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AngeDeMort

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Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg343880#msg343880
« on: May 31, 2011, 03:10:58 pm »
NAME:
Blood Jelly
ELEMENT:
Darkness
COST:
8 :darkness
TYPE:
Creature
ATK|HP:
A|H
TEXT:
Gains attack and health based on how much health you're missing
NAME:
Gore Jelly
ELEMENT:
Darkness
COST:
8 :darkness
TYPE:
Creature
ATK|HP:
A|H
TEXT:
Gains attack and health based on how much health you're missing
ART:
modified this: http://www.sxc.hu/photo/1226849
IDEA:
AngeDeMort
NOTES:
Unupped formula: A = 14*(Max HP- current HP)/Max HP
                             H = (14*(Max HP- current HP)/Max HP) + 1

Upped formula:     A = (16*(Max HP- current HP)/Max HP) + 1
                             H = (16*(Max HP- current HP)/Max HP) + 2All the values are rounded down
SERIES:

AngeDeMort

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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376164#msg376164
« Reply #1 on: August 06, 2011, 05:50:20 am »
Decided to dust this off, any comments?

Offline rosutosefi

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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376165#msg376165
« Reply #2 on: August 06, 2011, 05:57:07 am »
What happens when you use Shard of Divinity?
Not so active.

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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376167#msg376167
« Reply #3 on: August 06, 2011, 05:59:01 am »
Formula should use max HP instead of 100. Also, shouldn't be written on the card (check: Catapult|Trebuchet). Should just read something like 'Attack and HP increase as you lose health'.
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AngeDeMort

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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376178#msg376178
« Reply #4 on: August 06, 2011, 06:08:50 am »
What happens when you use Shard of Divinity?
I had forgotten about cards like SOD and stone skin, now that you mention them it should be max hp - current hp

Formula should use max HP instead of 100. Also, shouldn't be written on the card (check: Catapult|Trebuchet). Should just read something like 'Attack and HP increase as you lose health'.
Your right I'll change it soon, I thought having the formula on the card looked funny when I revisited this

AngeDeMort

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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376468#msg376468
« Reply #5 on: August 06, 2011, 06:19:31 pm »
Made the changes to the card, any more comments, concerns about balance, etc?

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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376474#msg376474
« Reply #6 on: August 06, 2011, 06:30:47 pm »
I'm assuming that this card's att/def will change based on your current hp, so healing yourself would weaken it, right?  Just want to check.

It's quite a creative card; I'm not sure if it's overpowered or not, though.  It does seem like it would be very powerful in speed decks, but on the flip side it's mostly useless if you are playing a stall deck with SoGs and the like.

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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376477#msg376477
« Reply #7 on: August 06, 2011, 06:37:41 pm »
Max HP possible is 500

Current max possible Jelly base stats are:
Unupped: 499/8|1+499/6 = 62|84
Upgraded: 499/6|1+499/5 = 83|100

However these stats require heavy usage of  :earth for Stoneskin and probably the new Shard of Sacrifice to be stable at 1hp for a couple of turns.
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AngeDeMort

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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376492#msg376492
« Reply #8 on: August 06, 2011, 07:11:20 pm »
Max HP possible is 500

Current max possible Jelly base stats are:
Unupped: 499/8|1+499/6 = 62|84
Upgraded: 499/6|1+499/5 = 83|100

However these stats require heavy usage of  :earth for Stoneskin and probably the new Shard of Sacrifice to be stable at 1hp for a couple of turns.
*whistles* that is a strong creature but it would require a lot of set up like you said, so is the recommendation to decrease the growth rate or keep it the same?

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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376498#msg376498
« Reply #9 on: August 06, 2011, 07:19:06 pm »
Would it be to a player's advantage for part of the cost is damage to that player?
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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376515#msg376515
« Reply #10 on: August 06, 2011, 08:03:33 pm »
Max HP possible is 500

Current max possible Jelly base stats are:
Unupped: 499/8|1+499/6 = 62|84
Upgraded: 499/6|1+499/5 = 83|100

However these stats require heavy usage of  :earth for Stoneskin and probably the new Shard of Sacrifice to be stable at 1hp for a couple of turns.
*whistles* that is a strong creature but it would require a lot of set up like you said, so is the recommendation to decrease the growth rate or keep it the same?
I made no comment. I did not say if it was UP, Balanced or OP. However it does need to cost more than 3 :darkness

Would it be to a player's advantage for part of the cost is damage to that player?
Seconded.

I suggest changing the stat formula to be more similar to Catapult
[Constant] * ([Max Hp] - [Current Hp]) / ([Constant] + [Max Hp] - [Current Hp]) Rounded down
This would have a max of [Constant]
loss HpValue
10hp0.50*Constant
20hp0.67*Constant
30hp0.75*Constant
40hp0.80*Constant
50hp0.83*Constant
60hp0.86*Constant
70hp0.88*Constant
80hp0.89*Constant
90hp0.90*Constant
For example of [Constant]=15 then the values for every 10 hp loss would be [7,10,11,12,12,12,13,13,13]

With this system I would recommend a cost of 10hp as part of the cost.
Alternatively it could deal some damage to its controller per turn.
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AngeDeMort

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Re: Blood Jelly | Gore Jelly https://elementscommunity.org/forum/index.php?topic=27056.msg376647#msg376647
« Reply #11 on: August 07, 2011, 03:10:57 am »
A natural log type growth rate, it definitely fixes the high cap problem but I'm not a fan of how fast it grows initially I was thinking about a more linear growth rate, I experimented for awhile and came across something like:

constant * ((max hp - hp)/max hp)
essentially its a constant number multiplied by the percent of of health you have lost, so whatever percent health you've lost you get that percentage of the constant as damage

caps at the constant and has a more linear growth, hows it looks?

The damage player on summon/per turn sounds good but I think I'd rather leave that up to the opponents creatures since darkness is more about manipulating the opponents resources than self harm for gain

 

blarg: