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Offline mildlyfrightenedboyTopic starter

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Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403161#msg403161
« on: October 03, 2011, 04:04:19 am »
NAME:
Stopwatch
ELEMENT:
Time
COST:
:time
TYPE:
Permanent
ATK|HP:
TEXT:
:time : Jump Forward
Both players lose four percent of their maximum health.  This damage cannot be avoided.
NAME:
Broken Stopwatch
ELEMENT:
Time
COST:
:time
TYPE:
Permanent
ATK|HP:
TEXT:
:time : Jump Backward
Both players gain four percent of their maximum health.  Usable many times per turn.
ART:
http://www.sxc.hu/photo/852177
IDEA:
MildlyFrightenedBoy
NOTES:
Used to speed up or slow down the same to your liking.
And yes, that is correct - by upgrading it, you pay 1.5k electrum to break it.
Way to use it:  Keep both upgraded and unupgraded ones in your deck.  Screw False Gods.
When you are about to die, turn back time.  When you are about to win, fast forward.
However, if you are about to EM and are close to your max health, but not entirely there, you can turn time back just slightly so you can still get the kill that turn with max health.  It's all up to you; time is now under your control.
Note: This does not affect your maximum health.  If 4% of your maximum health is a fraction, it is rounded up.
My original idea was way too complex - instead of taking 4% of your maximum life as damage, I tried to make it as if all of the creatures attacked (Something like ":time : Fast Forward - Both players take damage equal to the opponent's creature's total attack power"), but it was difficult to word without it seeming like the shield would be taken into account after the total attack power was calculated, but then I also have to make a second version for healing, and then fitting it all in the box... Yeah-no.
SERIES:
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
Orianna made a sound that supposed to a girl's squeal of glee and hugged The Ball. While it might have been touching, it was unfortunately only horrifying.

Offline furballdn

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403165#msg403165
« Reply #1 on: October 03, 2011, 04:07:45 am »
Oh nice idea. This would be quite nice against false gods combined with SoG. You take 4 dmg, they take 8. Then you heal 5.

Offline TheManuz

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403286#msg403286
« Reply #2 on: October 03, 2011, 09:55:18 am »
I like it and it's also balanced, since when you are below 26 this card does nothing (if rounded down).
I've not studied if costs are balanced, but maybe you can make a table with a progression of HP, starting from 100 and from 200.

Offline NikaZaslavsky

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403314#msg403314
« Reply #3 on: October 03, 2011, 10:42:27 am »
I like it and it's also balanced, since when you are below 26 this card does nothing (if rounded down).
I've not studied if costs are balanced, but maybe you can make a table with a progression of HP, starting from 100 and from 200.
Isn't it 4% of your max health? It's an awesome card, I like it.
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Offline Dwerg

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403344#msg403344
« Reply #4 on: October 03, 2011, 11:26:56 am »
Main problem I see with this cards, it's the stalling potential, I think cards should be made mainly thinking about pvp in first place and in pvp that card is way too powerful(upgraded) since it's in element with time, you can heal(as much as you want) aiming for a deckout(since you can send back your creatures in time with eternity/RT).
Not to mention the synergy with SS/SoD.
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Offline TheManuz

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403357#msg403357
« Reply #5 on: October 03, 2011, 11:40:04 am »
I made a spreadsheet to show the MaxHP progression. (https://docs.google.com/spreadsheet/ccc?key=0AtfXXC_reyojdHhjaFQxdmdGX0VKZGd3U1NKeTkwaUE&hl=en_US)
Used against a 100HP opponent, it needs 48 activations to reach the point where i doesn't do anything anymore.
Used against a 200HP opponent, it needs 67 activations to reach the point where i doesn't do anything anymore.
Doesn't seem OP, even considering the upped one.

Also, it seems i was wrong about the "stop point". It was at 24 MaxHP, not 26.

Offline mildlyfrightenedboyTopic starter

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403663#msg403663
« Reply #6 on: October 03, 2011, 10:04:13 pm »
It deals damage or heals based on max health (which is unaffected), so there isn't really a "stop point"... it will always heal/deal 4 HP if you have 100 max health.
Also, the 4% of your maximum health is rounded up.
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
Orianna made a sound that supposed to a girl's squeal of glee and hugged The Ball. While it might have been touching, it was unfortunately only horrifying.

Offline bored_ninja777

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403674#msg403674
« Reply #7 on: October 03, 2011, 10:25:08 pm »
if i understand this correctly.. you should take 4% of your max hp no matter what. up or down you can still take 4% rounded up which would always give you at least 1... unless you allow for 0 as an amount. 4* .04 = 1.6 which gives you 2 rounded up.. then 1.. then 1.. then 1.. so it cant kill but can always get you 1.. i kinda like it but with the new shard and this together might be just little to strong.. already -3* # of void shards.. + this .. u wouldnt need near half as many activations to win.
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Offline mildlyfrightenedboyTopic starter

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403689#msg403689
« Reply #8 on: October 03, 2011, 10:49:10 pm »
if i understand this correctly.. you should take 4% of your max hp no matter what. up or down you can still take 4% rounded up which would always give you at least 1... unless you allow for 0 as an amount. 4* .04 = 1.6 which gives you 2 rounded up.. then 1.. then 1.. then 1.. so it cant kill but can always get you 1.. i kinda like it but with the new shard and this together might be just little to strong.. already -3* # of void shards.. + this .. u wouldnt need near half as many activations to win.
It can kill you.  (At least the unupgraded one can.)
The point is that the playing field remains even.  It simply speeds the game up or slows it down.
No clue what shard you are talking about though.  Unless it has the capability to lower your maximum health, no one should ever lose/gain less than 4 HP (unless you are against an aged Arena deck).
Could I get a link plox?

Also: Congrats on 1000 posts!
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
Orianna made a sound that supposed to a girl's squeal of glee and hugged The Ball. While it might have been touching, it was unfortunately only horrifying.

Offline Vineroz

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403698#msg403698
« Reply #9 on: October 03, 2011, 11:01:14 pm »
Shard of Void (http://elementscommunity.org/forum/index.php/topic,31443.0.html) lowers your maximum health, while Shard of Divinity (http://elementscommunity.org/forum/index.php/topic,31214.0.html) and Stone Skin | Granite Skin (http://elementscommunity.org/forum/index.php/topic,2396.0.html) increases your max health
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Offline OldTrees

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403709#msg403709
« Reply #10 on: October 03, 2011, 11:23:54 pm »
Interesting. Thematic.


Unupped is 4 (or occasionally more) damage per  :time but no net hp swing (usually).

Acts as a defense/counterdefense against Max HP changing effects (SoV/SoD/Stoneskin).

Use in a rush: It would reduce the hp target for both players making the quicker clock (the rush deck) able to finish the game sooner evading the slower defense. However it is expensive for this use.

Use in a stall: Combined with SoS it would provide healing for you while damaging the opponent. It also reduces the threshold of opponent offense needed to make SoS worthwhile. Combining with SoD is risky and probably not worth it. I am unsure if it is worth the cost for this use.


Upped is 4 (usually more [SoD/Stoneskin]) healing per turn but heals the opponent 4 (possibly less [SoV])

Acts as a defense against damage.

Use in a stall: Healing. The maximum it would heal would be 20hp. Usually it would heal less. 1 quanta is worth about 5healing but repeated uses are more valuable and the casting cost investment needs to be returned. I would assume it is balanced but I am unsure due to the complexity of the deck type involved.
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Offline TheManuz

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Re: Stopwatch | Broken Stopwatch https://elementscommunity.org/forum/index.php?topic=31913.msg403710#msg403710
« Reply #11 on: October 03, 2011, 11:26:06 pm »
It deals damage or heals based on max health (which is unaffected), so there isn't really a "stop point"... it will always heal/deal 4 HP if you have 100 max health.
Also, the 4% of your maximum health is rounded up.
My mistake. Since the card says "both players lose 4% of their maximum health" i thought the damage would affect MaxHp, and that the damage would decrease over time.

 

anything
blarg: