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Offline skyironsword

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Re: Instability | Drastic Instability https://elementscommunity.org/forum/index.php?topic=54745.msg1140588#msg1140588
« Reply #12 on: June 17, 2014, 12:06:08 am »
What I think should happen for the following four:

Negative quanta cost: Spell gives quanta.
Negative ability cost: Skill gives quanta.

Negative dissipation: Generates quanta to absorb zero damage.

Negative solar shield: Increase damage, drain light quanta for each hit.

Offline iDaire

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Re: Instability | Drastic Instability https://elementscommunity.org/forum/index.php?topic=54745.msg1140606#msg1140606
« Reply #13 on: June 17, 2014, 01:52:44 am »
Might as well make a list of what happens if you get negative numbers.

Note that the biggest number drastic instability can reduce by is -4.
Numbers bigger than 5 are not talked about.

 :chroma
Negative quanta cost: Spell costs 0.
Negative ATK/weapon/damage: Heal the opponent.
Negative HP: Death at the end of the turn.
Negative healing: Damage you.
Negative ability cost: Skill costs nothing.
Negative quanta generation: Drains quanta of the particular element.
Negative shield: Deal more damage.
Negative mark buff (from dirk/gavel/bow): Decrease damage. May heal.
Negative ATK buff (Rage potion, blessing): Decrease ATK.
Negative HP buff (Plate armour, blessing): Decrease HP. May kill.
Negative card draw (SoSeren): Nothing.

 :entropy
Negative nova: Drain quanta from each element.
Negative dissipation (Absorb quanta): Gives quanta of the particular element.
Negative dissipation (Negate damage): Increases damage.

 :death
Neagtive poison: Give purify counters.
Negative bone wall (7 when played): Card does nothing (Although you can't get down to minus 7.)
Negative bone wall (Gain 2 when a thing dies): Lose shields.
Negative boneyard: Nothing.

 :earth
Negative stone skin: Reduces maximum HP. May damage.
Negative warden delay: Reduce the delay, then remove delay if there is any.
Negative earthquake: Gives pillars/pendulums.

 :life
Negative photosynthesis: Lose life quanta.

 :fire
Negative SoBra: No card draw.

 :water
Negative freeze: Reduces freeze, then remove freeze if there is any.
Negative purify: Poison.

 :light
Negative solar shield: Increase damage. Light quanta gain is unaffected.
If you're somehow < 5 maximum HP, miracle can kill you if it gets a positive draw.

 :air
Negative sky blitz: Sky blitz doesn't happen. Positive sky blitz lasts multiple turns.

 :time
Negative procrastination: Nothing.
Negative sundial: Sundial is destroyed instanty.
Negative SoR: You cannot use skills this turn. You can get positive SoR and get 6 cards from one nymph.

 :darkness
Negative Cloak: Instant destruction.
Negative vampire ATK: Heal the enemy, damage your opponent.
Negative drain life damage: Heal the target, damage yourself.
Negative nightmare: Damage yourself, heal the opponent.
Negative SoV: Increase opponent's maximum HP.

 :aether
Negative dim shield: Instant destruction.

Watch there be a new post... .-.
















I just realised this card makes SoSac FUN.
What the flab? All NUMBERS on cards fluctuate. Nothing about effect. This thread just got psychotic. Change the card text or notes to verify the card.

Offline EspithelTopic starter

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Re: Instability | Drastic Instability https://elementscommunity.org/forum/index.php?topic=54745.msg1140652#msg1140652
« Reply #14 on: June 17, 2014, 12:04:26 pm »
What the flab? All NUMBERS on cards fluctuate. Nothing about effect. This thread just got psychotic. Change the card text or notes to verify the card.

All numbers on all cards fluctuate,
All cards mentioned on that grid has a number, and that tells you what happens when you get a negative number.
It's EVERYTHING about effect. Number-based effects.

What I think should happen for the following four:

Negative quanta cost: Spell gives quanta.
Negative ability cost: Skill gives quanta.

Negative dissipation: Generates quanta to absorb zero damage.

Negative solar shield: Increase damage, drain light quanta for each hit.

Negative quanta cost/ability cost feels slightly OP. -4 with drastic, fractal a spark, get 36 aether quanta.
Gain 3 life spammable with photosynthesis...
Better to just cap it off at zero. This card is already psychotically broken. ;-;

Dissipation says "Drain 1 entropy quanta to negate 3 damage". So it whether it gives quanta isn't questionable.
The question is what happens if you absorb -1 damage.
If you have a 4 | 4 out, and the opponent has a dissipation shield and 1 :entropy out, does the opponent get dealt 1?
If yes, then it increases damage.
If no, then it does 0 damage.

And solar shield... Reduce damage by 1 to gain 1 light quanta... Increase damage, drain quanta. Indeed.

Spoiler for What happens when you get negative numbers:
Note that the biggest number drastic instability can reduce by is -4.
Numbers bigger than 5 are not listed.

 :chroma
Negative quanta cost: Spell costs 0.
Negative ATK/weapon/damage: Heal the opponent.
Negative HP: Death at the end of the turn.
Negative healing: Damage you.
Negative ability cost: Skill costs nothing.
Negative quanta generation: Drains quanta of the particular element.
Negative shield: Deal more damage.
Negative mark buff (from dirk/gavel/bow): Decrease damage. May heal.
Negative ATK buff (Rage potion, blessing): Decrease ATK.
Negative HP buff (Plate armour, blessing): Decrease HP. May kill.
Negative card draw (SoSeren, SoBra, Precog): Nothing.

 :entropy
Negative nova: Drain quanta from each element.
Negative dissipation (Absorb quanta): Gives quanta of entropy(unupped)/random(upped) element.
Negative dissipation (Negate damage): Increases damage.

 :death
Neagtive poison: Give purify counters.
Negative bone wall (7 when played): Card does nothing (Although you can't get down to minus 7.)
Negative bone wall (Gain 2 when a thing dies): Lose shields.
Negative boneyard: Nothing.

 :earth
Negative stone skin: Reduces maximum HP. May damage.
Negative warden delay: Reduce the delay, then remove delay if there is any.
Negative earthquake: Gives pillars/pendulums.

 :life
Negative photosynthesis: Lose life quanta.

 :fire
Negative SoBra: No card draw.

 :water
Negative freeze: Reduces freeze, then remove freeze if there is any.
Negative purify: Poison.

 :light
Negative solar shield: Increase damage. Light quanta gain is unaffected.
If you're somehow < 5 maximum HP, miracle can kill you if it gets a positive draw.

 :air
Negative sky blitz: Sky blitz doesn't happen. Positive sky blitz lasts multiple turns.

 :time
Negative procrastination: Nothing.
Negative sundial: Sundial is destroyed instanty.
Negative SoR: You cannot use skills this turn. You can get positive SoR and get 6 cards from one nymph.

 :darkness
Negative Cloak: Instant destruction.
Negative vampire ATK: Heal the enemy, damage your opponent.
Negative drain life damage: Heal the target, damage yourself.
Negative nightmare: Damage yourself, heal the opponent.
Negative SoV: Increase opponent's maximum HP.

 :aether
Negative dim shield: Instant destruction.

Offline skyironsword

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Re: Instability | Drastic Instability https://elementscommunity.org/forum/index.php?topic=54745.msg1140665#msg1140665
« Reply #15 on: June 17, 2014, 02:43:02 pm »
Fractaling a spark will average out at 0 cost, since you're just as likely to get -4 for each as you are 4. Actually, spark might not be affected, since technically it has no number in its cost.

Offline dragtom

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Re: Instability | Drastic Instability https://elementscommunity.org/forum/index.php?topic=54745.msg1140728#msg1140728
« Reply #16 on: June 17, 2014, 09:51:42 pm »
nova should give between 8 and 16 quanta,
having up to 4 random elements lose or gain 1 quanta
(which means that if quanta generation>11, each element gains 1 quanta).
similar for supernova.

why not have boneyard generate multiple skely's?
be quick- time is quanta.

Offline Submachine

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Re: Instability | Drastic Instability https://elementscommunity.org/forum/index.php?topic=54745.msg1140734#msg1140734
« Reply #17 on: June 17, 2014, 10:18:47 pm »
Does it affect player hands or only played cards?
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Offline EspithelTopic starter

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Re: Instability | Drastic Instability https://elementscommunity.org/forum/index.php?topic=54745.msg1140835#msg1140835
« Reply #18 on: June 18, 2014, 02:09:23 pm »
It affects any card that is played whilst instability is active and ATK and HP and ability cost on the field, Submachine.
I would assume sanctuary stops instability.

Boneyard can generate multiple skellies if the number is positive.

Nova generates X quanta for each element because nova generates 1 quanta for each element.
In the code, I'd imagine it does this:
 :entropy quanta +1
 :death quanta +1
 :gravity quanta +1
Etc.
Which is why drastic instability, if it goes into a negative effect, does this:

 :entropy quanta -X
 :death quanta -X
 :gravity quanta -X
Etc.

The effect of a negative number is determined by a card's coding, if nerfs given should the effect be somewhat OP.

Offline EspithelTopic starter

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Re: Instability | Drastic Instability https://elementscommunity.org/forum/index.php?topic=54745.msg1141303#msg1141303
« Reply #19 on: June 20, 2014, 09:26:52 pm »
That new art is actually annoying me now. And it shouldn't...

 

anything
blarg: