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Offline OldTreesTopic starter

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  • OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
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Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg213155#msg213155
« on: November 30, 2010, 01:20:32 am »
You have an idea, an inspiration for a card but are not sure how powerful it is or want to check your gut with some reasoning. Here are some of the topics that I hope will pass through you mind.

First some credit where it is due
Spoiler for Hidden:
Kael Hate and others for the Quanta Mechanics thread which inspired me to join the forum.
Phantom Fox for the Mechanics of creature cost article in the Wiki to give me the idea and mechanism for investigating standards of balance in Elements
Emerald Tiger for prompting me to gather my thoughts and iron out the details.
Nepycros for his enthusiasm and assistance.

This thread is meant to become a guide both for the concepts and the mechanics that make those concepts work. I hope that this thread and opening post will grow as more people include their thoughts. I have attempted in this preliminary draft to include a start to a conversation about what makes the elements distinct and also I have provided a starting standard for creature balance.


Outline of Contents
  • Major Card Segments
    • Flavor
    • Elemental Loyalties
    • Mechanics
      • Quanta Generators
      • Creatures


Major Card Segments

There are three major parts to each card idea. The three parts are the Flavor of the card, the Elements that are aligned with the card and the Mechanical effects that the card creates.

In the best cards the Mechanic, Elements involved and the Flavor of the card all mesh with each other. A good example would be Crimson|Ruby Dragon. The name/image invoke the image of a raging fire breathing dragon a source of destruction, it is aligned solely to Fire and is a cost effective, high power, fragile creature. The mechanics, elements involved and name all mesh around the idea of a destructive but fragile behemoth.

Flavor

Flavor is a source of great inspiration. How would a Basilisk look like in the world of elements? These kinds of questions shape the ideas that spring forth. Elements the Game has its own canon that the flavor of new cards needs to be able to mesh with. For simplicities sake I will only add something to the list if 3 people agreed to it and there is no major disagreement.
Spoiler for Hidden:
  • The players are Elementals hence creatures should not be elementals.

Elemental Loyalty

Each of the 12 elements has a deep identity that will continue to be fleshed out as more cards are added. However there are elements that are more appropriate for certain ideas than others. Below are my interpretations and Kamietsu's of the 12 elements and Other with eventual additions that I am expecting from posters below.

Spoiler for Hidden:
Aether
Spoiler for Hidden:
Aether is space. It has dominion over electricity and otherworldly beings. I think of Aether as the element of alternative realities. Aether uses this core to focus on immortality (Immortal, Dimension Shield, Phase Dragon, Quintessence and Aether Nymph), card generation (Fractal, Twin Universe and Mindgate) and skill removal (Lobotomizer and Psionic Wave).
Safeguarding creatures and strong effects. Weak on creature and permanent control, but focuses more on strong cards and cards with strong effects. Cards usually have a high cost.
Air
Spoiler for Hidden:
Air is the sky. It has dominion over storms and the birds in the sky. I think of Air as the element of maneuverability. Air uses this core to focus on creature control (Owl’s Eye, Thunderstorm, Unstable Gas and Shockwave), versatile attacking (Dive and Inflate) and animation (Flying Weapon). Both versatile attacking and animation are lacking in cards.
Flight. Focuses on airborne creatures. Deals with flight in general, granting flight(to weapons) defending against non-flying creatures. Moderate destruction power against creatures.
Darkness
Spoiler for Hidden:
Darkness is the night. It has dominion over the denizens of the night. I think of Darkness as the element of parasitism. Darkness uses this core to focus on vampirism (Drain Life, Minor Vampire, Liquid Shadow, Vampire Stiletto and Black Nymph), resource theft (Pest and Improved Steal) and reflecting the opponent’s strength (Improve Steal and Voodoo Doll).
Leeching and manipulation. Gaining something from their opponent, be it quanta, permanent, or health. Manipulations of the field and player (steals, quanta leeching, nightmare, voodoo doll).
Death
Spoiler for Hidden:
Death is the end. It has dominion over the dead and decay. I think of Death as the element of transformation. Death focuses on causing death and directing the death to cause advantage. Death uses this core to focus on poison (Virus, Plague, Poison, Deathstalker, Aresnic and Alfatoxin), death triggers (Scavenger, Bonewall and Graveyard) and replacement (Alfatoxin and Graveyard).
Death(I know, I know XP) and poisoning. Has strong focus on when creatures die and gaining a benefit in some way from it. Also has a strong focus in poisoning the opponent and creatures.
Earth
Spoiler for Hidden:
Earth is the ground. It has dominion over rocks, minerals and burrowing creatures. I think of Earth as the element of durability and strength. Earth uses this core to focus on health (Stone Form, Plate Armor, Stone Skin, Basilisk Blood and Auburn Nymph), protection (Burrow and Enchant Artifact) and permanent destruction (Earthquake and Pulverizer).
Defense and power. Defending oneself, permanents, or helping creatures defend better. Burrowing and increasing HP. Power in the ease and quickness of playing creatures, combined with moderate to strong attack power.
Entropy
Spoiler for Hidden:
Entropy is chaos. It has dominion over random chance and abnormal beings. I think of Entropy as the element of luck both good and bad. Entropy uses this core to focus on creature improvement (Mutation, Fallen Elf and Chaos Power), random hostility (Chaos Seed and Pandemonium) and disruption (Discord, Butterfly Effect, Antimatter and Purple Nymph).
Randomness, quanta manipulation, creature manipulation. Randomly affecting creatures, positively or negatively. Changing how creatures work(changing their ability or their ability to attack you). Manipulation of quanta, defending with it, sudden gain of it, random changing of it against opponent.
Fire
Spoiler for Hidden:
Fire is the flames. It has dominion over heat and rage. I think of Fire as the element of consumption. Fire uses this core to focus on creature destruction (Fire Bolt, Fire Shield, Rain of Fire, Immolation, Rage Potion, Red Nymph), permanent destruction (Deflagration) and cheap offense (Ash eater, Crimson Dragon, Fire Bolt, Lava Golem, Rage Potion, Phoenix, Fahrenheit).
Built around strength and destruction. High attack creatures, or ones that gain attack. Great destructive power, for both creatures and permanents.
Gravity
Spoiler for Hidden:
Gravity is a force. Gravity has dominion over momentum and massive creatures. I think of Gravity as the element of pulling forces. Gravity uses this core to focus on massive creatures (Armagio, Colossal Dragon, Chimera and Titan), creature direction (Momentum, Gravity Pull, Gravity Shield and Sapphire Charger) and draining resources (Oytugh, Black Hole and Amber Nymph).
Strength, high endurance(hp), powerful effects. Strong creatures and high HP creatures both combined with strong effects. Powerful effects through various cards, including affecting creatures strongly, positively and negatively.
Life
Spoiler for Hidden:
Life is a jungle. Life has dominion over land creatures. I think of Life as the element of growth. Life uses this core to focus on cheap efficient creatures (Firefly[skill], Horned Frog, Cockatrice and Adrenaline), Healing (Druidic Staff, Empathetic Bond and Heal) and Poison (Forest Scorpion and Thorn Carapace).
Healing, low cost, fast damage, poison. Poison being a new addition, it's grown on the element very nicely. Creatures are low costing and moderate damage. Because of low cost, creatures can be played fast.
Light
Spoiler for Hidden:
Light is illumination. Light has dominion over light emitters and angelic beings. I think of light as the element of holy light. Light uses this core to focus on generating light (Photon, Holy light, Luciferin, Hope and White Nymph), healing (Holy light, Angel and Miracle) and angelic creatures (Golden Dragon, Pegasus, Angel).
Healing, strength, opposition to Darkness, creature dependent. Creatures and spells that heal. Strong creatures, particularly upgraded, and direct influence to the Darkness element(Holy Light/Flash).  Light emitting creatures needed for good defense.
Time
Spoiler for Hidden:
Time is like a river. Time has dominion over time travel and ancient creatures (mostly from ancient Egypt). I think of time as the element of time compression and stretching. Time uses this core to focus on acceleration (Fate Egg, Evolve, Golden Hourglass, Precognition, Sundial and Golden nymph), deceleration (Procrastination and Sundial) and rewind (Reverse Time and Eternity).
Speed and stalling. Fast drawing to run through decks, getting the cards you need. Cards to delay damage, returning creatures to their deck and making them unable to attack for a set time. New additions have begun to move this Element towards strength and creature control.
Water
Spoiler for Hidden:
Water is the ocean. Water has dominion over creatures of the sea and liquids. I think of Water as the element of reflection. Water uses this core to focus on freezing (Freeze, Ice Bolt, Arctic Squid and Ice Shield), synergy (Chrysaora, Toadfish, Mindflayer, Steam Machine, Trident, Forest Spirit) and personification (Nymph’s Tear and Nymph Queen).
Creature control, poison, self centered. Strong focus on creature control, mostly with freezing. Good side focus with poisoning. Field changing card, Flood, doesn't affect Water (and Other) creatures.
Other
Spoiler for Hidden:
To me Other has three roles. First it can act as parts of all elements combined together. Second it can act as unifying traits of all elements. Third it can act as characteristics not exhibited in any element.

The first would be a card that responds to different elemental stimuli in different ways
The second would be a card that could fit in every element
The third is a card that could not fit in any element

Mechanics

While the Flavor and Elemental Loyalties dictate what is appropriate, the Mechanics dictate what is balanced.

Quantum Generators

Elements is a quanta centric card game. This means that everything depends on the types of quanta distributions that decks can create. Marks, Mono Pillars, Quantum Pillars, Quanta Emitting Creatures, Quanta Engines, Novas, Immolations and Pendulums are all the sources of quanta that currently are in the game. From these sources and combinations of these sources various quanta distributions are create.

Spoiler for Hidden:
There are 8 parts to a quanta generator.
  • The amount of quanta generated
  • The quality of the quanta generation
  • The availability of the quanta generator
  • The frequency of quanta generated
  • The duration of the quanta generator
  • The duration the quanta will remain
  • The cost of the quanta generator
  • The cost of the quanta generated

The amount of quanta generated is the total quanta generated by the source each time it generates quanta. A Mono Pillar produces 1, Nova is 12.
The quality of the quanta generation is what percentage of the quanta will be useful. A Quanta Pillra in a trio deck would have a quality of ~25%. A Quanta Pillar in a rainbow deck would have a quality of ~100%.
The availability of the quanta generator is how soon the generator will start generating mana. Marks are available at the end of the first turn. Supernova is available as soon as :entropy :entropy is available after it is drawn.
The frequency of quanta generated is how often quanta is generated. Pillars have a frequency of once per turn. Immolation has a frequency of once.
The duration of the quanta generator is how long the quanta generator will be around to generate quanta. The duration of a Pillar is until permanent control or the end of the game. The duration of quanta generating creatures is until creature control or the end of the game.
The duration the quanta will remain is how long the quanta will be available. Currently this is constant between all quanta sources (quanta is available until drained, spent or the game ends)
The cost of the quanta generator is how many resources (cards, quanta, life, creatures, permanents) it uses in order to exist. The cost of a Pillar is 1 card, 0 quanta, 0 life, 0 creatures and 0 permanents. The cost of an Immolation is 2 cards, N(typically 0) quanta, 0 life, 1 creature and 0 permanents.
The cost of quanta generated is how many resources (cards, quanta, life, creatures, permanents) it uses per generation of quanta. Pillars cost 0 cards, 0 quanta, 0 life, 0 creatures and 0 permanents per generation of quanta. Rustler costs 0 cards, 1 quanta, 0 life, 0 creatures and 0 permanents per generation of quanta.

Once we understand individual quanta generators we can contemplate the quanta distribution that combinations of generators can cause. In general more diverse quanta distributions available is a good thing. If a card reduces the number of quanta distributions but overshadowing two or more previous distributions then that card is overpowered. If it simply replaces another quanta distribution then it may be a needed buff but probably is overpowered.

Creatures

PhantomFox did tremendous research dissecting the relationship between the casting costs of creatures that were in the game and the attributes of each creature.
His thread: http://elementscommunity.org/forum/index.php/topic,10994.0.html
His wiki article: http://elementswiki.co.cc/articles/mechanics-of-creature-cost/
I have since expanded his work to accommodate upgraded creatures and to fit more accurately. I have excluded nymphs from the study because too few of them have upgrades on par with the norm. Whether this means the unupped is OP or the upped is UP, I do not know. Any and all improvements to the theory are welcome.

Spoiler for Hidden:
PhantomFox’s theory can be generalized to
Creature Value [ie Casting Cost] = Attack + Skill Value + HP modifier + Elemental bonus
This calculation assumes that only 1 card + some quanta is needed to summon each creature. If other costs were included then some formula equating life to cards to quanta … would be in order.

HP modifier
Spoiler for Hidden:
HP:Modifier
HPValue
0-2
1-50
6-71
8-92
10+3

Elemental Bonus

Elemental bonuses are expected to be balanced either against versatility of elements or with bonuses/penalties for spells and permanents. So far they just seem to exist.
Spoiler for Hidden:
Fire gets 1 free attack plus 1 per 9 cost.
Earth gets 1 free HP.
Aether, Life and Light get -1 cost for their creatures.

Skill Value
Spoiler for Hidden:
Bolded Skills are already in the game
Static Value Skills:
+0
Burrow
Generate cross element quanta
+1
Drain (just drain not generate) Quanta
Generate same element quanta
Gravity Pull
Ash (Phoenix rebirth)
Swarm
Poison
Web
Stone Form
Lobotomize
Poisonous
Deadly Venom (Atk=0. No mono buffs)
+2
Heal
Photosynthesis (multiple uses per turn)
Dive (no mono buffs)
Mutate
Infect
Venom (Atk>0. No mono buffs)
Neurotoxin (Atk=0. No mono buffs)
Growth
+3
Dive (mono buffs)
Paradox
Ablaze
Lycanthropy
Scavenger
Immortality (the skill)
Hatch
Freeze
+4
Congeal
Improved Mutate
Plague
Elite Hatch
+5
Steam

Modifers:
(-1) Duo skill cost
(-1) Expensive 2-3 quanta cost
(-1 or -2) Upgraded
Only the first 0 cost skill is free. The 2nd costs 1. This is because the skills are not truly 0 value they just round that way.

Non static Skills/Modifiers
Sacrifice
Spoiler for Hidden:
The cost reduction of Sacrifice is dependent on the costs involved (Casting Cost and Activation Cost) and the minimum time delay. I theorize that the Cost Reduction equals half the costs plus 1 per turn of forced delay.
Déjà Vu
Spoiler for Hidden:
The value of Déjà Vu is the card advantage it provides plus the quanta saved. The card advantage is dependent on the value of the card copied and subject to increases due to irregular synergies like swarm. The quantum saved is the difference between the casting cost and the activation cost. Based on Déjà Vu and Elite Déjà Vu I theorize that the value of Déjà Vu in the absence of irregular synergies is 1/2 the value of the rest of the card rounded down.
Déjà Vu
Static Value = 1 (attack) + 0 (0<HP<6) = 1
Variable Value = 0 (1 x 1/2 rounded down)
Balanced Casting Cost = 1 (Static Value) + 0 (Variable Value) = 1
Elite Déjà Vu
Value = 2 (attack) + 0 (0<HP<6) = 2
Variable Value = 1 (2 x 1/2 rounded down)
Balanced Casting Cost = 1 (Static Value) + 1 (Variable Value) -2 (upgraded) = 1
Devour
Spoiler for Hidden:
The value of Devour depends on the percentage of creatures that can be devoured by the starting HP plus any irregular synergies like swarm. From Scarab and Otyugh I theorize that Devour is worth 1 quanta per 10%.
Otyugh
Static Value = 0 (attack) + 0 (0<HP<6) = 0
Variable Value = 4 (0.375 x 10 rounded) = 4
Balanced Casting Cost = 0 (Static Value) + 4 (Variable Value) = 4
Elite Otyugh
Static Value = 0 (attack) + 0 (0<HP<6) = 0
Variable Value = 6 (0.625 x 10 rounded) = 6
Balanced Casting Cost = 1 (Static Value) + 6 (Variable Value) -2 (upgraded) = 5
Scarab
Static Value = 2 (attack) + 0 (0<HP<6) -1 (Duo Skill) = 1
Variable Value = 0 (0.0125 x 10 rounded) = 0
Irregular Synergy (Swarm and Devour) =1
Balanced Casting Cost = 1 (Static Value) + 0 (Variable Value) +1 (Irregular Synergy) = 2
Elite Scarab
Static Value = 3 (attack) + 0 (0<HP<6) -1 (Duo Skill) = 2
Variable Value = 0 (0.0125 x 10 rounded) = 0
Irregular Synergy (Swarm and Devour) =1
Balanced Casting Cost = 2 (Static Value) + 0 (Variable Value) +1 (Irregular Synergy) -1 (upgraded) = 2
Momentum
Spoiler for Hidden:
The value of momentum depends on the attack of the creature and value of skills that require successful attacks. However momentum is actually less valuable for higher attack creatures due to the smaller impact of the damage reduction shields. This is shown by the Chargers. I would guess that the value of momentum is equal to 2 minus 1/3 the attack (round down) plus half the value of the skills that require successful attacks.
Sapphire Charger
Static Value = 4 (attack) + 0 (0<HP<6) = 4
Variable Value = 2 (constant) -1 (4 x 1/3 rounded down) = 1
Balanced Casting Cost = 4 (Static Value) + 1 (Variable Value) = 5
Elite Charger
Static Value = 7 (attack) + 0 (0<HP<6) = 7
Variable Value = 2 (constant) -2 (7 x 1/3 rounded down) = 0
Balanced Casting Cost = 7 (Static Value) + 0 (Variable Value) -2 (upgraded) = 5
AttackValue of Momentum
1-22
3-51
6+0
Remember only the first 0 cost skill is free.
Spawn Creature
Spoiler for Hidden:
The value of spawning creatures depends on the value of the creature spawned plus any irregular synergies (Swarm). The value is equal to 2 (due to card advantage) plus the value of the creature spawned (this is equal to the casting cost without the upgrade bonus). I used Firefly Queen and Pharaoh to theorize my formula.
Firefly Queen
Static Value = 3 (attack) + 1 (5<HP<8 ) -1 (Duo) -1 (Expensive Skill) = 2
Variable Value = 2 (Constant) +3 (3 Spawn Value) = 5
Balanced Casting Cost = 2 (Static Value) + 5 (Variable Value) = 7
Elite Firefly Queen
Static Value = 3 (attack) + 1 (5<HP<8 ) -1 (Duo) -1 (Expensive Skill) = 2
Variable Value = 2 (Constant) +4 (4 Spawn Value) = 6
Balanced Casting Cost = 2 (Static Value) + 6 (Variable Value) -1 (Upgrade) = 7
Pharaoh
Static Value = 3 (attack) + 2 (7<HP<9) -1 (Expensive Skill) = 4
Variable Value = 2 (Constant) +2 (2 Spawn Value) = 4
Irregular synergy (Swarm and Devour) = 1
Balanced Casting Cost = 4 (Static Value) + 4 (Variable Value) +1 (Irregular Synergy) = 9
Pharaoh
Static Value = 3 (attack) + 2 (7<HP<9) -1 (Expensive Skill) = 4
Variable Value = 2 (Constant) +3 (3 Spawn Value) = 5
Irregular synergy (Swarm and Devour) = 1
Balanced Casting Cost = 4 (Static Value) + 5 (Variable Value) +1 (Irregular Synergy) -1 (Upgrade) = 9
 
Voodoo
Spoiler for Hidden:
The value of Voodoo depends on the HP of the creature however since the player wants the creature to get damaged, the normal HP value does not apply. For now I theorize that Voodoo halves the HP before HP Value is calculated.
Voodoo
Balanced Casting Cost = 0 (attack) +2 (7<HP/2<10) = 2
Voodoo (upped)
Balanced Casting Cost = 0 (attack) +3 (9<HP/2) -1 (Upgrade) = 2
Vampire
Spoiler for Hidden:
The value of Vampire depends on the Attack of the creature. Higher attack creates more healing. The value of Vampire is equal to 1/2 of the attack (rounded down).
Minor Vampire
Static Value = 2 (attack) +0 (0<HP<6) = 2
Variable Value = 1 (2 x 1/2) =1
Balanced Casting Cost = 2 (Static Value) +1 (Variable Value) = 3
Vampire
Static Value = 4 (attack) +0 (0<HP<6) = 4
Variable Value = 2 (4 x 1/2) =2
Balanced Casting Cost = 4 (Static Value) +2 (Variable Value) -1 (Upgrade) = 5
Immortal
Spoiler for Hidden:
The value of Immortal depends on threat value (Attack + Offensive Skill Value). Creatures that are more threatening would be targeted by more control than creatures that are less threatening. Based on Immortal and Phase Dragon I theorize that the value of Immortal is equal to1 plus half the threat value (rounded up).
Immortal
Static Value = 4 (attack) +0 (0<HP<6) -1 (Aether Bonus) = 3
Variable Value = 3 (1 + 4 x 1/2) = 3
Balanced Casting Cost = 3 (Static Value) +3 (Variable Value) = 6
Elite Immortal
Static Value = 5 (attack) +0 (0<HP<6) -1 (Aether Bonus) = 4
Variable Value = 4 (1 + 5 x 1/2) = 4
Balanced Casting Cost = 4 (Static Value) +4 (Variable Value) -1 (Upgrade) = 7
Phase Dragon
Static Value = 8 (attack) +1 (5<HP<8] -1 (Aether Bonus) = 8
Variable Value = 5 (1 + 8 x 1/2) = 5
Balanced Casting Cost = 8 (Static Value) +5 (Variable Value) = 13
Elite Phase Dragon
Static Value = 10 (attack) +1 (5<HP<8] -1 (Aether Bonus) = 10
Variable Value = 6 (1 + 10 x 1/2) = 6
Balanced Casting Cost = 10 (Static Value) +6 (Variable Value) -2 (Upgrade) = 14
Weapons and Shield guidelines
Spoiler for Under Construction. Preview inside:
Nepycros helped me a lot with this section. He practically did it himself.

Modifiers:
Single Slot -3 (aka only works in the Weapon or Shield Slot)

Activation Cost
Activation Cost  :rainbow +1
Activation Cost  :rainbow :rainbow +0
Activation Cost  :rainbow :rainbow :rainbow -1
Duo -1

Upgrade -1 or -2

Weapon Skills:
Spoiler for Hidden:
+1 Lobotomy
+3 Snipe
+0 Vampire[4]
+0 - +1 Vampire[6]
+3 Venom[Atk>0]
+4 Shatter
+2 Scramble 10
+2 Fiery
+1 Momentum
+3 Regenerate
+1 Protected
+6 Reverse Time
+4 Earthquake
Armor Effects:
Spoiler for Hidden:
Damage Reduction
+4 per additional point of DR (Skull Shield has a buffs in the works)
Reflect and Immaterial
+4 [Exception: +3 Mirror Shield]
Miss Chance = Delay/Freeze that causes same average miss chance.
[Reason: The Delay/Freeze prevents skill use but requires the creature to get 1 attack in edgewise first]






"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
Ask the Idea Guru: http://elementscommunity.org/forum/index.php/topic,32272.0.htm

Offline OldTreesTopic starter

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  • OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • I was available for questions.
  • Awards: Brawl #2 Winner - Team FireTeam Card Design Winner
Re: Card Design: An attempt at a comprehensive guide https://elementscommunity.org/forum/index.php?topic=16655.msg213156#msg213156
« Reply #1 on: November 30, 2010, 01:20:50 am »
Evaluation of cards in game
Spoiler for Hidden:
Aether
Spoiler for Hidden:
Spark3 (attack) -2 (HP<1) -1 (Aether Bonus) = 0
Ball Lightning5 (attack) -2 (HP<1) -1 (Aether Bonus) -2 (upgrade) = 0
Immortal4 (attack) +0 (0<HP<6) +3 (Immortal[4]) -1 (Aether Bonus) = 6
Elite Immortal5 (attack) +0 (0<HP<6) +4 (Immortal[5]) -1 (Aether Bonus) -1 (upgrade) = 7
Phase Dragon8 (attack) +1 (5<HP<8] +5 (Immortal[8]) -1 (Aether Bonus) = 13
Elite Phase Dragon10 (attack) +1 (5<HP<8] +6 (Immortal[10]) -1 (Aether Bonus) -2 (upgrade) = 14
Phase Spider4 (attack) +0 (0<HP<6) +1 (Web) -1 (Duo) -1 (Aether Bonus) = 3
Phase Recluse7 (attack) +0 (0<HP<6) +1 (Web) -1 (Duo) -2 (upgrade) -1 (Aether Bonus) = 4
Air
Spoiler for Hidden:
Dragonfly1 (attack) +0 (0<HP<6) = 1
Damselfly2 (attack) +0 (0<HP<6) +1 (Generate Quanta) -2 (upgrade) = 1
Wyrm3 (attack) +0 (0<HP<6) +2 (Dive) -1 (Activation Cost 2-3) = 4
Elite Wyrm5 (attack) +0 (0<HP<6) +2 (Dive) -1 (Activation Cost 2-3) -2 (upgrade) = 4
Azure Dragon9 (attack) +1 (5<HP<8] = 10
Sky Dragon13 (attack) +1 (5<HP<8] -2 (upgrade) = 12
Firefly Queen3 (attack) +1 (5<HP<8] +5 (Spawn Firefly) -1 (Duo) -1 (Activation Cost 2-3) = 7
Elite Firefly Queen3 (attack) +1 (5<HP<8] +6 (Spawn Elite Firefly) -1 (Duo) -1 (Activation Cost 2-3) -1 (upgrade) = 7
Firefly3 (attack) +0 (0<HP<6) +1 (Generate Quanta) -1 (Cross Quanta) = 3
Elite Firefly4 (attack) +0 (0<HP<6) +1 (Generate Quanta) -1 (Cross Quanta) -1 (upgrade) = 3
Darkness
Spoiler for Hidden:
Black Dragon10 (attack) +0 (0<HP<6) = 10
Obsidian Dragon12 (attack) +1 (5<HP<8] -1 (upgrade) = 12
Devourer0 (attack) +0 (0<HP<6) +1 (Burrow) -1 (Duo) +1 (Generate Quanta) +1 (Drain Quanta) = 2
Pest0 (attack) +0 (0<HP<6) +1 (Burrow) -1 (Duo) +1 (Generate Quanta) +1 (Drain Quanta) -1 (upgrade) =1 =/= 2
Parasite1 (attack) +0 (0<HP<6) +2 (Infect) -1 (Duo) = 2
Bloodsucker3 (attack) +0 (0<HP<6) +2 (Infect) -1 (Duo) -2 (upgrade) = 2
Minor Vampire2 (attack) +0 (0<HP<6) +1 (Vampire[2]) = 3
Vampire4 (attack) +0 (0<HP<6) +2 (Vampire[4]) -1 (upgrade) = 5
Gargoyle5 (attack) +0 (0<HP<6) +1 (Stone Form) -1 (Duo) = 5
Gargoyle7 (attack) +0 (0<HP<6) +1 (Stone Form) -1 (Duo) -2 (upgrade) = 5
Voodoo Doll0 (attack) +2 (Voodoo[16]) = 2
Voodoo Doll0 (attack) +3 (Voodoo[20]) -1 (upgrade) = 2
Notes on Devour|Pest:
All the upgrade consists of is 2-->4 HP. That is too small of an upgrade compared to the norm. At least one of these two cards is unbalanced. If draining quanta is on par with creating quanta then unupped is balanced and the upped needs 2 more HP. All in all this is a minor imbalance, it can be ignored while larger threats like Graboid (see later note) exists.
Death
Spoiler for Hidden:
Bone Dragon10 (attack) +0 (0<HP<6) = 10
Ivory Dragon11 (attack) +0 (0<HP<6) -1 (upgrade) = 10
Virus1 (attack) +0 (0<HP<6) +2 (Infect) -2 (Sacrifice[1]) = 1
Retrovirus1 (attack) +0 (0<HP<6) +4 (Plague) -2 (Sacrifice[2]) -1 (upgrade) = 2
Flesh Spider3 (attack) +0 (0<HP<6) +1 (Web) -1 (Duo) = 3
Flesh Recluse6 (attack) +0 (0<HP<6) +1 (Web) -1 (Duo) -2 (upgrade) = 4 =/=3
Vulture0 (attack) +0 (0<HP<6) +3 (Scavenger) = 3
Condor0 (attack) +0 (0<HP<6) +3 (Scavenger) -1 (upgrade) = 3
Skeleton1 (attack) +0 (0<HP<6) = 1
Elite Skeleton2 (attack) +0 (0<HP<6) -1 (upgrade) = 1
Mummy5 (attack) +0 (0<HP<6) -1 (Duo skill) +0 (Mummy) = 4
Elite Mummy5 (attack) +0 (0<HP<6) -1 (Duo skill) +0 (Mummy) -1 (upgrade) = 3
Deathstalker0 (attack) +0 (0<HP<6) +1 (Deadly Venom Atk<0) +1 (Poisonous) = 2
Deathstalker0 (attack) +0 (0<HP<6) +1 (Deadly Venom Atk<0) +1 (Poisonous) -1 (upgrade) = 1 =/=2
Notes on Flesh Spider|Recluse
An upgrade of +3 attack is unheard of without a cost increase.
Notes on Mummy
Unless Mummy’s ability is a debuff then the card is obviously unbalanced if this standard is correct.
Notes on Deathstalker
Again a minor 1-->3 hp is not worth the cost of an upgrade relative to the normal benefit of upgrading.
Notes on Death Creatures
3/14 cards are deemed unbalanced by this formula. That is a lot (relatively)
Earth
Spoiler for Hidden:
Earth Bonus: 1 free HP
Antlion2 (attack) +0 (1<HP<7)  +0 (Burrow) =2
Elite Antlion4 (attack) +0 (1<HP<7)  +0 (Burrow) -2 (upgrade) =2
Hematite Golem4 (attack) +0 (1<HP<7) =4
Steel Golem6 (attack) +2 (8<HP<11) -2 (upgrade) =6 =/=4
Stone Dragon8 (attack) +2 (8<HP<11) =10
Basalt Dragon10 (attack) +3 (10<HP) -1 (upgrade) =12
Gnome Rider1 (attack) +0 (1<HP<7) =1
Gnome Gemfinder1 (attack) +0 (1<HP<7) +1 (Generate Quanta) -1 (upgrade) =1
Graboid2 (attack) +0 (1<HP<7) +8 (Evolve into Shrieker) -1 (Duo) -3 (Sacrifice [3+1]) =6 =/=3
Elite Graboid2 (attack) +0 (1<HP<7) +10 (Evolve into Elite Shrieker) -1 (Duo) -3 (Sacrifice [3+1]) -2 (upgrade) =6 =/=3
Shrieker8 (attack) +0 (1<HP<7)  +0 (Burrow) =8
Elite Shrieker10 (attack) +0 (1<HP<7)  +0 (Burrow) -2 (upgrade) =8
Notes on Steel Golem
It has the best stats of all vanilla (no skill) creatures. It is OP although not as much as Graboid.
Notes on Graboid
I left the value of Immortal out because Graboid is almost always used to create a Shrieker and when that happens the Immortal effect is replaced by a Burrow skill.
Entropy
Spoiler for Hidden:
Maxwell’s Demon3 (attack) +0 (0<HP<6) +3 (Paradox) -1 (Activation Cost 2-3) =5
Maxwell’s Demon3 (attack) +0 (0<HP<6) +3 (Paradox) -1 (Activation Cost 2-3) -1 (upgrade) =4 =/=5
Abomination5 (attack) +0 (0<HP<6) =5
Micro Abomination2 (attack) +0 (0<HP<6) -1 (upgrade) =1
Purple Dragon10 (attack) +0 (0<HP<6) =10
Amethyst Dragon12 (attack) +1 (5<HP<8] -2 (upgrade) =11
Lycanthrope1 (attack) +0 (0<HP<6) +3 (Lycanthropy) -1 (Duo) -1 (Activation Cost) =2
Werewolf1 (attack) +0 (0<HP<6) +3 (Lycanthropy) -1 (Duo) -1 (upgrade) =2
Fallen Elf3 (attack) +0 (0<HP<6) +2 (Mutate) -1 (Duo) =4
Fallen Druid3 (attack) +0 (0<HP<6) +4 (Improved Mutate) -1 (Duo) -1 (upgrade) =5
Fire
Spoiler for Hidden:
Fire Bonus: 1 free Attack plus 1 per 9 Cost
Ash Eater1 (attack) +0 (0<HP<6) =1
Brimstone Eater1 (attack) +0 (0<HP<6) +1 (Generate Quanta) -1 (upgrade) =1
Crimson Dragon10 (attack) +0 (0<HP<6) =10
Ruby Dragon13 (attack) +0 (0<HP<6) -1 (upgrade) =12
Fire Spirit-1 (attack) +0 (0<HP<6) +3 (Ablaze) =2
Fire Spectre1 (attack) +0 (0<HP<6) +3 (Ablaze) -1 (upgrade) =3
Lava Golem4 (attack) +0 (0<HP<6) +2 (Growth) -1 (Duo) =5
Lava Destroyer6 (attack) +0 (0<HP<6) +2 (Growth) -1 (Duo) -2 (upgrade) =5
Phoenix6 (attack) +0 (0<HP<6) +1 (Ash & Rebirth) =7
Minor Phoenix4 (attack) +0 (0<HP<6) +1 (Ash & Rebirth) -2 (upgrade) =2

Gravity
Spoiler for Hidden:
Sapphire Charger4 (attack) +0 (0<HP<6) +1 (Momentum[4,0]) =5
Elite Charger7 (attack) +0 (0<HP<6) +0 (Momentum[7,0]) -2 (upgrade) =5
Armagio1 (attack) +3 (9<HP) +1 (Gravity Pull) =5
Elite Armagio2 (attack) +3 (9<HP) +1 (Gravity Pull) -1 (upgrade) =5
Graviton Mercenary3 (attack) +0 (0<HP<6) =3 =/=4
Graviton Guard3 (attack) +0 (0<HP<6) -2 (upgrade) =1 =/=2
Colossal Dragon7 (attack) +3 (9<HP) =10
Massive Dragon8 (attack) +3 (9<HP) -1 (upgrade) =10 =/=11
Otyugh0 (attack) +0 (0<HP<6) +4 (Devour[3]) =4
Elite Otyugh0 (attack) +0 (0<HP<6) +6 (Devour[5]) -1 (upgrade) =5
Graviton Fire Eater0 (attack) +0 (0<HP<6) +3 (Ablaze) -1 (Duo) =2
Graviton Firemaster0 (attack) +1 (5<HP<8] +3 (Ablaze) -1 (Duo) -2 (upgrade) =1
Life
Spoiler for Hidden:
Emerald Dragon10 (attack) +1 (5<HP<8] -1 (Life Bonus) =10
Jade Dragon10 (attack) +2 (7<HP<10) -1 (Life Bonus) -1 (Upgrade) =12
Horned Frog3 (attack) +0 (0<HP<6) -1 (Life Bonus) =2
Giant Frog5 (attack) +0 (0<HP<6) -2 (upgrade) -1 (Life Bonus) =2
Rustler1 (attack) +0 (0<HP<6) +2 (Photosynthesis) -1 (Duo) -1 (Life Bonus) =1
Leaf Dragon1 (attack) +0 (0<HP<6) +2 (Photosynthesis) -1 (Duo) -1 (Life Bonus) -1 (upgrade) =0 =/=1
Cockatrice4 (attack) +0 (0<HP<6) -1 (Life Bonus) =3
Elite Cockatrice5 (attack) +0 (0<HP<6) -1 (Life Bonus) -1 (upgrade) =3
Forest Spirit1 (attack) +0 (0<HP<6) -1 (Life Bonus) +2 (growth) -1 (Duo) =1 =/=2
Forest Spectre2 (attack) +0 (0<HP<6) -1 (Life Bonus) +2 (growth) -1 (Duo) -1 (upgrade) =1 =/=3
Forest Scorpion1 (attack) +0 (0<HP<6) -1 (Life Bonus) +2 (Venom Atk>0) +1 (Poisonous) =3
Forest Scorpion1 (attack) +0 (0<HP<6) -1 (Life Bonus) +2 (Venom Atk>0) +1 (Poisonous) -1 (upgrade) =2 =/=3
Light
Spoiler for Hidden:
Photon1 (attack) +0 (0<HP<6) -1 (Light Bonus) =0
Ray of Light1 (attack) +0 (0<HP<6) -1 (Light Bonus) +1 (Generate Quanta) -1 (Upgrade) =0
Golden Dragon10 (attack) +3 (9<HP) -1 (Light Bonus) =12
Light Dragon12 (attack) +3 (9<HP) -1 (Light Bonus) -1 (upgrade) =13
Pegasus3 (attack) +0 (0<HP<6) -1 (Light Bonus) +2 (Dive) -1 (Duo) +1 (Buffs in mono) =4
Elite Pegasus4 (attack) +0 (0<HP<6) -1 (Light Bonus) +2 (Dive) -1 (Duo) +1 (Buffs in mono) -1 (upgrade) =4
Guardian Angel1 (attack) +1 (5<HP<8] -1 (Light Bonus) +2 (Heal) =3
Archangel7 (attack) +1 (5<HP<8] -1 (Light Bonus) +2 (Heal) -2 (upgrade) =7 =/=6
Time
Spoiler for Hidden:
Deja Vu1 (attack) +0 (0<HP<6) +0 (Deja Vu[1]) =1
Elite Deja Vu2 (attack) +0 (0<HP<6) +1 (Deja Vu[2]) -1 (upgrade) =1
Fate Egg0 (attack) +0 (0<HP<6) +3 (Hatch) =3
Elite Fate Egg0 (attack) +0 (0<HP<6) +4 (Elite Hatch) -1 (upgrade) =3
Devonian Dragon10 (attack) +0 (0<HP<6) =10
Silurian Dragon13 (attack) +0 (0<HP<6) -1 (upgrade) =12
Anubis5 (attack) +2 (7<HP<10) +3 (Immortality) -1 (Duo) -1 (Activation Cost 2-3) =8
Elite Anubis5 (attack) +2 (7<HP<10) +3 (Immortality) -1 (Duo) -1 (upgrade) =8
Scarab2 (attack) +0 (0<HP<6) +0 (Devour[0]) -1 (Duo) +1 (Scarab) =2
Elite Scarab3 (attack) +0 (0<HP<6) +0 (Devour[0]) -1 (Duo) +1 (Scarab) -1 (upgrade) =2
Pharaoh3 (attack) +2 (7<HP<10) +4 (Spawn[2]) +1(Spawn has large self synergy) -1(Activation Cost 2-3) =9
Pharaoh3 (attack) +2 (7<HP<10) +5 (Spawn[3]) +1(Spawn has large self synergy) -1(Activation Cost 2-3) -1 (upgrade) =9
Dune Scorpion0 (attack) +0 (0<HP<6) +2 (Neurotoxin Atk<0) +1 (Poisonous) =3
Dune Scorpion0 (attack) +0 (0<HP<6) +2 (Neurotoxin Atk<0) +1 (Poisonous) -1 (upgrade) =2 =/=3
Water
Spoiler for Hidden:
Chyrsaora0 (attack) +0 (0<HP<6) +1 (Poisonous) +1 (Poison) -1 (Duo) =1
Physalia1 (attack) +0 (0<HP<6) +1 (Poisonous) +1 (Poison) -1 (Duo) -1 (upgrade) =1
Blue Crawler3 (attack) +0 (0<HP<6) =3
Abyssal Crawler6 (attack) +1 (5<HP<8] -2 (upgrade) =5 =/=4
Ice Dragon9 (attack) +1 (5<HP<8] =10
Arctic Dragon13 (attack) +0 (0<HP<6) -2 (upgrade) =11
Toadfish6 (attack) +0 (0<HP<6) +2 (Infect) -1 (Duo) =7 =/=5
Pufferfish3 (attack) +0 (0<HP<6) +3 (Venom Atk>0) -1 (upgrade) =5
Mind Flayer2 (attack) +0 (0<HP<6) +1 (Psionic Wave) -1 (Duo) =2
Ulitharid3 (attack) +0 (0<HP<6) +1 (Psionic Wave) -1 (Duo) -1 (upgrade) =2 =/=3
Steam Machine0 (attack) +1 (5<HP<8] +5 (Steam) -1 (Duo) -1 (Activation Cost 2-3) =4
Steam Machine0 (attack) +3 (9<HP) +5 (Steam) -1 (Duo) -1 (Activation Cost 2-3) -1 (upgrade) =5
Arctic Squid1 (attack) +0 (0<HP<6) +3 (Freeze) -1 (Activation Cost 2-3) =3
Arctic Octopus1 (attack) +0 (0<HP<6) +4 (Congeal) -1 (Activation Cost 2-3) -1 (upgrade) =3

This formula is not perfect. Some of the discrepancies between it and cards in the game are due to their imbalance but some of the discrepancies are due to the incompleteness of this formula. Please help refine it.

Formula-Card Discrepancies
19/136
Spoiler for Hidden:
Pest0 (attack) +0 (0<HP<6) +1 (Burrow) -1 (Duo) +1 (Generate Quanta) +1 (Drain Quanta) -1 (upgrade) =1 =/= 2
Flesh Recluse6 (attack) +0 (0<HP<6) +1 (Web) -1 (Duo) -2 (upgrade) = 4 =/=3
Deathstalker0 (attack) +0 (0<HP<6) +1 (Deadly Venom Atk<0) +1 (Poisonous) -1 (upgrade) = 1 =/=2
Steel Golem6 (attack) +2 (8<HP<11) -2 (upgrade) =6 =/=4
Graboid2 (attack) +0 (1<HP<7) +8 (Evolve into Shrieker) -1 (Duo) -3 (Sacrifice [3+1]) =6 =/=3
Elite Graboid2 (attack) +0 (1<HP<7) +10 (Evolve into Elite Shrieker) -1 (Duo) -3 (Sacrifice [3+1]) -2 (upgrade) =6 =/=3
Maxwell’s Demon3 (attack) +0 (0<HP<6) +3 (Paradox) -1 (Activation Cost 2-3) -1 (upgrade) =4 =/=5
Graviton Mercenary3 (attack) +0 (0<HP<6) =3 =/=4
Graviton Guard3 (attack) +0 (0<HP<6) -2 (upgrade) =1 =/=2
Massive Dragon8 (attack) +3 (9<HP) -1 (upgrade) =10 =/=12
Leaf Dragon1 (attack) +0 (0<HP<6) +2 (Photosynthesis) -1 (Duo) -1 (Life Bonus) -1 (upgrade) =0 =/=1
Forest Spirit1 (attack) +0 (0<HP<6) -1 (Life Bonus) +2 (growth) -1 (Duo) =1 =/=2
Forest Spectre2 (attack) +0 (0<HP<6) -1 (Life Bonus) +2 (growth) -1 (Duo) -1 (upgrade) =1 =/=3
Forest Scorpion1 (attack) +0 (0<HP<6) -1 (Life Bonus) +2 (Venom Atk>0) +1 (Poisonous) -1 (upgrade) =2 =/=3
Archangel7 (attack) +1 (5<HP<8] -1 (Light Bonus) +2 (Heal) -2 (upgrade) =7 =/=6
Dune Scorpion0 (attack) +0 (0<HP<6) +2 (Neurotoxin Atk<0) +1 (Poisonous) -1 (upgrade) =2 =/=3
Abyssal Crawler6 (attack) +1 (5<HP<8] -2 (upgrade) =5 =/=4
Toadfish6 (attack) +0 (0<HP<6) +2 (Infect) -1 (Duo) =7 =/=5
Ulitharid3 (attack) +0 (0<HP<6) +1 (Psionic Wave) -1 (Duo) -1 (upgrade) =2 =/=3

Current Topics to discuss
Flavor
1) What other restrictions on flavor exist? Why?
Element
1) What is the essence of each Element?
Mechanic
1) Should the upgrade modifier be expanded to +0 and or -3? Why?
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Offline Captain Scibra

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Re: Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg214215#msg214215
« Reply #2 on: December 01, 2010, 06:50:03 am »
Definitely will help me when I'm developing more card ideas, +1 karma.
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The New Card Theory Thread

Offline Kuroaitou

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Re: Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg216308#msg216308
« Reply #3 on: December 04, 2010, 12:30:02 pm »
One thing that I noticed throughout your calculations is the 'Modifier' section after all the ability, stat, and element bonuses are accounted for - specifically, the 'Upgrade' part.

In regards to your discrepancies, it seems that the upgrade section could also account for a +0 (no affect on the creature's cost) or -3 (major cost reduction) quanta decrease upon upgrading the creature, which would help solve some of the discrepancies between the creature's intended cost and what it stands for now. Unless I missed something in regards to the upgrade modifier, that's my only concept of how those 'outlier' cards could be adjusted to fit the formula.

That said, this is a very advanced article regarding skill costs; have you talked to PhantomFox about this? It'd be an interesting discussion if you managed to get him into this conversation of creature cost calculations, and I wonder if this would be able to expand his article on the wiki... :)

Offline OldTreesTopic starter

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Re: Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg216509#msg216509
« Reply #4 on: December 04, 2010, 06:37:31 pm »
Yes expanding the upgrade to +0 and -3 would remove most of the discrepancies. However there are three reasons I did not do so in the OP (yet).
1) I think that if we spend 1500e on a card that it should get a substantial upgrade (+0 doesn't seem worth it in my mind.)
2) The vast majority of cards have a -1 or -2 cost reduction and that is about even. These proportions outstrip the number that would have +0 or -3.
3) The third and most important reason is that I want this thread to become a discussion and refinement of theoretical card design. I thought that discrepancies would create topics to discuss. This is a thread for what cards should be like rather then how they are. The current cards are used to get the starting baseline that we can discuss and refine even if it begins to call for adjustments to cards in game.

I will add this topic to the current topics section in the second post.

I have not talked to PhantomFox yet. I hoped by putting this kind of thread up that I would draw the attention of all interested in theoretical card design. I welcome and invite PhantomFox to join in the conversation. (I should have sent him a PM. Corrected now.)

If you would spread the word of this thread to those you think would be interested, that would be most appreciated.
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Re: Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg217914#msg217914
« Reply #5 on: December 06, 2010, 08:08:49 am »
To explain why the standards above are completely fallacious I give you this to think about. 2 attack is with 2 cost, and 5 HP shouldn't change the cost. a 2|5 creature vanilla should cost 2. Plus if its  :fire it gets +1 attack. 3|5 for 2? Awesome. So like a reverse frog. How about adding dive? Its cross element so thats -2 to the cost. A 3|5 dive for 1 is fair game according to the charts above, and thats not even upgraded.

Offline OldTreesTopic starter

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Re: Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg218067#msg218067
« Reply #6 on: December 06, 2010, 03:16:40 pm »
To explain why the standards above are completely fallacious I give you this to think about. 2 attack is with 2 cost, and 5 HP shouldn't change the cost. a 2|5 creature vanilla should cost 2. Plus if its  :fire it gets +1 attack. 3|5 for 2? Awesome. So like a reverse frog. How about adding dive? Its cross element so thats -2 to the cost. A 3|5 dive for 1 is fair game according to the charts above, and thats not even upgraded.
3 Atk, 5 HP on a fire creature is 2 as you figured out (There is the tradition of Fire creatures having Atk>HP)
Dive (when the element has Atk buffs) is +3
[I made a mistake when I put it in the list. The card evaluations are the more accurate list]
A cross element skill is -1


So it would be
Casting Cost: 4 :fire
Activation Cost:  :air: Dive
Stats 3|5
3|5 With Dive but requiring a off element mark? Sound about balanced. (Pegasus anyone?)

I do not pretend that the standard is perfect. I do believe that the majority of its structure is intuitive to anyone who studies card design and Elements. I seek for the standard to be improved to become more accurate.

What else about the standard seems off to you? Does it make sense for Dive to be a static cost increase or should it be dependent on the Atk of the creature?
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Re: Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg218726#msg218726
« Reply #7 on: December 07, 2010, 09:04:12 am »
Using  :fire again. 1 attack costs 1, +1 for being a fire creature = 2|x for 1. Add burrow +0 to cost, it being off element = -1 for cost. 2|5 for with burrow for free? Upgraded you could go 3 cost = 4|5, + 0 for burrow, -1 for off color, so 2 cost, -2 for being upgraded = 4|5 burrow for free.

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Re: Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg218767#msg218767
« Reply #8 on: December 07, 2010, 11:05:47 am »
Using  :fire again. 1 attack costs 1, +1 for being a fire creature = 2|x for 1. Add burrow +0 to cost, it being off element = -1 for cost. 2|5 for with burrow for free? Upgraded you could go 3 cost = 4|5, + 0 for burrow, -1 for off color, so 2 cost, -2 for being upgraded = 4|5 burrow for free.
So a 2|x for :fire or a 1|x Burrowed for :earth? (If a skill is not intended for use then it does not count toward the balance of the card)
Upgraded (I note how you instinctively went for -2 when only half the cards do so)
4|x for :fire or 2|x Burrowed for :earth?

I remember doing this to PhantomFox when he first made his attempt at a standard. It is really useful. Please keep the examples coming. (To clarify the emotional content: I am pleased that you are helping test the formula. Thank you.)
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Re: Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg218832#msg218832
« Reply #9 on: December 07, 2010, 01:56:00 pm »
The problem is that the either the game doesn't have a standard applied to it, or if it does the standard doesn't scale with attack. It seems that maybe it scales with cost instead? For instance instead of assuming an attack of 3 is worth a cost of the 3 the standard starts with a cost of 3 which has an attack range that fits into it, and then adjusts based on the ability tacked onto it. That way, for free as an example, it can never have an attack of 3 or 4 because that simply isn't in the attack range allowed by the cost.

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Re: Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg218851#msg218851
« Reply #10 on: December 07, 2010, 02:38:44 pm »
The problem is that the either the game doesn't have a standard applied to it, or if it does the standard doesn't scale with attack. It seems that maybe it scales with cost instead? For instance instead of assuming an attack of 3 is worth a cost of the 3 the standard starts with a cost of 3 which has an attack range that fits into it, and then adjusts based on the ability tacked onto it. That way, for free as an example, it can never have an attack of 3 or 4 because that simply isn't in the attack range allowed by the cost.
When I graphed the vanilla (no skill) creatures (unupped and upped seperately) against their costs I got a pretty good correlation between Cost and Attack with a slope that rounded to 1
Unupped: R^2=0.91667, Cost = 0.8393 Attack + 0.9138
Upgraded: R^2=0.8536, Cost = 0.7858 Attack + 2.6462

So:
Attack Range = Cost - Advantages (skills,HP) + Disadvantages (starts poisoned)
Cost = Attack Range + Advantages (skills,HP) - Disadvantages (starts poisoned)?

I think certain disadvantages should be worth enough to distort the attack range to values previously thought ridiculous. Spark is 3atk for free but has the disadvantage of 0HP. This is not a perfect example because 0HP creatures are halfway between creatures and spells. However I would prefer if disadvantages were never stacked to be greater than -3 (not including upgrade). The very important thing is that disadvantages have to be pretty significant to be worth a cost reduction IMO.

I do think however there should be a limit to minmaxing. I personally believe that the integers representing quanta value above would be better represented by decimals that round to those numbers. Each Advantage + Disadvantage has the chance to move the more accurate value further from the reported value. This is the reasoning behind the 2nd +0 skill being worth +1.
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Re: Card Design: An attempt at a comprehensive guide (A community effort I hope) https://elementscommunity.org/forum/index.php?topic=16655.msg218867#msg218867
« Reply #11 on: December 07, 2010, 03:14:20 pm »
That math wouldn't disprove my theory though. It would just point to a range where certain attack values could go. What it doesn't do is point to where attack values can't go, which is the basis of my idea that costs comes before attack value. What I'm saying is that if you consider the base attack above the cost you can theorize a 4|5 with burrow for free, however if you consider the cost above the base attack value and the cost value says that 4 attack can't happen on a free guy than you'd default to bumping up the cost until you're in a range where 4 attack can happen.

 

blarg: