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Offline pikachufan2164

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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg337277#msg337277
« Reply #228 on: May 20, 2011, 03:42:40 am »
Would you say that Hope is better upped or not upped in this deck?

I mean, you're going to have so many light units that that "1 + N" isn't much different from "N".

Have you found the extra 1 light cost to play the upgraded Hope to be a non-issue?

Basically I'm wondering whether the non-upped is superior simply because it costs 1 light less.
The unupped version of Hope is superior in RoL/Hope, because it costs 1 less :light to cast, thus allowing you to get it out earlier. The 1 extra damage reduction that the upgraded version provides is a null factor once you've Fractalled your RoLs once and have 6+ of them out.
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Offline Dwerg

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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg368333#msg368333
« Reply #229 on: July 19, 2011, 03:58:33 pm »
Code: [Select]
5lk 5lk 5lk 5lk 7jp 7jp 7jp 7jp 7jp 7jp 7jq 7jq 7k6 7k6 808 808 808 808 80e 80e 80e 80i 80i 80i 80i 80i 81q 81q 81q 81qI saw it in the FGEI thread and started using with some modifications, I can beat a lot of gods that are on the skip list in the OP
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Offline Onizuka

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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg368341#msg368341
« Reply #230 on: July 19, 2011, 04:17:06 pm »
Gemini isn't a skip anymore (or really, ever was at least when I first started) since it PUs rays.
DM can be easily beaten with an early Sanc, but Decay can still steal them (I can beat Decay often enough).
1st/2nd lobo can usually slow Scorpio down to beat him, but usually not work it.
Neptune can be beaten if you draw healing early and no perma comes up early.
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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg368379#msg368379
« Reply #231 on: July 19, 2011, 05:40:48 pm »
Gemini isn't a skip anymore (or really, ever was at least when I first started) since it PUs rays.
DM can be easily beaten with an early Sanc, but Decay can still steal them (I can beat Decay often enough).
1st/2nd lobo can usually slow Scorpio down to beat him, but usually not work it.
Neptune can be beaten if you draw healing early and no perma comes up early.
Gemini's problem was (and still is) the massive amount of Phase Shields. Nobody wants to spend the time it takes to beat Gemini with such high chances of deckout (or rather, skipping Gemini gets you more :electrum than not).

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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg381571#msg381571
« Reply #232 on: August 18, 2011, 06:17:48 am »
I like playing Ferox.  I find him an easy win.


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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg384145#msg384145
« Reply #233 on: August 24, 2011, 07:23:51 am »
Hover over cards for details, click for permalink
Deck import code : [Select]
6rn 6rn 6rn 6rn 7jp 7jp 7jp 7jp 7jp 7jp 7jq 7jq 7k4 7k4 7k4 808 808 808 808 808 808 808 80e 80e 80e 80i 80i 80i 80i 80i 8pu

Not too much of a mod, but it works a hella lot better than the OP.
 EDIT: Oh I forgot to mention. Switch half pillars into pendulums. Forgot to do it. ^^;

Offline ralouf

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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg384544#msg384544
« Reply #234 on: August 25, 2011, 01:06:31 pm »
Yeah split is really needed vs seism.

7 towers/pend is very very low, you'll rarely have more than 1 in your starting hand haven't you ?
4 shards are a bit too much for me : 3 are enough and maybe even 2


@Axex: yeah you beat him because he drew no shield and "only" 6 feral bond you were pretty lucky
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Offline TheForbiddenOracle

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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg384579#msg384579
« Reply #235 on: August 25, 2011, 02:43:57 pm »
Why do people Upgrade Hope out of curiousity?

Offline willng3

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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg384581#msg384581
« Reply #236 on: August 25, 2011, 02:53:55 pm »
Why do people Upgrade Hope out of curiousity?
More damage reduction.  Helps increase chances of survival in games with slow starts usually.
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Offline TheForbiddenOracle

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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg384605#msg384605
« Reply #237 on: August 25, 2011, 03:41:44 pm »
Why do people Upgrade Hope out of curiousity?
More damage reduction.  Helps increase chances of survival in games with slow starts usually.
I understand that but shouldn't it decrease the chances of survival because of the +1 :light cost? (many times the Rols reach exactly 7 quanta for me to just put up Hope Shield that saves me on the last possible turn)

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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg384613#msg384613
« Reply #238 on: August 25, 2011, 03:54:03 pm »
Yes and that's the problem:  There are two completely different sides to that coin.  On one hand if you have exactly 7 :light then upped Hope is a mistake to use.  But how many times does that actually happen?  But then again, how many times does a minus 1 damage reduction come in handy when there's the potential to create a Shield that blocks all of that damage anyways?

You'd have to do an intensive study to be able to tell which is more beneficial, really since they both have their pros and cons.
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Re: Turbo-speed false god farming (statistics added, 5-6 upped cards per hour) https://elementscommunity.org/forum/index.php?topic=6546.msg384879#msg384879
« Reply #239 on: August 26, 2011, 06:06:50 am »
@Ralouf1: 7 Works fine for me, but yeah. I never really needed 4 shards. I might try 3 and add a pendulum.
But Sanctuary could help against Chaos Lord/Dream Catcher. Hell, even Decay.

@Willng3: I never plan to upgrade Hope. It's far better unupped. 7 Quanta saved my life many times.

 

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