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Offline OdinVanguard

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Re: Infinite Map | Universal Map https://elementscommunity.org/forum/index.php?topic=52687.msg1112988#msg1112988
« Reply #12 on: December 02, 2013, 04:49:10 pm »
Isn't quanta generation considered to be an innate active skill(can be loboed)?
If yes the temple has 2 active skills.
So far creatures that only generate quanta do so using an active skill ... i.e. firefly, RoL, etc... however, quanta generation is accomplished by devourer using a passive skill that also sucks quanta from opponent, so I think the generation could be left as a passive and be ok.

... The golden knight is a bit anticlimactic. It really should be much more powerful considering the great amount of effort it takes to begin procuring them.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline OdinVanguard

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Re: Infinite Map | Universal Map https://elementscommunity.org/forum/index.php?topic=52687.msg1113001#msg1113001
« Reply #13 on: December 02, 2013, 06:16:12 pm »
Ok, heres my suggestion:
Make the golden knight be a *|2 creature with text:
"Immaterial.
Golden Knight's attack is equal to the number of Golden Knights on your side."

The immaterial is there to prevent fractal abuse, while the other ability (attack version of swarm) is to allow the damage to ramp up quickly.

In most cases this ends up becoming OP very easily, but considering how difficult it is to get this card rolling it might work out here.

The total damage dealt by using n palaces each turn for t turns will scale as:
(n*t)^3 / 3 + (n*t)^2 / 2 + (n*t) / 6

or:
1 palace
turndamage this turntotal damage over all turns
111
245
3914
41630
52555
63691
749140
864204

The average game with good unupgraded decks lasts around 8 to 10 turns... with upgraded decks that drops to about 7 to 9 turns.
it takes 5 turns to get your first knight out though, so you only get 3 turns worth with the unupgraded or 2 with upgraded... it may be good to drop the delay on the map a bit or just remove it and add a delay to the Temple / Fort.

The spoiler below shows the scaling if you get n Temples / Forts going at the same time.

Spoiler for additional tables:
2 palaces
turndamage this turntotal damage over all turns
144
21620
33656
464120
5100220
6144364
7196560
8256816

3 palaces
turndamage this turntotal damage over all turns
199
23645
381126
4144270
5225495
6324819
74411260
8529 (capped at 23 knights)1789

4 palaces
turndamage this turntotal damage over all turns
11616
26480
3144224
4256480
5400880
6529 (capped at 23 knights)1409

5 palaces
turndamage this turntotal damage over all turns
12525
2100125
3225350
4400750
5529 (capped at 23 knights)1279

6 palaces
turndamage this turntotal damage over all turns
13625
2144125
3324350
4529 (capped at 23 knights)879

With 4 plus this scales insanely fast, but getting that many out and function over the span of an average game may be tricky.
Also, it would encourage use of shields such as fire buckler, spines, and skull shield since they would be the only really effective means of killing knights... although other shields would definitely help as well.
« Last Edit: December 02, 2013, 06:22:18 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline Jyiber

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Re: Infinite Map | Universal Map https://elementscommunity.org/forum/index.php?topic=52687.msg1113073#msg1113073
« Reply #14 on: December 03, 2013, 03:34:28 am »
What I would do:

A) Make the time temple do something more interesting. Ideas:
-Generate more quanta (2-3 per turn),
-a new passive time mechanic,
-limit the number of knights summon-able but make them more potent (better stats and/or useful skill)

B) Give the knight a interesting passive skill that's dependent on other knights or temples.
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Offline Scars

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Re: Infinite Map | Universal Map https://elementscommunity.org/forum/index.php?topic=52687.msg1114163#msg1114163
« Reply #15 on: December 09, 2013, 03:15:59 am »
I would just increase the damage of the knights, like, 5|5 or something, or simply give it an ability to use. Maybe something original. :o
Never, ever play leap frog with a unicorn.

Offline OdinVanguard

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Re: Infinite Map | Universal Map https://elementscommunity.org/forum/index.php?topic=52687.msg1114263#msg1114263
« Reply #16 on: December 09, 2013, 07:23:13 pm »
What I would do:

A) Make the time temple do something more interesting. Ideas:
-Generate more quanta (2-3 per turn),
-a new passive time mechanic,
-limit the number of knights summon-able but make them more potent (better stats and/or useful skill)

B) Give the knight a interesting passive skill that's dependent on other knights or temples.
I like the idea of making the knights have a passive skill that is dependent on other knights as well.

In any case, knights are too wake to make this useful right now.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline iskelion

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Re: Infinite Map | Universal Map https://elementscommunity.org/forum/index.php?topic=52687.msg1114662#msg1114662
« Reply #17 on: December 11, 2013, 06:14:09 pm »
its easier, simpler, and cost-wise to just: affla+own creature

 

blarg: