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Offline frimax

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg528841#msg528841
« Reply #192 on: August 04, 2012, 01:34:35 pm »


Working in a SoR+fate egg combo, for the highest damage and as fast as possible,
3 towers+1 nova+egg+SoR//or//2 novas+1 tower+egg+SoR//or//3 nova+mutation+egg+SoR=
so far, 2 12/6 black dragons 1st turn,
2 sky dragons first turn, 2 jade dragons 1st turn.

Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 4vj 4vk 4vk 6rq 6rq 6rq 6rq 6rq 6rq 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q2 7q2 7q2 7q2 7q2 7q2 7q3 7q5 8ps

and still you want a buff.

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  :P
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Offline OldTrees

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg528880#msg528880
« Reply #193 on: August 04, 2012, 03:42:29 pm »
What about SoR interaction?
3 :time + 5 :rainbow + 2 cards + 0 turns for an average of 8 damage and 5hp?
Forced combo are bad. We need to give fate egg a buff without buffing SoR usage. I suggest reduced activation cost and higher HP.
We don't give buff. Zanz does.
Reducing summoning cost + higher HP is kinda silly. This means 2 buffs. If you want higher HP,spend some electrum and there you are! But i still think this does not need a buff. Specially,you can summon 14/18 with only 4 :time . So,buffing not needed here.
A 14|18? I think you are confusing this with mutation. Mutation only turns into basic creatures (like a Golden Dragon)

Additionally the extremes of the possible stats (3|0 to 13|13) are irrelevant. The average matters. The average (a few pages back) was shown to be weaker than the cost would call for.



Working in a SoR+fate egg combo, for the highest damage and as fast as possible,
3 towers+1 nova+egg+SoR//or//2 novas+1 tower+egg+SoR//or//3 nova+mutation+egg+SoR=
so far, 2 12/6 black dragons 1st turn,
2 sky dragons first turn, 2 jade dragons 1st turn.

Spoiler for Hidden:
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Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 4vj 4vk 4vk 6rq 6rq 6rq 6rq 6rq 6rq 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q2 7q2 7q2 7q2 7q2 7q2 7q3 7q5 8ps

and still you want a buff.

Spoiler for Hidden:
  :P
Yes. I do. The extremes (Photon vs Sky Dragon) do not matter. Only the average matters.
« Last Edit: August 04, 2012, 03:44:54 pm by OldTrees »
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Offline frimax

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg529007#msg529007
« Reply #194 on: August 04, 2012, 08:49:04 pm »
probably you are right about the fact that RoL, genomes, Leaf D, spark and stuff like that are annoying, maybe the buff, can be the probability I dunno if someone already said this: lets buff the chance?

very weak creature: 10% chance (RoL)
weak creature:       10% (graviton mercenary)
normal creature:      35% (steel golem)
above the average:  30% (archangel)
powerful:               10% (golden dragon)
super mutant          5%: (armagio+devour) got one of those hahaha :P

what do you think?

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg529013#msg529013
« Reply #195 on: August 04, 2012, 08:59:17 pm »
probably you are right about the fact that RoL, genomes, Leaf D, spark and stuff like that are annoying, maybe the buff, can be the probability I dunno if someone already said this: lets buff the chance?

very weak creature: 10% chance (RoL)
weak creature:       10% (graviton mercenary)
normal creature:      35% (steel golem)
above the average:  30% (archangel)
powerful:               10% (golden dragon)
super mutant          5%: (armagio+devour) got one of those hahaha :P

what do you think?
Buffing the chance could be done however all possible creatures have an equal chance right now.

PS: Your supermutant was not from a regular or upgraded fate egg was it? Instead it was from a mutant with the hatch ability correct?
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Offline frimax

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg529032#msg529032
« Reply #196 on: August 04, 2012, 09:59:34 pm »


it was from a singularity hahaha   :o, my deck contains 2 improved mutant+6 supernovas, which I find very, very effective for rush and stuff.
cheers.

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg529049#msg529049
« Reply #197 on: August 04, 2012, 10:53:27 pm »


it was from a singularity hahaha   :o, my deck contains 2 improved mutant+6 supernovas, which I find very, very effective for rush and stuff.
cheers.

 :D
Umm.

You do realize that Mutation and Hatch are different AND Fate Egg uses Hatch right?
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Offline Luminous

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg529065#msg529065
« Reply #198 on: August 05, 2012, 12:27:39 am »


it was from a singularity hahaha   :o, my deck contains 2 improved mutant+6 supernovas, which I find very, very effective for rush and stuff.
cheers.

 :D
Umm.

You do realize that Mutation and Hatch are different AND Fate Egg uses Hatch right?
^
But,there are mutants with hatch ability,though. I remember a thing like that. (I might be wrong.)
Assuming you know,deja vu effects on mutants are unstable. Shouldn't it be copying the same mutant ? Why another,unstable,mutant there ?
May you explain ?
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Offline OldTrees

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg529078#msg529078
« Reply #199 on: August 05, 2012, 01:09:59 am »


it was from a singularity hahaha   :o, my deck contains 2 improved mutant+6 supernovas, which I find very, very effective for rush and stuff.
cheers.

 :D
Umm.

You do realize that Mutation and Hatch are different AND Fate Egg uses Hatch right?
^
But,there are mutants with hatch ability,though. I remember a thing like that. (I might be wrong.)
Assuming you know,deja vu effects on mutants are unstable. Shouldn't it be copying the same mutant ? Why another,unstable,mutant there ?
May you explain ?
That is unrelated to Fate Egg.
(the mutant passive ability triggers when the creature with mutant is created. Deja Vu replaces 1 mutant with 2)
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Offline ratcharmer

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg529602#msg529602
« Reply #200 on: August 06, 2012, 06:47:50 am »


Working in a SoR+fate egg combo, for the highest damage and as fast as possible,
3 towers+1 nova+egg+SoR//or//2 novas+1 tower+egg+SoR//or//3 nova+mutation+egg+SoR=
so far, 2 12/6 black dragons 1st turn,
2 sky dragons first turn, 2 jade dragons 1st turn.

Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 4vj 4vk 4vk 6rq 6rq 6rq 6rq 6rq 6rq 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q2 7q2 7q2 7q2 7q2 7q2 7q3 7q5 8ps

and still you want a buff.

Spoiler for Hidden:
  :P

When dealing with a card that involves a random chance on should NEVER balance based on the the best possible outcome. Yes, the deck you show will occasionally get out a LOT of damage on the first turn, but that's nowhere near the whole story.

First let's look at how likely the combo is to go off:
-You have to draw the entire 5 or 6-card combo very early on (first or second turn) or it doesn't do you any good. This is doable IF you devote the entire deck to this combo, but there will always be a higher chance of "bad draws" with a deck like this (draw all SoR/no eggs etc).
-Even if you get the combo out first turn it only gives about a 25% chance of getting out the massive damage you're talking about (I didn't run the math on this, but I know on AVERAGE you get somewhere around 4 damage from a fate egg--so most of the time when you pull off your combo you'll have about 8 or 9 damage out turn 1.)

Now let's assume you DO pull off the combo and land 2 dragons on the first turn:
-This is not the automatic win you seem to think it is, yes it's impressive, but a decent control deck should be able to shut that down. In fact the entire combo can often be shut down by your opponent playing a single card (RoF, Antimatter, Pand--just to name a few).
-You aren't going to be doing much of anything on your next couple of turns. Since you just played 6 cards from your opening hand it isn't at all likely that you'll be drawing the combo again soon and the individual cards of the combo are not at all strong on their own.
-The odds are against pulling the combo off once. It's even less likely you'll get that lucky twice in one game.

What happens if you DON'T get the combo:
-The only cards you would want to play if you can't put the whole combo down at once would be the towers. Playing fate egg without SoR is just begging for the enemy cc to eat you alive, SoR CAN'T be played without a target, and while nova you could sometimes get away with playing it early is inviting trouble from black holes, singularities etc. Thus you end up with almost an entire hand of "dead cards" you can't play.

One last note:
-Even a brief glance shows that the power of the combo is not coming from fate egg. Fate egg on it's own would be a full turn slower, less quanta efficient, half the damage output and much more vulnerable to cc. SoR being a strong card does not make fate egg any less weak.

Offline TheManuz

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1038805#msg1038805
« Reply #201 on: February 05, 2013, 01:57:02 pm »
Sorry for necroing this thread, but i thought: wouldn't be cool if creatures hatched from Fate Egg inherit a passive ability "Hatched" that causes them to revert back into a Fate Egg if rewinded?
This would be a simple buff for two reasons:
the "partial" immunity to rewind would give the creature spawned a plus among other creatures.
the possibility to retry another hatch without wasting an egg (but you're wasting a turn and a rewind).

Soffy if this has been proposed before! But the thread was 11 pages long and i didn't want to search through them!
« Last Edit: February 05, 2013, 01:58:43 pm by TheManuz »

Offline choongmyoung

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1038850#msg1038850
« Reply #202 on: February 05, 2013, 05:50:26 pm »
It will generate 4ATK creature on average and costs 4 :time.
If you want to use them only attacking, it's UP about 2 :time.
If you want to use their ability, it requires to be rainbow.
Furthermore it is random. Remember CP vs Blessing. Random(not reliable) should cost less.
Furthermore it doesn't attack on the first turn.
Furthermore any damaging spell or lobotomize or devour will kill it in first turn.
Furthermore RT will kill it(usually strong creatures) in second or more turn.

/

Fate Egg + SoR is balanced.
Fate Egg + SoR = 5 :time 2 cards = 7 :time 1 card = 9ATK. (see GotP)
Fate Egg + SoR = 2 instant random creatures = around 8ATK.

/

I think entering burrowed will make it more balanced, but it will kill MitoEgg / FractalEgg / SoREgg.
How about making it generate :time per turn (as passive / as inside the active skill "hatch" mechanically)?
It will
- make it costs 3 :time normally.
- do not affect SoREgg.
- make it the longer it is on the field the longer it benefits.
« Last Edit: February 05, 2013, 06:09:43 pm by choongmyoung »
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Offline TheAccuso

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1053097#msg1053097
« Reply #203 on: March 22, 2013, 04:48:12 am »
Me and doctor CaptainScibra have discussed in chat about the fate egg question, this are the things we have found out:
The average cost of a non-upgraded creature is about 5.5.
The cost of fate egg is 3+1+1turn(to just not be a 0/3 stick).
We could say that 3+1+1 turn is in fact about  5.5 since 1 turn is worth more then 1 quanta on a rough estimate.
So we can say that fate egg is kinda balanced but the problem itself is that is not well distribuited:
We thought that a good solution might be to make it 2(summoning)2 ability+1 turn ofc.
This might help to don't overpay for a 0/3 stick and so to have a better quanta/turns/result ratio, plus almost evryone who plays fate eggs also plays a monotime and this might help to be able to put it in some non-time decks.

EDIT:After having consulted Zblader we found that the comparison with graboid(due to the hatch mechanic) should have to be done and so we have come to those conclusions:
The main problem is (regarding the fact that graboid uses a second element to hatch) that fate egg doesn't worth its price on summoning while it's okay after 1 turn, but giving the fact that an egg an atk value(wich is what it lacks of for being counted as worthy of its price), is not fitting thematics.
We then thought that a good solution may be making it costs 2+2 but with skills ready to use(see fenghuang for clarifications).
+ using the ability on turn 1 is an option that you may not use, making for tactics.
« Last Edit: March 22, 2013, 05:39:08 am by THEACCUSO »
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