: turns:
1 22
2 20
3 19
4 18
5 17
6 17
7 16
8 16
9 16
10 15
11 15
12 14
13 14
14 14
15 13
16 13
17 13
18 13
19 12
20 12
21 12
22 12
23 12
24 11
25 11
26 11
27 11
28 11
29 11
30 11
31 11
32 11
33 11
34 10
35 10
36 10
37 10
38 10
39 10
40 10
41 10
42 10
43 10
44 9
45 9
46 9
47 9
48 9
49 9
50 9
51 9
52 9
53 9
54 9
55 9
56 9
57 8
58 8
59 8
60 8
61 8
62 8
63 9
64 9
65 9
66 9
67 9
68 9
69 9
70 9
71 9
72 9
73 10
74 10
75 10
76 11
77 11
78 11
79 11
80 11
81 12
82 12
83 13
84 14
85 14
86 15
87 15
88 16
89 17
90 18
91 20
92 22
93 25
94 28
95 33
96 38
97 46
98 63
99 113
And the script if anyone is interested:var pillarRatio = 0.0d
println("Pillars per 100 cards: \t turns:")
for(i <- 1 to 100) {
pillarRatio += 0.01d
var anubisRatio = 1.0d - pillarRatio
var timeQuanta = 0.0d
var damage = 0.0d
var anubisInHand = 0.0d
var pillarInHand = 0.0d
var anubisCount = 0.0d
var pillarCount = 0.0d
var turnCount = 0
while(damage < 100.0d) {
// turn start - draw cards
turnCount += 1
if(turnCount == 1) {
// first turn, assume an average of 7.5 cards drawn
pillarInHand += 7.5d * pillarRatio
anubisInHand += 7.5d * anubisRatio
}
else {
// non-first turn
pillarInHand += pillarRatio
anubisInHand += anubisRatio
}
// main phase - play pillars and anubises if possible
pillarCount += pillarInHand
pillarInHand = 0.0d
while(timeQuanta >= 8.0d && anubisInHand >= 1.0d) {
timeQuanta -= 8.0d
anubisCount += 1.0d
anubisInHand -= 1.0d
}
// turn end - discard, deal damage, gain quanta
if(anubisInHand > 7.0d) {
anubisInHand = 7.0d
}
damage += 5 * anubisCount
timeQuanta += 1 + pillarCount
}
var ratio = (100.0d * pillarRatio + 0.5d).toInt
println("\t" + ratio + "\t\t" + turnCount)
}
For example, with only 1 pillar per 100 cards, you can still win in only 22 turns, because you can play your first anubis on turn 9 (thanks to your Time mark) and second one on turn 17... on the other hand, with too many pillars and too few anubises you need much more Time on average to draw that anubis.Pillars per 100 cards: turns:
1 52
2 39
3 33
4 29
5 26
6 24
7 23
8 21
9 21
10 19
11 19
12 18
13 18
14 17
15 16
16 16
17 15
18 15
19 15
20 14
21 14
22 14
23 14
24 13
25 13
26 13
27 13
28 12
29 12
30 12
31 12
32 12
33 12
34 11
35 11
36 11
37 11
38 11
39 11
40 11
41 11
42 11
43 11
44 10
45 10
46 10
47 10
48 10
49 10
50 10
51 10
52 10
53 10
54 9
55 9
56 9
57 9
58 9
59 9
60 9
61 9
62 9
63 9
64 9
65 9
66 9
67 9
68 9
69 9
70 9
71 9
72 9
73 10
74 10
75 10
76 11
77 11
78 11
79 11
80 11
81 12
82 12
83 13
84 14
85 14
86 15
87 15
88 16
89 17
90 18
91 20
92 22
93 25
94 28
95 33
96 38
97 46
98 63
99 113
The perfect ratio is probably somewhere in the middle of 9's so I'd take 0.63.Pillars per 100 cards: turns:
1 3795
2 1944
3 1331
4 1029
5 851
6 733
7 656
8 601
9 562
10 538
11 522
12 516
13 523
14 542
15 578
16 646
17 767
18 1032
19 1859
So, I'd take 120 time factories and 880 anubises, just to stay on the safe side, but probably a deck of 600 cards should suffice :P
I wondered if an answer was found regarding quantum pillars and towers. It would also be nice if you could somehow include pendulums, too. And Novas? And for non-mono, non-rainbow deck (like, 2 or 3 colors), how do you do it? Count each color separetely?Here's how I do it, remembering to take my QI with a grain of salt because QI is geared towards end-game efficiency and should therefore only be used a rule of thumb:
It is like adding the quanta cost for the hasten ability to every card (including pillars and penduli) in the deck.Not really every card in the deck. The 7/8 starting cards, and one card on every consecutive turn are still free. Even a deck with 6 hourglasses, golden nymphs, or sundials/precognitions will rarely draw more than half of the cards through 'paid' means.
Ya know, someone smart (aka not me) could probably discover what the perfect QI would be based on the amount of turns you are planning to win in.