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WakSkylicker

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Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg255008#msg255008
« on: January 23, 2011, 09:02:13 am »
NAME:
Flash Fire
ELEMENT:
Fire
COST:
2 :fire 
TYPE:
Creature
ATK|HP:
2|0
TEXT:
Fiery - Deal 2+X damage at the end of every turn. X is the number of  :fire you own, divided by 5
NAME:
Flash Fire
ELEMENT:
Fire
COST:
1 :fire
TYPE:
Creature
ATK|HP:
2|0
TEXT:
Fiery - Deal 2+X damage at the end of every turn. X is the number of  :fire you own, divided by 5
ART:
photouten - http://www.freedigitalphotos.net/images/Space_and_Science_Fi_g289-Sun_In_Space_p26861.html
IDEA:
WakSkylicker
NOTES:
This is my first card idea :)
SERIES:
None

Offline Jappert

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg255022#msg255022
« Reply #1 on: January 23, 2011, 09:37:57 am »
I really like th idea but somehow I think this is going to abused.

Considering Fire already has the best nukes in this game (fahrenheit after lots of  :fire, same goes for fire bolt) I don't know if they need another one. Combined with the earlier mentioned cards I think this would be a bit to much (also considering the cost).

I still lvoe the idea, but maybe it'd be better as a time/gravity bomb? With the exact same effect.

Offline OldTrees

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg255106#msg255106
« Reply #2 on: January 23, 2011, 12:22:09 pm »
This is my first card idea :)
Welcome
Anyway, how do you insert the fire element icon in the picture?
Use this its easier (http://elementscommunity.org/forum/index.php/topic,7251.0.html)
To be honest I am confused at why This needs to coexist with Fire Bolt and Fahrenheit in an easily fractaled form.
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Offline xn0ize

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg255137#msg255137
« Reply #3 on: January 23, 2011, 01:25:14 pm »
get 100 fire quanta + this + buff it and what you got? acreaeture that does 33 damage per turn
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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg255141#msg255141
« Reply #4 on: January 23, 2011, 01:29:13 pm »
get 100 fire quanta + this + buff it and what you got? acreaeture that does 33 damage per turn
are that so different from farenhigh?

WakSkylicker

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg255147#msg255147
« Reply #5 on: January 23, 2011, 01:41:33 pm »
Feedback: should I, like Jappert suggested make this another element card, and if so which element?
 :death : of course with a higher quanta ratio due to soul catcher. However, it does support death triggers
 :gravity :time : lacking in damage

Offline ZephyrPhantom

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg255685#msg255685
« Reply #6 on: January 24, 2011, 12:15:29 am »
Card Balancing:

Quanta Cost =  Attack + Skill Value + HP modifier + Elemental bonus + Upgrade Bonus  (Special thanks to Oldtrees and Phantomfox for formula)

Unupped:
Attack: +2
HP : -2 (0 HP)
Skill Value: + 2 (Taking Farenheit into consideration, this gets dangerous quick with enough quanta production and buff cards, but it would require a duo decK)
Any Bonuses Applied? : No.
Final Cost: 2  :fire

Upped:
Attack: +3
HP : -2 (0 HP)
Skill Value: + 2 (Taking Farenheit into consideration, this gets dangerous quick with enough quanta production and buff cards, but it would require a duo decK)
Any Bonuses Applied? : Yes.
Upgraded cards usually get -1 or -2 cost bonus.
Final Cost: 2   :fire / 1  :fire

Changes Needed:
Raise the quanta cost by 1 for the unupgraded version, I would also recommend lowering the upgraded version's attack to 2.
Use this link instead: http://helltgivre.free.fr/elements/card_beta/  you can place the fire symbol here by clicking on the  :fire button below the card.
Use the direct image link when uploading the card to make it larger (unless that is the card's current size)
Add a period after the word "turn" in the card.
Add a period after the number "5" in the card and your table.

Thematically, it's a very interesting card! I can see this card becoming a bright flash as it attacks and explodes.  The art is very Elemental-like and fitting for a weaker creature in the  :fire element.

Offline ddevans96

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg255687#msg255687
« Reply #7 on: January 24, 2011, 12:23:22 am »
Card Balancing:

Quanta Cost =  Attack + Skill Value + HP modifier + Elemental bonus + Upgrade Bonus (Special thanks to Oldtrees for formula)
Actually it was PhantomFox who originally came up with that formula, OldTress just modified it slightly. Regardless it still works very well for determining card cost :)
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Offline Pineapple

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256024#msg256024
« Reply #8 on: January 24, 2011, 08:54:48 am »
I agree with everything Zblader has said. In addition, the description should say "2 + X" and "3 + X", not just "X." The current description implies that the attack of the creature does not affect the damage it does each turn.

Now, formatting aside, I think this card would be extremely OP because of the amount of HP buffs (Chaos Power, Blessing, Momentum) and Fractal would be deadly. I recommend that you both decrease the damage ("number of :fire you own, divided by 30" would make it do the same amount of damage as Fire Bolt/Lance* or make it immaterial so that it will die after one attack. If making it un-fractal-able or un-buff-able was not part of your card idea, then I suggest drastically reducing the damage it can do.

*EDIT: my bad, it actually does less damage than fire lance.

WakSkylicker

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256068#msg256068
« Reply #9 on: January 24, 2011, 10:50:15 am »
Card Balancing:

Quanta Cost =  Attack + Skill Value + HP modifier + Elemental bonus + Upgrade Bonus  (Special thanks to Oldtrees and Phantomfox for formula)

Unupped:
Attack: +2
HP : -2 (0 HP)
Skill Value: + 2 (Taking Farenheit into consideration, this gets dangerous quick with enough quanta production and buff cards, but it would require a duo decK)
Any Bonuses Applied? : No.
Final Cost: 2  :fire

Upped:
Attack: +3
HP : -2 (0 HP)
Skill Value: + 2 (Taking Farenheit into consideration, this gets dangerous quick with enough quanta production and buff cards, but it would require a duo decK)
Any Bonuses Applied? : Yes.
Upgraded cards usually get -1 or -2 cost bonus.
Final Cost: 2   :fire / 1  :fire

Changes Needed:
Raise the quanta cost by 1 for the unupgraded version, I would also recommend lowering the upgraded version's attack to 2.
Use this link instead: http://helltgivre.free.fr/elements/card_beta/  you can place the fire symbol here by clicking on the  :fire button below the card.
Use the direct image link when uploading the card to make it larger (unless that is the card's current size)
Add a period after the word "turn" in the card.
Add a period after the number "5" in the card and your table.

Thematically, it's a very interesting card! I can see this card becoming a bright flash as it attacks and explodes.  The art is very Elemental-like and fitting for a weaker creature in the  :fire element.
I agree with everything Zblader has said. In addition, the description should say "2 + X" and "3 + X", not just "X." The current description implies that the attack of the creature does not affect the damage it does each turn.
Thanks for the feedback  :D
Will make changes when card editor decides to stop dying on me.

Now, formatting aside, I think this card would be extremely OP because of the amount of HP buffs (Chaos Power, Blessing, Momentum) and Fractal would be deadly. I recommend that you both decrease the damage ("number of :fire you own, divided by 30" would make it do the same amount of damage as Fire Bolt/Lance" or make it immaterial so that it will die after one attack. If making it un-fractal-able or un-buff-able was not part of your card idea, then I suggest drastically reducing the damage it can do.
I already tested these in the trainer using Ash Eater (same cost). I find that:
1. Fractal - Doesn't work as well as you would think as Flash Fire costs 1 fire and it takes 15 / 10 fire quanta to even equal a ball lightning. So amassing a large amount of quanta to increase its effectivity is usually slow, risking being outrushed, in which case sparks would be better. Summary: Works as a slower version of fractal ball lightning.

2. Buffs - Doesn't work as well as suggested either. Problems faced are similar to the need to buff scorpions. Duos needed, and going duo slows down fire quanta production, thus causing Flash Fire to be less effective. Summary: Works fine as a duo but damage build up is slow.

Offline Pineapple

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256251#msg256251
« Reply #10 on: January 24, 2011, 04:02:50 pm »
Okay, but if you take fire stall and replace the Lances with Flash Fire, and you'll dramatically speed it up because Flash Fire costs the same and does six times more damage. The fact that it does more damage than a spell that already does a heck of a lot of damage and can be buffed to last longer than one single burst of damage makes it OP. Remember that weapons inherently cost cheaper to make up for the fact that you can only have 1 weapon in the weapon slot at a time. To put down multiple copies of a Fahrenheit down on the board, you need two cards and 3.3 quanta (random counts as 1/3). To put down multiple copies of Flash Fire down on the board, you need two cards and 2 quanta. (4 if you add +2 for duo-ing). See the problem? This card is much more OP than even the weapon-producing mitosis.

Offline ZephyrPhantom

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256430#msg256430
« Reply #11 on: January 24, 2011, 08:38:39 pm »
I already tested these in the trainer using Ash Eater (same cost). I find that:
1. Fractal - Doesn't work as well as you would think as Flash Fire costs 1 fire and it takes 15 / 10 fire quanta to even equal a ball lightning. So amassing a large amount of quanta to increase its effectivity is usually slow, risking being outrushed, in which case sparks would be better. Summary: Works as a slower version of fractal ball lightning.

2. Buffs - Doesn't work as well as suggested either. Problems faced are similar to the need to buff scorpions. Duos needed, and going duo slows down fire quanta production, thus causing Flash Fire to be less effective. Summary: Works fine as a duo but damage build up is slow.
Okay, but if you take fire stall and replace the Lances with Flash Fire, and you'll dramatically speed it up because Flash Fire costs the same and does six times more damage. The fact that it does more damage than a spell that already does a heck of a lot of damage and can be buffed to last longer than one single burst of damage makes it OP. Remember that weapons inherently cost cheaper to make up for the fact that you can only have 1 weapon in the weapon slot at a time. To put down multiple copies of a Fahrenheit down on the board, you need two cards and 3.3 quanta (random counts as 1/3). To put down multiple copies of Flash Fire down on the board, you need two cards and 2 quanta. (4 if you add +2 for duo-ing). See the problem? This card is much more OP than even the weapon-producing mitosis.
After quickly running through a few possibilities, I understand why Patch conisiders this OP despite 0 HP.  Momentum(2|1 quanta) and Fractal (Hold up until 10  :aether , get an OTK) only augment the card's danger level, which is already pretty dangerous to start with in such a situation.  Doubling the divide to 10 still makes it 3 times as fast.  My suggestion is the following:

Make Flash Fire's attack X, where X = # of fire quanta you have/20.
OR
Give the ability a damage cap.  I think a damage cap of 5 would work.

 

anything
blarg: