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kyborek

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Animate weapon + adrenaline/epinephrine (+antimatter) https://elementscommunity.org/forum/index.php?topic=6704.msg71228#msg71228
« on: May 19, 2010, 06:13:35 pm »
Ok, i just had somewhat cool idea for decks and found some bugs (more of them) related to animate weapon.
1)Animated Arsenic (unupped) attacks 4 times per turn, but adds only two poison counters to opponent

2)Animated Arsenic (unupped) can be blocked by shield (lets say permafrost). But when any creature is antimattered, it ignores shield.  So if flying arsenic gets antimattered it still poisons opponent (somewhat cool isnt it? But i think it is a bug, if it heals it should not poison as well). From this one, i have got an image (sorry for bad quality):

3)Animated Jade staff attacks three times per turn, and so heals 3 times per turn (thats cool, but it just works by the rules so no problem). But when damage is blocked for example with bone shield, it heals only one times per turn (thats the weird thing)


So, it was said that for epinephrine there is rule that it adds actions. But apparently it does not, if it would, arsenic would poison 4 times per turn and jade staff would heal three times even when blocked.
So how is that epinephrine thing working?

MrBlonde

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Re: Animate weapon + adrenaline/epinephrine (+antimatter) https://elementscommunity.org/forum/index.php?topic=6704.msg71234#msg71234
« Reply #1 on: May 19, 2010, 06:20:47 pm »
1) Not a bug. It is working as intended.
2) Not sure if its a bug but this happens with Puffer Fish as well. If they are antimattered the poison still makes it through shields that block all the damage.
3) Can't really comment on the Jade Staff but i'm sure it's, 1st attack = 1 heal and each successful hit thereafter allows you to heal as well.

kyborek

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Re: Animate weapon + adrenaline/epinephrine (+antimatter) https://elementscommunity.org/forum/index.php?topic=6704.msg71243#msg71243
« Reply #2 on: May 19, 2010, 06:29:50 pm »
Then i would like to hand this thing: http://elementscommunity.org/forum/index.php/topic,5333.0.html (http://elementscommunity.org/forum/index.php/topic,5333.0.html)
When i readed this post i was laughing, but if theese arent really bugs, then game has too many unwritten rules.
Off course cards cant have all details on them. But because the rules are too complicated there SHOULD be something like manual or FAQ of unwritten rules.

For example:
- Animated and epinephrined jade staff heals up to 5hp +5hp for each succesfull hit.
- Arsenic poisons opponent only when it hits him, but maximally twice per turn (per arsenic)

MrBlonde

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Re: Animate weapon + adrenaline/epinephrine (+antimatter) https://elementscommunity.org/forum/index.php?topic=6704.msg71252#msg71252
« Reply #3 on: May 19, 2010, 07:02:09 pm »
Then i would like to hand this thing: http://elementscommunity.org/forum/index.php/topic,5333.0.html (http://elementscommunity.org/forum/index.php/topic,5333.0.html)
When i readed this post i was laughing, but if theese arent really bugs, then game has too many unwritten rules.
Off course cards cant have all details on them. But because the rules are too complicated there SHOULD be something like manual or FAQ of unwritten rules.

For example:
- Animated and epinephrined jade staff heals up to 5hp +5hp for each succesfull hit.
- Arsenic poisons opponent only when it hits him, but maximally twice per turn (per arsenic)
I agree. There are a lot of "hidden" rules that should be written up somewhere.

Offline jmizzle7

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Re: Animate weapon + adrenaline/epinephrine (+antimatter) https://elementscommunity.org/forum/index.php?topic=6704.msg71262#msg71262
« Reply #4 on: May 19, 2010, 07:16:28 pm »
Zanz specifically nerfed the interaction of the venom ability with adrenaline so it is not applied with every successful hit. This made venom far too powerful. The same is true for the devourer passive ability. Everything else works as you would expect it to.

Offline Wardead

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Re: Animate weapon + adrenaline/epinephrine (+antimatter) https://elementscommunity.org/forum/index.php?topic=6704.msg71272#msg71272
« Reply #5 on: May 19, 2010, 07:25:42 pm »
These things are too complex for me. Antimatter makes Epinephrine'd creatures ignore shields if they have a Poison/Devourer ability?

kyborek

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Re: Animate weapon + adrenaline/epinephrine (+antimatter) https://elementscommunity.org/forum/index.php?topic=6704.msg71310#msg71310
« Reply #6 on: May 19, 2010, 08:11:49 pm »
No, its much simplier, antimatter makes ANY creature ignore shields... it just makes the creature heal player.
I posted it because if antimatter is combined with venom, effect is deadly

Offline Kamietsu

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Re: Animate weapon + adrenaline/epinephrine (+antimatter) https://elementscommunity.org/forum/index.php?topic=6704.msg71618#msg71618
« Reply #7 on: May 20, 2010, 06:52:25 am »
There is a comprehensive, and ever growing list of unwritten rules for the game in the newbie tutorial area: http://elementscommunity.org/forum/index.php/topic,4461.0.html

It has a lot of the things the cards don't tell you and how interactions between certain cards and players work. If you are wondering about a certain card, go to the above listed thread and check the list to see if it's there.
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twinsbuster

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Re: Animate weapon + adrenaline/epinephrine (+antimatter) https://elementscommunity.org/forum/index.php?topic=6704.msg72300#msg72300
« Reply #8 on: May 21, 2010, 12:25:37 pm »
Zanz specifically nerfed the interaction of the venom ability with adrenaline so it is not applied with every successful hit. This made venom far too powerful. The same is true for the devourer passive ability. Everything else works as you would expect it to.
I agree it is too powerful, but are there any ways to nerf?
otherwise it will be too many unwritten rules that cards always don't have the effects that written on the cards.

 

anything
blarg: