*Author

Offline waterzx

  • Sr. Member
  • ****
  • Posts: 730
  • Reputation Power: 11
  • waterzx is taking their first peeks out of the Antlion's burrow.waterzx is taking their first peeks out of the Antlion's burrow.
  • New to Elements
  • Awards: Slice of Elements 3rd Birthday Cake
Re: All or Nothing | All or Somewhat https://elementscommunity.org/forum/index.php?topic=37724.msg474134#msg474134
« Reply #12 on: March 25, 2012, 11:10:14 am »
False, it only gives you one last chance. More dangerous and even less effective than playing one Miracle or some healing spells.
The problem does not occur in the magnitude of the damage/healing.

The problem is, you will only use it in two situations :

1.You can win the game if opponent receives 40 damage

2.You will lose the game if you do not get 40 healing, and that extra 40HP can help you win the game.

Now you can see, this card is like " 50% to win this game"

Miracle is more powerful but the fact that it's not probability based makes it acceptable in the game.

Offline SchlonzTopic starter

  • Jr. Member
  • **
  • Posts: 69
  • Reputation Power: 1
  • Schlonz is a Spark waiting for a buff.
  • New to Elements
Re: All or Nothing | All or Somewhat https://elementscommunity.org/forum/index.php?topic=37724.msg474278#msg474278
« Reply #13 on: March 25, 2012, 07:58:22 pm »
Here are the comments of noble OldTrees regarding balance:

Theme: Entropy is usually but not always random / chaotic.
Balance:
Whenever a cost is paid a benefit of on average equal value should be obtained.
Unupped you pay 3 :entropy + the rest of your  :entropy + 1 card to get 1 of 4 results
What is the average result?
The average of 25% of healing you 40hp + 25% of damaging you 40hp + 25% of healing the opponent 40hp + 25% of damaging the opponent 40hp is nothing
Conclusion: There needs to be a greater benefit on average than nothing so it would match the cost of 3 :entropy + the rest of your  :entropy + 1 card.

Average hp you heal is valued at: 3 :life + 1card for 20hp
or (X+1) * 5hp healed for X :life + 1 card.
Average damage dealt to opponent is valued at: 6 :air + 1turn + 1card for 20 damage
or (X+1) * 2.5hp damaged for X :air + 1 card.

The absorbing Entropy is probably not going to be needed.

The hp being secured on the upgraded means it will not be played until hp remaining is less than the maximum damage it could deal you. Hence the average damage it deals you for the purposes of balance calculations is low.

 

blarg: