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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514155#msg514155
« Reply #588 on: June 23, 2012, 03:09:31 pm »
A 1.4 multiplier puts the cost at 7 quanta. 1.25 puts it at 6.25. Clearly, it should be around 6-7 if this is the case. However, because of life bonus or duo bonus, I feel it should be slightly less. Paying 6-7 quanta (duo) and a turn for a pseudo-immaterial 5|4 creature seems pretty bad. I think I'll take the suggestion and put the activation cost at 2 :water.
The life bonus theory has been replaced. Current theory (post Damselfly buff) is all creatures have a -1 cost bonus. Current justification is the draw cost (+1 card).
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Offline furballdn

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514456#msg514456
« Reply #589 on: June 24, 2012, 05:31:07 am »
So can I get updated on the new "mechanics of creature cost"?

Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514459#msg514459
« Reply #590 on: June 24, 2012, 05:55:46 am »
So can I get updated on the new "mechanics of creature cost"?
The skeleton is:

Stats
Photon/Spark is worth 0 quanta + 1 card
+1 average damage per turn over the course of the average game = +1 quanta
Each hp tier is worth +1 quanta (1-3hp/4-6hp/7-9hp/10+hp)
+1 card ~= +2 quanta (used for comparing )

Activation cost
0(1 weapon) = +1 quanta
1(2 weapon) = +0 quanta
2-3(3 weapon) = -1 quanta
4+ = -2 quanta

1.5*(X+1) :rainbow ~= X quanta [approximation has problems at high values of X]

Upgrade is typically a 1-2 cost reduction or an equivalent buff.
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Offline Zaealix

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514523#msg514523
« Reply #591 on: June 24, 2012, 11:24:12 am »
Hrm...Something I was toying with, was a new idea for  :life...
Thrive.
Gain a purify counter for every creature summoned this turn.
The idea was to give  :life more options for surviving, and something of a resistance to poison...But it won't remove poison counters already existing.
Another thought was to make it some sort of pure 'damage' spell, since One of the biggest issues for life is the lack of methods it has for getting around shields.
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Offline Cheesy111

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514526#msg514526
« Reply #592 on: June 24, 2012, 11:27:45 am »
So can I get updated on the new "mechanics of creature cost"?
The skeleton is:

Stats
Photon/Spark is worth 0 quanta + 1 card
+1 average damage per turn over the course of the average game = +1 quanta
Each hp tier is worth +1 quanta (1-3hp/4-6hp/7-9hp/10+hp)
+1 card ~= +2 quanta (used for comparing )

Activation cost
0(1 weapon) = +1 quanta
1(2 weapon) = +0 quanta
2-3(3 weapon) = -1 quanta
4+ = -2 quanta

1.5*(X+1) :rainbow ~= X quanta [approximation has problems at high values of X]

Upgrade is typically a 1-2 cost reduction or an equivalent buff.

So the mechanics of creature cost formula doesn't take into account the dramatic difference between 5HP and 6HP?  And why is 2 rainbow ~ 1 quanta?   Does this mean that QP is overpowered?  I don't mean to sound abrasive, just trying to understand where this came from.

Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514601#msg514601
« Reply #593 on: June 24, 2012, 04:49:40 pm »
Hrm...Something I was toying with, was a new idea for  :life...
Thrive.
Gain a purify counter for every creature summoned this turn.
The idea was to give  :life more options for surviving, and something of a resistance to poison...But it won't remove poison counters already existing.
Another thought was to make it some sort of pure 'damage' spell, since One of the biggest issues for life is the lack of methods it has for getting around shields.

Life has Feral Bond which is a larger, more fragile version of Thrive. You could use that as the base for your cost estimate. Or you could use the average number of creatures played on a Thrive turn and use Shard of Gratitude as a base for your cost estimate.

Someone already recently proposed the idea of an effect that let creatures make a single attack as they enter the field. I forget who though. (Yes, Life has trouble getting past shields. Usually it tries to rushes before the shield, inflict poison before the shield or use dragons to overrun the DR.)

So can I get updated on the new "mechanics of creature cost"?
The skeleton is:

Stats
Photon/Spark is worth 0 quanta + 1 card
+1 average damage per turn over the course of the average game = +1 quanta
Each hp tier is worth +1 quanta (1-3hp/4-6hp/7-9hp/10+hp)
+1 card ~= +2 quanta (used for comparing )

Activation cost
0(1 weapon) = +1 quanta
1(2 weapon) = +0 quanta
2-3(3 weapon) = -1 quanta
4+ = -2 quanta

1.5*(X+1) :rainbow ~= X quanta [approximation has problems at high values of X]

Upgrade is typically a 1-2 cost reduction or an equivalent buff.

So the mechanics of creature cost formula doesn't take into account the dramatic difference between 5HP and 6HP?  And why is 2 rainbow ~ 1 quanta?   Does this mean that QP is overpowered?  I don't mean to sound abrasive, just trying to understand where this came from.
Questioning is good. It helps me double check my assumptions.

I used to think the dramatic difference was between 5hp and 6hp. However I have been recently convinced that Lightning is not as good a measurement as Snipe, Guard or Infection. It seems that 4hp-6hp requires 2 minor lethal CC or 1 major lethal CC. 7hp-9hp requires 3 minor or 2 major. 10+ is safe.
Lightning -> 5, category: Major
Rage -> 5|6, category: Major
Shockwave -> 4, category: Major
Snipe -> 3, Minor
single buff Guard -> 3, Minor
Infection -> 3 turn 3, Minor
Fire Bolt -> 3/6, Minor/Major
Ice Bolt/Drain Life -> 2/4, Minor/Major
Fire Storm -> 3hp, Mass Minor
Pandamonium -> variable, usually mass Minor
Chaos Seed -> variable, usually Minor

3 :rainbow ~= 1 quanta
4.5 rainbow ~= 2 quanta
6 rainbow ~= 3 quanta
This decay originated by assuming Tower Shield was a balanced upped card and Titanium Shield was a balanced unupped.
I would explain the decay as the effect of transferring from Pillars to Nova as the source of the :rainbow.
« Last Edit: June 24, 2012, 04:55:28 pm by OldTrees »
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Offline russianspy1234

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514608#msg514608
« Reply #594 on: June 24, 2012, 05:02:42 pm »
still having a little trouble following the costs/notation... if i were to have a vanilla Other creature that cost 12, what stats could i give it?
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Offline Zaealix

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514616#msg514616
« Reply #595 on: June 24, 2012, 05:32:08 pm »
SoG is 5 :rainbow, and heals for 3 life per turn.
Thrive heals 1 per turn for every creature summoned that turn...The situational style of it reduces it's effect's power, but considering there's no real counter...
Another point of comparison is Purifiy, which is 2 :water quanta for 2 HP healing per turn, plus the removal of poison effects.
So, here's my guess.
Thrive should cost 4 :life, 3 :life when upgraded...Hrm..Perhaps, as a way to set it apart, it gives counters to EVERY creature on the field, including any creature summoned...
That would alter it majorly, and the new cost...I think 6 :life, 5 upgraded...
Which idea do you like more OldTrees?
The self-target Thrive that costs 4, or the field effect Thrive that costs 6?
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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514628#msg514628
« Reply #596 on: June 24, 2012, 06:25:48 pm »
still having a little trouble following the costs/notation... if i were to have a vanilla Other creature that cost 12, what stats could i give it?
12 :rainbow = 1.5(X+1) :rainbow
12 = 1.5(X+1)
24 = 3(X+1)
8 = X+1
7 = X
12 :rainbow ~= 7 quanta
12 :rainbow + 1 card ~= 7 quanta + 1 card = 7 quanta + (0 quanta + 1 card) = 7 quanta + Photon
So it would be a photon with 7 quanta worth of bonuses
8|1
7|4
6|7   1|1[0qunata+1card] +5 attack[+5quanta] +2hp tiers[+2quanta]
7|10

hmm. I may need to review that formula. This is soft evidence that at least one of (Quantum Pillar, Tower Shield, Titanium Shield, Nova, or Immolation) might be imbalanced.

SoG is 5 :rainbow, and heals for 3 life per turn.
Thrive heals 1 per turn for every creature summoned that turn...The situational style of it reduces it's effect's power, but considering there's no real counter...
Another point of comparison is Purifiy, which is 2 :water quanta for 2 HP healing per turn, plus the removal of poison effects.
So, here's my guess.
Thrive should cost 4 :life, 3 :life when upgraded...Hrm..Perhaps, as a way to set it apart, it gives counters to EVERY creature on the field, including any creature summoned...
That would alter it majorly, and the new cost...I think 6 :life, 5 upgraded...
Which idea do you like more OldTrees?
The self-target Thrive that costs 4, or the field effect Thrive that costs 6?
The field effect would be almost an immaterial Empathic Bond. The self target is likely to heal 5 hp per turn. SoG is likely to heal 5hp per turn (but costs a mark). 4 :life|3 :life is a good starting point.
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Offline bogtro

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514755#msg514755
« Reply #597 on: June 25, 2012, 12:29:58 am »
Is Finial balanced? The idea is quite old but I still like it and may revive it at some point.

Specifically: Is it overcosted (should it be 2|1?), is it in the correct element (logic is gravity=attracting things), and what should be the interaction with RP and/or RT (RP giving +5|+0 and destroying Finial is interesting, and RT could be blocked to make it stronger with appropriate wording changes).
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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg514781#msg514781
« Reply #598 on: June 25, 2012, 01:51:22 am »
Is Finial balanced? The idea is quite old but I still like it and may revive it at some point.

Specifically: Is it overcosted (should it be 2|1?), is it in the correct element (logic is gravity=attracting things), and what should be the interaction with RP and/or RT (RP giving +5|+0 and destroying Finial is interesting, and RT could be blocked to make it stronger with appropriate wording changes).
Obviously the correct element (gravity contains attracting things).
Currently it blocks the first spell attack against you or your creatures. It is a counter to Fire Bolt. Counters should cost less than what they counter. (Remember Fire Bolt also costs stock quanta.)

I would allow Rage Potion to give +5|+0 and destroy Final. I would also expand it to block hostile targeted spells in general. This would be worth about 2 :gravity|1 :gravity + 1 card. It might even be reduced to 1 :gravity|1 :rainbow
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Offline Jyiber

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg515070#msg515070
« Reply #599 on: June 26, 2012, 12:29:24 am »
Fishing for opinions.
I've been wondering for a while if anyone has ever attempted a animate shield.
I would have it be a  :earth spell because it's thematically opposite of  :air.

I had an idea for a skill they might have that's kind of a combination of Guard and Gravity Pull.
It's "redirect next attack of target on this next turn". Obviously could shorten it for the card text.
The ability that sheild had would become a passive skill and effects would apply on attack.
I imagine they would all have a decent amount of HP, may or may not go for giving them attack.


Or, I could flip the whole idea around and figure ways to apply their abilities to attack effects, but that sounds like it could get complicated...
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