http://elementscommunity.org/forum/index.php/topic,33346.0.html
Could you please give feedback on ^? Main things to consider PU, and that all of the powerful combos you can do with it have a lot of separate cards involved.
The Core of the idea is the effect:
"Any spell or skill that affects this card will also affect other Holy Runes."
The "up to 5" and "you control" clauses are unnecessary and do not have obvious thematic justifications.
This ability is primarily balanced by equal effect for positive and negative effects. However the current notes exclude certain negative effects resulting in less inherent balance. I would recommend removing this bias. Without that bias the positive and negative effects tend to cancel out.
CC would turn into Mass CC. Lightning would deal 5 damage to each
Mass CC would turn into incredibly large Mass CC. Thunderstorm would deal X damage to each
Buffs would turn into Mass Buffs. Blessing would add +3X attack total
Something important to remember is Buffs would get 1 attack before CC could be used. As such the stats should start subpar.
Fractal and Mitosis have enhancing effects on the original combo. Fractal increases the number of Holy Runes by ~6 each use. Mitosis increases the number of Holy Runes by the number at the time of casting per turn. Parallel Universe does not affect any Holy Rune therefore it does not trigger the ability.
Summary of Enhancers:
Fractal + Blessing + 2 Holy Runes: ~ 8 Blessed Holy Runes for 10 |9 + 3 |2 +2 cards + cost of 8 Holy Runes
Mitosis + Blessing + 2 Holy Runes: ~ 6 Blessed Holy Runes for 5 |4 + 3 |2 +2 cards + cost of 6 Holy Runes
Summary:
Remove the clauses and the buff bias, forget about Parallel Universe because it never had an effect and nerf the stats drastically.
1|1 / 2|2 stats for 3 might be a good start.
1|6 / 2|6 stats for 4 is riskier but also a potential starting place.
Ahh. I agree on everything except for two things.
1) I'd like to keep the stats as is. Is getting that one turn of burst damage before CC kicks in too powerful? The stat boosts will still deal damage equal to the boosts they give (ie Blessing will still deal 3 damage regardless of base stats).
2) I actually agree with "making single CC mass CC and still kill all copies" now but is that even programmable? Before United can be triggered, the actual effect needs to be identified. But if the effect occurs first and HR dies, United cannot be triggered.
Blessing alone can make a very strong strategy: Blessed Pegasus is already very powerful and is a duo ability, this is completely mono and stronger. I don't think this is a balanced concept: just think of all the problems we had with SoR+DejaVu (which is pretty similar if you think about it).
Except that the cost in card number is different...
Pegasus: 2 blessing and 1 pegasus to double the effects of 2 blessing
Rune: 1 blessing and 4 rune to quadruple the effects of 1 blessing
...and that the cost in quanta is different
Buffs+Deja Vu+SoR: Around one turn of 2 towers/pends and 1 snova of quanta.
Buffs+Rune: Around two turns of 3-4 Light towers.
Taking into consideration only bonus damage rather than base damage:
| 1 CREATURE | 2 CREATURES | 3 CREATURES | 4 CREATURES | 5 CREATURES | 6 CREATURES |
1 BLESSING | 6 vs 3 | 6 vs 6 | 6 vs 9 | 6 vs 12 | 6 vs 15 | 6 vs 18 |
2 BLESSING | 12 vs 6 | 12 vs 12 | 12 vs 18 | 12 vs 24 | 12 vs 30 | 12 vs 36 |
3 BLESSING | 18 vs 9 | 18 vs 18 | 18 vs 27 | 18 vs 36 | 18 vs 45 | 18 vs 54 |
4 BLESSING | 24 vs 12 | 24 vs 24 | 24 vs 36 | 24 vs 48 | 24 vs 60 | 24 vs 72 |
5 BLESSING | 30 vs 15 | 30 vs 30 | 30 vs 45 | 30 vs 60 | 30 vs 75 | 30 vs 90 |
6 BLESSING | 36 vs 18 | 36 vs 36 | 36 vs 54 | 36 vs 72 | 36 vs 90 | 36 vs 108 |
So you have an initial advantage with pegasus (faster effect) that, depending on the number of creatures drawn, decreases rapidly.
Add that creatures without blessings is better than blessings without creatures, and that Holy Runes are faster (turn 1 double/triple/multiple damage increase instead of turn 2). Also, no Air quanta needed to Dive.
This is true. However, depending on Rune's cost and stats you could have a very stable and durable 4-5 turn win deck. Nothing strange? Not until you factor in easy miracles. Think of an immorush speed deck that can Miracle multiple times in a game...
But my argument was based on maximum amount of damage for a certain number of cards
Number of cards | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
Pegasus (extra) damage | 6 | 12 | 18 | 24 | 30 | 36 | 36 | 36 | 36 | 36 | 36 |
Rune (extra) damage | 3 | 6 | 12 | 18 | 27 | 36 | 48 | 60 | 75 | 90 | 108 |
As you can see, Rune surpasses Pegasus only when you draw 8 out of the 12 combo cards. What does this mean? That means that, in most starting hands, Pegasus will do more damage for the first three turns because the amount of combo cards in the starting hand is always less than eight (if you include non-combo quanta producers in the starting hand), and the 10 cards drawn by turn three will probably have less than 8 combo cards (three turns of two towers is a bit low for 4 runes and 4 blessings, eh?). Also, consider the chance of drawing 4 runes and 4 blessings within 4-5 turns. 4/6 is 60% of the deck; for most games, the fourth rune/blessing would likely show up somewhere around the twelfth turn. So runes can be no faster than pegasii. Maybe more consistent, but not faster.
@The Mormegil
@patchx94
Thanks for the tables.
Remember it is easier to draw a 3+4 card set than a 1+6 card set.
3 of Card A and 4 of Card B out of 6 Card As and 6 Card Bs is 0.277777778
3 of Card B and 4 of Card A out of 6 Card As and 6 Card Bs is 0.277777778
1 of Card A and 6 of Card B out of 6 Card As and 6 Card Bs is 0.055555556
3+4/4+3 Holy Rune combo out of 6 Card As and 6 Card Bs is 0.555555556
1+6 Pegasus combo out of 6 Card As and 6 Card Bs is 0.055555556
Holy Rune is 10 times more likely to draw its optimum 7 card combo.
The following table shows the probability of each card split assuming that number of combo cards has been drawn.
| Card A | 1 | 2 | 3 | 4 | 5 | 6 |
Card B | | 0.5 | 0.25 | 0.125 | 0.0625 | 0.03125 | 0.015625 |
1 | 0.5 | 0.5 | 0.375 | 0.25 | 0.15625 | 0.09375 | 0.055555556 |
2 | 0.25 | 0.375 | 0.375 | 0.3125 | 0.234375 | 0.166666667 | 0.117647059 |
3 | 0.125 | 0.25 | 0.3125 | 0.3125 | 0.277777778 | 0.235294118 | 0.199052133 |
4 | 0.0625 | 0.15625 | 0.234375 | 0.277777778 | 0.294117647 | 0.298578199 | 0.308823529 |
5 | 0.03125 | 0.09375 | 0.166666667 | 0.235294118 | 0.298578199 | 0.370588235 | 0.5 |
6 | 0.015625 | 0.055555556 | 0.117647059 | 0.199052133 | 0.308823529 | 0.5 | 1 |
Combo Cards Drawn | 2 | 3 | 4 | 5 | 6 | 7 |
Extra damage Pegasus | 0,6,0 | 0,6,12,0 | 0,6,12,18,0 | 0,6,12,18,24,0 | 0,6,12,18,24,30,0 | 6,12,18,24,30,36 |
Extra damage Holy Rune | 0,3,0 | 0,6,6,0 | 0,9,12,9,0 | 0,12,18,18,12,0 | 0,15,24,27,24,15,0 | 18,30,36,36,30,18 |
Average Pegasus | 3 | 6.75 | 10.5 | 14.0625 | 17.4375 | 21 |
Average Rune | 1.5 | 4.5 | 9 | 15 | 22.5 | 32 |
Ararahragh complicated graphs
Not sure if I can follow along but
All I can say is that due to card draws, Blessed Runes has an exponential growth rate. So Blessed Runes should be better for PvE like Arena, and Blessed Pegusii for PvP or Ai 3-.
Blessed Pegusii's optimal hand of 7 cards deals the same amount of damage regardless of whether it's 1+6 or 6+1 or anything in between; only the quanta usage is different. IMO a well built Blessed Pegusii deck should be prepared to do multiple dives per turn.
I'll probably edit the OP in one go, when I get the art, stats, and other specifics set in stone.