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Offline Kuroaitou

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Re: Asmodius | Asmodius https://elementscommunity.org/forum/index.php?topic=10705.msg133910#msg133910
« Reply #12 on: August 08, 2010, 08:42:19 pm »
Zanz already solved this problem.
SoR + Rustler = only one use per turn
Oh snap! Nice catch. :) I totally forgot about that.

As for the card, I guess it would work best if you give different probabilities:

[...]

Then write the ability description like this:
Relief:
Target creature's stats are randomly changed, usually for your advantage, but not always. Can be used multiple times per turn.


The full description would be in the 'notes' section. (For example adrenaline and mutation have very complex effects but their text does not have to explain it in detail).
Isn't it a bit weird though to change a creature's stats with repeated uses (more so that you can with Chaos Power)? I just feel weird about the concept of a creature being able to (potentially) buff an ally creature/weaken an enemy creature to the point of either getting something ridiculously strong or killing it outright/potentially giving it a negative attack value (by 'stats', you refer to both attack and HP), which seems broken.

Oh well. It sounds better than taking a creature by force, I suppose.

Offline Xinef

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Re: Asmodius | Asmodius https://elementscommunity.org/forum/index.php?topic=10705.msg133975#msg133975
« Reply #13 on: August 08, 2010, 10:40:32 pm »
Well, balancing such an ability might be hard but we can always look at the most similar abilities. Possibility to use the ability many times makes it stronger, so to be balanced it should be less cost efficient than those abilities:

Fire Nymph / Red Nymph
Rage :fire :fire :fire
+5 / -5
Rage :fire :fire :fire :fire
+6 / -6

Earth Nymph
Petrify :earth :earth :earth :earth
+0 / +20
6 turn stasis

Owl's Eye
:air :air 3 damage to target creature


These are the most similar effects I've found, giving a repeatable ability to change a creature's stats. It seems the ability to lower hp by 3 costs 2 quanta, while ability to increase attack by 6 costs 4 quanta at the additional expense of 6 hp (or just 6 damage for 4 quanta if used offensively). So it's roughly 3/2 stat point per quanta.

I guess an ability usable multiple times per turn should be roughly 1.5 or 2 times less efficient, so let's give it 3/3 ratio. So if the ability is to give (or take) on average ~3 attack and ~3 defense it should cost 6 quanta... quite expensive, but it's a very versatile ability and if you have a lot of :entropy it allows you to eg. kill all opposing creatures, or buff an army of scorpions, buff Deja Vu, creatures with dive etc...

or make it change stats by an average of ~1 and a cost of 2... or change a random stat (either attack or defense) ~3 for 3...



I hope this helps to balance the card. I don't guarantee my calculations are worth anything, especially because there are such factors as - increasing attack, decreasing attack and decreasing hp should be more expensive than increasing hp... but still it's the best I could think of for now.
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