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Offline Glitch

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494281#msg494281
« Reply #456 on: May 07, 2012, 03:21:12 pm »
It is time for me to again request your wisdom.

http://elementscommunity.org/forum/index.php/topic,39818.0.html

Offline EmeraldTiger

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494320#msg494320
« Reply #457 on: May 07, 2012, 05:26:33 pm »
If we were to have a card that increased the quanta cap, Which element would be better :aether :air :water? and for the opposite affect,  :gravity :earth?
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494334#msg494334
« Reply #458 on: May 07, 2012, 06:06:41 pm »
It is time for me to again request your wisdom.

http://elementscommunity.org/forum/index.php/topic,39818.0.html
Duo :entropy/ :gravity Fission: Target creature gains +2|+1, this card gets -2|-1.  You can use this ability multiple times per turn.
Duo  :gravity/ :entropy Fusion:  Target creature gets -1|-2, this card gets +1|+2.

Convenient summary of Fission and Fusion as they relate to entropy
Fission causes particles to divide into more particles causing entropy to increase. (aka  :entropy)
Fusion causes particles to melt together causing entropy to decrease. (aka  :gravity)

Based on these definitions, I do not see the reason for these to be duo creatures.
As a mono creature, Matter Mage would have easier access to cross element synergies.
(Unupped: Wyrm, Angel, Heavy Armor, Basilisk Blood)

Fission gives +2X|+X for Casting Cost + X * Activation Cost where X=hp of Matter Mage.
+6|+3 for Casting Cost + 3 * Activation Cost
+12|+6 for Casting Cost + Plate Armor + 6 * Activation Cost
+18|+9 for Casting Cost + Heavy Armor + 9 * Activation Cost
+46|+23 for Casting Cost + Basilisk Blood + 6 turns + 23 * Activation Cost (OTK potential for OTK cost)
Since it gives 2 attack per activation cost, the activation cost of 2 quanta is appropriate. However the casting cost is a bit high.

The casting cost is high because the Matter Mage starts with 6 attack. Less attack would allow a lower casting cost.

Fusion is a 2 attack swing, +2hp and a 2hp CC. This is slightly better than Growth due to the versatility. Cost should be about 2-3 more than the starting stat value.

If we were to have a card that increased the quanta cap, Which element would be better :aether :air :water? and for the opposite affect,  :gravity :earth?
Shard of Conscience was abandoned. Its thread would prove useful for the decrease effect.

Mechanically: I would choose the element that would benefit the least among the elements that would benefit enough. (This is mechanic specific)
Thematically: I would choose a physical or mental theme depending on the element chosen thematically.

Example: I would not choose Air because it does not use near 75 quanta. Nor would I choose Gravity because its denial elements are really strong vs near empty pools.
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Offline Zaealix

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494374#msg494374
« Reply #459 on: May 07, 2012, 07:34:20 pm »
Not all the elements really benefit...Off the top of my head, the only real reason to stock huge amounts of quanta like that on purpose is for bolting...
So a cap increaser would only be good for  :fire:darkness, or  :water.
Now, as far as summoning lots of creatures, that's something that is aided by fast quanta generation, not so much higher caps, which is why  :life or  :light don't actually help that much. And another thing that weakens the benefit, are cards that drain all X quanta, like  :light's miracle. Those spells can't be used repeatedly due to this nature...
It really seems like a none-too useful card, if you ask me.
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494376#msg494376
« Reply #460 on: May 07, 2012, 07:36:14 pm »
What are your thoughts on duo-cost abilities, as in it costing :light and :fire but not :light or :fire ?

Also, may I have your thoughts on...

:aether Technophage | Technophage (http://elementscommunity.org/forum/index.php/topic,39747.0.html)



Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494392#msg494392
« Reply #461 on: May 07, 2012, 08:14:36 pm »
What are your thoughts on duo-cost abilities, as in it costing :light and :fire but not :light or :fire ?

Also, may I have your thoughts on...

:aether Technophage | Technophage (http://elementscommunity.org/forum/index.php/topic,39747.0.html)
It depends on what precisely you mean:

Did you mean duo cards? (Activation cost and Casting cost use different quanta. Aka Lava Golem.)
In general, the duo-cost mechanic should be used sparingly and only when either the theme or balance requires it. Mono cards are generally expand the metagame more than a similar duo card.

Or did you mean "1 :fire + 1 :light: Effect".
The game cannot handle this without a major addition to how the game treats quanta. It is even more restrictive than Duo cards and does not give any additional benefit to card designers in a quanta based system. (Mana* based systems are a different matter)

*Mana does not remain from turn to turn and is limited by 1 land/pillar per turn.

Technophage
Why does it, as a 1 card wind condition, only have 1 hp and no internal way of gaining more?
Lava Golem has Growth. Neurotoxin does not need the scorpion. Firefly Queen and Steam Machine each have respectable starting hp scores.

There are some interactions that are harder to predict ahead of time
Ex:  :aether :life Mitosis Technophage + Adrenal Forest Scorpions
In these cases it would be best to measure the average number of poison counters on the opponent side of the field (without generating viruses) per turn. This will give you an estimate for the average value of P without paying the activation cost.

Once you have the average stats, you can estimate the value of the ability. Virus would act like a temporary +1 attack for all Technopages. Retrovirus would act like an even shorter duration +X attack for all Technophages (X=# of enemy creatures).
Virus could probably get away with +1 casting cost and 0 activation cost. Except it is a death ability on an aether card so some activation cost is required. Try +0 casting cost and 1 :death activation cost.
Retrovirus' value depends on how much shorter the duration is and how much greater X is than 1. It might be able to get away with an activation cost of  :death :death if it gets a casting cost of +2.

So total casting cost assuming  :death| :death :death activation cost would be
P (attack) + H (value of new hp) +0|+2 (skill, including duo cost reduction) 0|-1.5 (upgrade) -1 (card cost constant) = quanta cost
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Offline OdinVanguard

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Re: Ask the Idea Guru - Non-Rare weapon buff permanent https://elementscommunity.org/forum/index.php?topic=32272.msg494410#msg494410
« Reply #462 on: May 07, 2012, 08:45:47 pm »

OldTrees,
This is a long one, so thank you in advance for your time here.
  I am considering making a stackable permanent card called Martial Training. It will be an "Other" element card that gives non-rare weapons in hand (and possibly flying versions at reduced chance) a chance to cause an extra effect.
The magnitude and chance of causing the effect will be based on the stacksize of this permanent (1-6).
Mechanics wise, I would have the card initially read:
"Give non-rare weapons a chance to cause a bonus effect, or allows a chance to attack without a weapon."
when in hand or in bazar / deck buillding screen
The wording on the card will change to reflect the players currently equipped weapon
Spoiler for long section:
E.g. while in hand it reads "Give non-rare weapons a chance to cause a bonus effect, or allows a chance to attack without a weapon."
player plays it with no weapon equipped and it reads:
"chance to deal up to 1 damage per training with your bare hand"
Player then equips a hammer and the text changes to:
"chance to stun opponents weapon 1 round for every 2 trainings with your hammer"

I realize this card would have a pretty major impact on the game so I would like some help on weighing out its impacts and balance considerations. Specifically:
1) Do you know if this has this been done / suggested before?
2) Is this a feasible mechanic? (i.e. does this seem to complicated to ever get implemented in game or is it ok?)
3) Are there any special considerations I should have to prevent it from becoming over or underpowered?
4) What would be a good cost for this card?
5) Can you suggest some balancing on chance to occur for each effect?
Below is a list of my current ideas for each non rare weapon (I am also going to make additional non-rare weapons so every element will be represented)
Spoiler for proposed effects:
N.A. , empty hand: "flying fist: chance to deal up to 1 damage per training with bare hand"
 :earth :gravity , Hammer: "Crushing blow: chance to stun opponents weapon 1 round for every 2 trainings with your hammer"
 :air Short Bow "Sniper training: chance to deal weapon damage to a random enemy target with your short bow"
 :darkness :death , dagger: "gouge: chance to cause opponent to take 1 extra damage from all sources next round with your dagger"
 :rainbow , short sword: "sword dance: chance to retaliate against weapon attacks 1 time per 2 trainings with your short sword"
---new non-rare weapons to be added as "Other" cards---
 :life :light :water , quarter staff: "parry: chance to deflect (prevent) weapon attacks with your quarter staff"
 :entropy :fire , pick axe: "penetrate: chance to deal 2 extra damage and bypass shields with your pick axe"
 :time :aether , katara : "Bluring speed: attack an extra 1 time per 3 trainings with your katara"
balancing can be accomplished by tuning the chance of causing each effect individually. In the end, I would hope to make non-rare weapons more valuable additions, but not overshadow the existing rare element specific weapons already in place.

-Notes:
1) For sword dance and parry, weapon attacks referes to attacks by either the weapon your opponent is holding, or ones that have been made flying. In the case of sword dance, damage will get dealt to the creature itself for animated weapons or the opponent for weapons held in hand, but crusaders are immune.
2) if non-rare flying weapons are in play, only ones that match the current card text will be affected. E.g. if you have a hammer equipped, flying hammers also get crushing blow but swords or other weapons would be unaffected
« Last Edit: May 07, 2012, 09:21:49 pm by OdinVanguard »
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Offline EmeraldTiger

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494423#msg494423
« Reply #463 on: May 07, 2012, 09:05:24 pm »
@OdinVanguard come to http://sync.in/CardIdeaPlanning to discuss your idea since it is lengthy
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Offline OdinVanguard

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494436#msg494436
« Reply #464 on: May 07, 2012, 09:20:56 pm »
will do. Sorry for taking up so much space. I will encapsulate the whole thing in a spoiler so it won't take up so much space.
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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494461#msg494461
« Reply #465 on: May 07, 2012, 09:51:07 pm »
@OdinVanguard
1) No I do not remember a card suggestion like this before.
2) It does seem more complicated than anything in the game so far. However it is not much more complicated than Mutation.
3) Special considerations:
Animated weapons of the same type would also get the bonus. (you already noticed this)
Adrenaline gives creatures extra turns not just extra attacks. This relates to flying weapon abilities and to gouge. Specifically the bonus from gouge would only apply to the first attack from each creature. Also an adrenal dagger could trigger gouge and then benefit from gouge on the next attack.
4) Depends on what range you want them to have. I would recommend around 5 :rainbow|3 :rainbow. This allows each Martial Training to have a significant impact while still leaving room for all 6 to be played.
5)
Empty Hand: 100%
Crushing Blow: like SD and Parry it should get 10%-20% per Training rather than counting the number of trainings. Delay from stunning stacks
Sniper training: 10%-20%
Gouge: 5%-10% each
Sword dance: 10%-20% each
Parry: 10%-20% each
Penetrate: depends on the attack of weapon
Blurring speed: depends on the attack of weapon




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Offline furballdn

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494608#msg494608
« Reply #466 on: May 08, 2012, 01:31:04 am »
What's your thoughts on the new nymph changes?

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg494636#msg494636
« Reply #467 on: May 08, 2012, 01:52:55 am »
What's your thoughts on the new nymph changes?
Seconded. Also, if you're given the chance to rebalance all 12 nymphs, how will you do it? (casting cost, attack, HP, skill cost)
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"There is no one who loves pain itself, who seeks after it and wants to have it, simply because it is pain."

 

anything
blarg: