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Elements the Game => Level 2 - Forge => Card Ideas and Art => Forge Archive => Topic started by: Boret on December 10, 2010, 04:37:28 pm

Title: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 10, 2010, 04:37:28 pm
(http://img543.imageshack.us/img543/1948/eccardnonupv4.png)
(http://img80.imageshack.us/img80/4600/eccardupv4.png)
NAME:
Elemental Clockwork
ELEMENT:
Gravity
COST:
4 :gravity
TYPE:
Permanent
ATK|HP:
TEXT:
Cycle through 1 Quanta ( :time, :fire , :death , ...) every turn. After each revolution, Nova effect will be triggered.
:time : Speed up. Cycle through one more quanta. Stackable (max. 9)
NAME:
Elemental Chronometer
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Permanent
ATK|HP:
TEXT:
Cycle through 1 Quanta ( :time, :fire , :death , ...) every turn. After each revolution, Nova effect will be triggered.
:time : Speed up. Cycle through one more quanta. Stackable (max. 9)
ART:
Boret'
IDEA:
Boret'
NOTES:
See below for more information.
SERIES:
Somehow inspired by the Quantum Mechanics series, but that's all...
First things first, hello everyone :)

I'm kinda (?) new to this forum, and for my first post here, I though that suggesting a card would be a fair introduction. So here is my idea of the day: the Elemental Clockwork. (Elemental Chronometer in its upgraded version)

What you may ask about this card:

* Why?
Why not? I think Elements really brings its share of (various) creatures & skills, but I somehow feel that there should be more ways to generate Quanta. Pillars and Pendulums are cool, I think the game lacks some cards that could, as a standalone (i.e. no combo like Creature + Immolation...), generate Quanta in an alternative fashion.

* What? Cycled? Revolved? I don't understand anything...
The Clockwork is designed to generate Quantas in a "pattern-way" (neologism? Sorry English is not my mother tongue), hence the cycled label. The cycle is the following:
:time > :death > :fire > :gravity > :light > :earth > :aether > :life > :water > :entropy > :darkness > :air.
(Note: I tried to have opposite elements at the opposite part of the clock, hence  :light is at 5, and  :darkness at 11)

So, each turn (at the end of the turn), this card generate one Quanta, starting by  :time, then  :death at the next turn, etc... When the Clockwork/Chronometer return in  :time position, it has revolved, and then generate 1 Quanta of each element at the beginning of the turn (or it could be in addition to :air that is produced, at the end of the turn) . At the end of the turn, the pattern recommences and this card generate a  :time Quantum.

* What's with this Speed up skill?
As you may say, this card is quite slow to obtain the desired Nova effect. But here comes the Speed up thing. Once you activate this skill, the Clockwork/Chronometer cycle through one more element. So, at the end of the turn, you will gain for instance  :death and  :fire, then  :gravity and  :light at the next turn, etc...

Note that this is a stackable ability. If you activate once again then the card will cycle through 3 elements, once again it'll be 4, etc...

* I still don't understand a f**king thing...

Well, here is an example:

You play this card at the turn +0, and speed it up every turn (powered by Mark of Time). The Quanta production will be the following:

Quanta Prod, using :time :death :fire :gravity :light :earth :aether :life :water :entropy :darkness :air as a cycle.
TurnQuanta production
+0 :time
+1 :death + :fire
+2 :gravity + :light + :earth
+3 :aether + :life + :water + :entropy
+4 :darkness + :air + :time + :death + :fire (+ Nova Effect)
Note that the Nova effect triggers when  :time is next in line. Or when  :air has been produced, if you prefer.

* Ok, but that's still a too complex mechanic, I mean, it'll have me counting the clock position and speed rate, etc...

True. And false, too. There are many complex mechanism in Elements. Let's say, Mutation. Mutation is in itself a rather complex mechanism (I mean, there are various probabilities of effects, combinations with other skills like Dejà Vu, Hatch, etc...). But what happens in game? You cast it on your Skeletons (or whatever else), hoping that it'll work, and that's all. You don't bother thinking about each detail, because it is overall a good deal, bringing new, and somehow interesting game possibilities.

That's the same here. The thing is, play this card, Speed it up, cash your Quanta, imagine new strategies, enjoy.

* Further details

- This card is a permanent, and it's not stacked like pillars.
- Each card has its own clock rate and clock position.

* I think that this card is useless/OP/whatever else

I think that you should feel free to discuss and suggest some changes :D

_________________________________________________________________________________

Changelog archive:



V2 - 2010, Dec. 12th

(http://img138.imageshack.us/img138/5948/eccardnonupv2.png)
(http://img843.imageshack.us/img843/1834/eccardupv2.png)
NAME:
Elemental Clockwork
ELEMENT:
:gravity
COST:
4 :gravity
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Generate 1 cycled ( :time, :fire , :death , ...) Quantum every turn. When Clockwork has revolved, generate 1 of each Quanta.
NAME:
Elemental Chronometer
ELEMENT:
:gravity
COST:
3 :gravity
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Generate 1 cycled ( :time, :fire , :death , ...) Quantum every turn. When Clockwork has revolved, generate 1 of each Quanta.
-Updated art & description


V1 - 2010, Dec. 10th

(http://img813.imageshack.us/img813/959/eccardnonup.png)
(http://img814.imageshack.us/img814/726/eccardup.png)
NAME:
Elemental Clockwork
ELEMENT:
:rainbow
COST:
3  :rainbow
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Generate 1 cycled ( :time,  :water,  :entropy, ...) Quantum every turn. When Clockwork has revolved, generate 2 of each Quanta.
NAME:
Elemental Chronometer
ELEMENT:
:rainbow
COST:
3  :rainbow
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Generate 1 cycled ( :time,  :water,  :entropy, ...) Quantum every turn. When Chronometer has revolved, generate 2 of each Quanta.
- Changed cycle of the clock:
From:time > :water > :entropy > :light > :life > :earth > :aether > :fire > :gravity > :death > :darkness > :air
To:time > :death > :fire > :gravity > :light > :earth > :aether > :life > :water > :entropy > :darkness > :air
- Changed casting cost from 3 :rainbow / 3 :rainbow to 4 :gravity / 3 :gravity

- EC now triggers Nova effect instead of Supernova effect (Thanks to OldTrees comparison between Quantum Tower vs EC)

Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: The_Mormegil on December 10, 2010, 05:31:07 pm
I like this idea, but I think Speed Up needs to be an "instant" ability, for a start.

Let's say you use this, plus a time mark. You speed up EVERY turn.
Quantum production:
1 -  :time
2 -  :water :entropy
3 -  :light :life :earth
4 -  :aether :fire :gravity :death
5 -  :darkness :air  :time :water :entropy
6 -  :light :light :life :life :earth :earth :aether :aether :fire :fire :gravity :gravity
7 -  :death :death :darkness :darkness :air :air :time :time :water :water :entropy :entropy :light :light

etc...

It seems too much quantum production for a single card. This + Supernova could probably be enough of a quantum base for ANY Rainbow deck, and unless it's a speedbow it would be the BEST quantum source for them. This is bad, as it shuts down Seism and earthquake decks, increases the power of controlbows greatly and all in all would be VERY played. As a method of judgement, I often think "would I use this card in EVERY deck, or even just MOST of them?"
If the answer is yes (and it is) the card is probably OP.

Anyway, the idea is nice. I see two possible directions for it though: the first is "pillar-direction" (card is free, is a quantum producer, and although you keep the "revolving" aspect of the card itself you change it drastically; in this direction, I would suggest that it produces 4 quanta, in order, each turn - more than a quantum pillar, although the revolving aspect is kind of limiting - as you can see using the pendulums).
The second (and better, in my opinion) is the "permanent-direction".
Keep it as permanent, but change the way it works so that it can be played but isn't as powerful as it is now. I'd like it as a permanent with cost 2, ability cost 2|1 (random quanta, time is too limiting), produces 4 quanta of the next "step" in the clock.


On a sidenote, if you want opposite elements in the order, remember that opposites are:
 :aether :time    |     :entropy :gravity    |     :air :earth    |     :darkness :light    |     :life :death    |     :fire :water
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on December 10, 2010, 05:46:13 pm
Hmm. Nice Idea. I hope it can be balanced.

 :time :water :entropy :light :life :earth :aether :fire :gravity :death :darkness :air

I will try to break it:

Upgraded (easier to break)
Time Mark (faster, more reliable quanta)

Turn +0
Total Cost ( :rainbow :rainbow :rainbow=1)[1]
Elemental Chronometer is played.
Generated [ :time]
Turn +1
Total Cost ( :rainbow :rainbow :rainbow=1)[2]
Speed Up (powered by mark)
Generated [ :water :entropy]
Total [ :time :water :entropy]
Turn +2
Total Cost ( :rainbow :rainbow :rainbow=1)[3]
Speed Up (powered by mark)
Generated [ :light :life :earth]
Total [ :time :water :entropy :light :life :earth]
Total Cost ( :rainbow :rainbow :rainbow=1)[4]
Turn +3
Speed Up (powered by mark)
Generated [ :aether :fire :gravity :death]
Total [ :time :water :entropy :light :life :earth :aether :fire :gravity :death]
Turn +4
Total Cost ( :rainbow :rainbow :rainbow=1)[5]
Speed Up (powered by mark)
Generated [ :darkness :air :time :water :entropy]
Total [4 :time 4 :water 4 :entropy 3 :light 3 :life 3 :earth 3 :aether 3 :fire 3 :gravity 3 :death 3 :darkness 3 :air]
Turn +5
Total Cost ( :rainbow :rainbow :rainbow=1)[6]
Speed Up (powered by mark)
Generated [ :light :life :earth :aether :fire :gravity]
Total [4 :time 4 :water 4 :entropy 4 :light 4 :life 4 :earth 4 :aether 4 :fire 4 :gravity 4 :death 3 :darkness 3 :air]
Turn +6
Total Cost ( :rainbow :rainbow :rainbow=1)[7]
Speed Up (powered by mark)
Generated [ :death :darkness :air :time :water :entropy :light]
Total [7 :time 7 :water 7 :entropy 7 :light 6 :life 6 :earth 6 :aether 6 :fire 6 :gravity 6 :death 6 :darkness 6 :air]
Turn +7
Total Cost ( :rainbow :rainbow :rainbow=1)[8]
Speed Up (powered by mark)
Generated [ :life :earth :aether :fire :gravity :death :darkness :air]
Total [7 :time 7 :water 7 :entropy 7 :light 7 :life 7 :earth 7 :aether 7 :fire 7 :gravity 7 :death 7 :darkness 7 :air]
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 10, 2010, 06:00:32 pm
Thanks for your reply :)

Concerning the Quanta production, in fact it would be (speeding up every turn):
1 -  :time
2 -  :water :entropy
3 -  :light :life :earth
4 -  :aether  :fire :gravity  :darkness
5 -  :death  [:air] >>> [:time] :water  :entropy  + >>> Supernova Effect (hence an additionnal 2 of each quanta)
6 -  :light  :life  :earth  :aether :fire :gravity

Once the clock revolve, it does triggers the Supernova effect, but you don't produce 2 of each Quanta after.
Also, remind that it requires 2 :time (1 :time in its upped version), making it quite costly to increase in the early game without putting you in danger. I think that most of the time, the clock will have an average clock rate of 3-4 elements per turn.

So as you said, this is not suitable for speed rainbows (or you would have to focus on  :time  :water and  :entropy for a quick start with 2/3 of these cards), but it gains great power (at a somehow expensive cost at the beginning of a game) over the time. But maybe the upped version is a bit OP, since you can get 1 Supernova effects in 5 turns, at a cost of 4 :time + 3 :rainbow

The non-stackable thing might indeed ( :D ) be an issue for earthquake users, but I wanted the clocks to have their own clock rates & speed, because I found it funnier. Maybe it could be changed in a creature? (with something like 0|3~5)

About the two ideas, I think that you may have pointed something interesting, but I didn't fully understand the mechanic you're suggesting.

EDIT (for Old Trees)
Thanks too :)
Just on a note, you need to switch  :darkness &  :death so opposite Elements are faced (like on the picture)
Icons appart ( :D ) you're right, that was what what I initiallly meant by "2 of each quanta". This happends only once, when the clock has revolved. Note that at full speeding up, on turn 7 it is equivalent to having 1 of each pillar drawn at the beginning of the game. But you know many things can happen betweend turn 1 and 7  :P
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on December 10, 2010, 06:25:18 pm
I would recommend changing it to  :time :death :fire,  :gravity :light :earth,  :aether :life :water,  :entropy :darkness :air.

I would also recommend removing the Supernova Effect (it is a powerful enough quanta engine with out that effect.)

I would further recommend that both the unupped and upgraded activation cost be :time. (Have the unupped cost 6 :rainbow to play)

Upgraded (easier to break)
Time Mark (faster, more reliable quanta)

Turn +0
Total Cost ( :rainbow :rainbow :rainbow=1)[1]
Elemental Chronometer is played.
Generated [ :time]
Turn +1
Total Cost ( :rainbow :rainbow :rainbow=1)[2]
Speed Up (powered by mark)
Generated [ :water :entropy]
Total [ :time :water :entropy]
Turn +2
Total Cost ( :rainbow :rainbow :rainbow=1)[3]
Speed Up (powered by mark)
Generated [ :light :life :earth]
Total [ :time :water :entropy :light :life :earth]
Total Cost ( :rainbow :rainbow :rainbow=1)[4]
Turn +3
Speed Up (powered by mark)
Generated [ :aether :fire :gravity :death]
Total [ :time :water :entropy :light :life :earth :aether :fire :gravity :death]
Turn +4
Total Cost ( :rainbow :rainbow :rainbow=1)[5]
Speed Up (powered by mark)
Generated [ :darkness :air :time :water :entropy]
Total [2 :time 2 :water 2 :entropy 1 :light 1 :life 1 :earth 1 :aether 1 :fire 1 :gravity 1 :death 1 :darkness 1 :air]
Turn +5
Total Cost ( :rainbow :rainbow :rainbow=1)[6]
Speed Up (powered by mark)
Generated [ :light :life :earth :aether :fire :gravity]
Total [2 :time 2 :water 2 :entropy 2 :light 2 :life 2 :earth 2 :aether 2 :fire 2 :gravity 2 :death 1 :darkness 1 :air]
Turn +6
Total Cost ( :rainbow :rainbow :rainbow=1)[7]
Speed Up (powered by mark)
Generated [ :death :darkness :air :time :water :entropy :light]
Total [3 :time 3 :water 3 :entropy 3 :light 2 :life 2 :earth 2 :aether 2 :fire 2 :gravity 2 :death 2 :darkness 2 :air]
Turn +7
Total Cost ( :rainbow :rainbow :rainbow=1)[8]
Speed Up (powered by mark)
Generated [ :life :earth :aether :fire :gravity :death :darkness :air]
Total [3 :time 3 :water 3 :entropy 3 :light 3 :life 3 :earth 3 :aether 3 :fire 3 :gravity 3 :death 3 :darkness 3 :air]Comparison to Quantum Towers
TurnQuanta from 1 towerQuanta from ECNumber of Towers to equal ECCost of EC
+0611/61
+1931/32
+21261/23
+315102/34
+418155/65
+5212116
+624287/67
+727364/38
+N3(N+2)(N+1)(N+2)/2(N+1)/6N+1
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 10, 2010, 06:43:06 pm
OldTrees, you're quite the analytic guy, right? :P (I love to do calculations just like these, so no offence)

About the change in the order, why not, but could you explain possible synergy? (maybe I didn't noticed some). When I though of the order, I started with the idea that  :aether  :time  :light and  :darkness should be at cardinal points (just for coolness...), and just put one of the  [:fire :water  :air :earth] group and then one of the  [:death :life :gravity :entropy] group at each quarter of the clock, opposing the opposite elements.

Your table really makes sense when compared to the EC in terms of Quanta production. So I must admit that you are right about removing the supernova effect. But, I liked the idea of the clock making a "Ding-dong" thing when giving you your Quanta. What about reducing the effect to a simple Nova and increasing initial cost to 5 (thus, possibly delaying this card by 1 turn)?

Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on December 10, 2010, 07:06:06 pm
The most common subdivisions
Cardinal :entropy :aether :gravity :time

Material :air :fire :earth :water

Spiritual :darkness :death :light :life
Then I randomly staggered the 3 sets starting with Time

I think you could instead have the card make a small ding dong sound each time it moves from element to element (tick-tock might be better) That way as it speeds up you get a faster and faster tictocktictocktictocktictocktictock sound.

Since EC+a Mark already exceeds a quanta Tower as fast as it does, increasing the cost (especially :rainbow) will not have much effect. I think making the card simpler and easier to balance by removing nova is the best option.

Also I would prefer this as a  :gravity :time card instead of a  :rainbow :time card. The ordered nature of the quanta generation screams "Gravity!" to me and the ability to speed the card up sounds like Time obviously.

If the novas were to stick around and if the card were changed to cost :Gravity to play then it might work and still occur early enough to speed up.

Will edit in comparison of  :gravity :time EC with nova on 12 quanta.
Table is used for upgraded EC
Casting Cost: 4 :gravity|3 :gravity
Activation Cost: :time
E=(Quanta from EC-3xCost of EC)/Quanta from QT
TurnQuanta from QTQuanta from ECNovas triggeredCost of ECE
+06103-1.833
+19304-1.000
+212605-0.750
+3151006-0.533
+41827170.333
+52133180.429
+62452291.042
+727723101.556
+830813111.600
+9331034122.030
+10361265132.417
+11391506142.769
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 10, 2010, 07:28:09 pm
Ok for the group, I'll edit the card picture & cycle (I wasn't sure about Entropy/Gravity place). So, to summarize, for the time being:
- Remove Nova ability
- Change cycle
- Make it a  :gravity / :time card.
- Decrease the cost of ability to  :time for both versions.

For the ding-dong, it would happen when the clock has revolved, but the ticktock thing is not bad too :P Might be quite stressful when 3 or more of them are in play :D

So about the cost, what about 4 :gravity (3 :gravity for upped version)? (I'm not sure, cause it could be useless if too expensive, and OP if not).
Anyway, I'm looking forward your comparison, and many thanks for your time :)
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on December 10, 2010, 07:31:49 pm
So about the cost, what about 4 :gravity (3 :gravity for upped version)?
Comparison added above. Are you a precog? 4|3 :gravity was the balanced cost I concluded.

Great artwork by the way!
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Ajit on December 10, 2010, 07:32:33 pm
+1 for originality, and for being able to keep up, if not fully comprehend, OldTrees amazing analytical skills :)

Love the art, might be OP'd at the moment, if it can start to make 3 to 4 to etc quanta a turn, but the idea is very nice.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 10, 2010, 08:07:01 pm
So it takes basically +6 turns to the EC to be rentable vs a Quantum Tower. But after that, I think it really owns, I mean, having a Nova at almost every turn is kind of Oo :D
Yet, it still takes time to setup, so it should be compared to average duration of a game per category (rush/balanced/long setup). Considering it might overall take at least 2-3 turns to be able to get 3 :gravity, this thing would seriously heat up around turn 9~10.

How did you calculate the balanced cost? I just put 4/3 :gravity cause I had the feeling, but if you got a formula this might help for future designs.

Also, I just had an idea. Couldn't it make an interesting combo with Reverse Time? Here what I though:
-When a EC comes into play, the clock rate is 1. You can speed up the thing, then it'll become 2 (cycle 2 quanta per turn)
- If you RT it, the clock rate becomes -1, meaning the Quanta will be cycled counter clockwise.

So the formula for clock rate is:
- When Speed up => X + sign(X).
 Example: Clockrate (2) + Speed up => Clockrate (3) // Clockrate (-4) + Speed up => Clockrate (-5)

- When RT => X - 2 * sign(X).
Example: Clockrate (5) + RT => Clockrate (3) // Clockrate (-3) + RT => Clockrate (-1)

- If clockrate =0 (i.e. the card act as a pillar, generating 1 Quanta of an element depending of the position of the clock), RT will make it -1, and speed up will make it +1

That would make it easier for Elements positioned last on the clock (from 7 to 11), if you need them at the beginning of the game. And it would give your opponent a way to slow down your crazy Quanta generation after turns 10+
Obviously in this case, Nova should be triggered after one full turn, cause if not, RT + RT + RT at position 1 would create a Nova loop :D

Anyway, thanks about the art, I think that it could still be improved, but it's not the priority now ^^
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on December 10, 2010, 08:26:59 pm
Since the optimum use it to continuously speed up, I don't think reverse time is a useful tactic.
Since PC is so easy, I don't think reverse time is a useful tactic.

As for balance, I picked a turn at which I felt it would be fair for this to be UP before and OP after. That turn happened to be +6 which would probably appear at turn 8-9. If the stall works then there will be quanta galore. If it fails it typically will do so in the first 17-19 turns.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 10, 2010, 09:18:57 pm
Well, about the RT thing, you can even Quanta production in early turns, which could sometime be an advantage, for an additional cost 2 :time. You could RT it as soon as you play, and the production would be something like this:

Compared Quanta Prod, using :time :death :fire,  :gravity :light :earth,  :aether :life :water,  :entropy :darkness :air as a cycle.
Turn2 EC CW1EC CW + 1 EC CCW
+02 :time2 :time
+12 :death +2 :fire :death  +  :fire + :air+ :darkness
+22 :gravity + 2 :light + 2 :earth :gravity + :light + :earth + :entropy+ :life+ :water
+32 :aether +2 :life + 2 :water + 2 :entropy :aether + :life+  :water + :entropy +  :aether + :earth + :light + :gravity
+42 :darkness + 2 :air + 2 :time + 2 :death + 2 :fire (+2x Nova Effect)2 :darkness + 2 :air + 2 :time + 2 :death + 2 :fire (+2x Nova Effect, same as above because CCW/CW crossing)
At a clockrate of 6, 1 EC CW+1 EC CCW is equivalent 1 Nova per turn, and you get the equivalent of 3 Nova the other turn.
At the same clockrate, 2 EC CW needs 2 turns where you'll receive something like 2x(:time :death :fire,  :gravity :light :earth), and get the remaining prod at the other turn (i.e. equivalent to 4 Novas.

It's just a matter of preference, but I think that sometimes, it could be useful to even your production so you're not waiting for the last missing Quantum another turn, or if you want to toss in specific creatures without waiting 3/4 turns.

The only thing is, I don't want to make this card too complicated, but as it is, you can play it, speed it up, and harvest your Quanta in a simple way. I just though that it could be fun to add more advanced strategy, without ruining its "simplicity"...
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on December 10, 2010, 09:29:54 pm
Ah. I see what you mean now.
I still feel that simple is better in this case.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: joebob777 on December 11, 2010, 01:43:28 am
i like the idea for the game, i think it would be useless without the spped up but also OP with it, so here is my solution. for each speed up add a 5% chance (5 speed ups = 25% chance) at the end of each turn to revert it back to speed 1, because after 12 turns it basically a nova each turn. the 5% chance could change to 10% but i think that would nerf it a little to much

PS: although i do get oldtrees analytical work, having boret and oldtrees analyize 1 card 50 different times makes my head spin, so i decided to skip alot of the discussion (95%)
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: AnonymousRevival on December 11, 2010, 04:01:02 am
Epic art man, I like it. I suggest not to make the speed up ability too fast though. Just maybe one quanta at the start and one quanta at the end of the turn.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 11, 2010, 01:19:41 pm
Card characteristics & mechanism updated, see 1st post.

OldTrees => Maybe you're right. I'll just drop the RT-combo thing to focus on balancing the card for now.

joebob777=> Thanks :) About the analytic things, I do understand that it's quite hard to get at first glance. Basically, most of the discussion was a comparison vs Quantum Tower production. However, I think that doing some maths here put up some facts, versus the feeling I had when designing this card.

True, it would be useless without Speed Up. OP with it, I'm not sure. Like you said, after turn +11, it's like a Nova every turn. But what I think is, a card is OP only within a context, and not in itself. For instance, I think that a 1|1  :earth creature (cost  :earth ) with a skill like ( :earth : Generate  :time :time) (like a  :earth / :time Rustler) is, in itself, not overpowered. Within a Graboid context, it is way more questionable.

If you consider the average game length (I would say 15-20 turns for a 30~35 cards deck), +11 turns is a very long time to wait. But if I get more tangible facts about it being (un)balanced, the stackable probability of reverting its speed to 1 could indeed be a way to put something like a cap to the clock speed. I also thought making it a creature (0|3~5), which would make it "CC-compliant" by the opponent.

Anonymous => Thanks too :) That was an occasion to "un-dust" (?) my PS/3DSMax skills :P
I however think that a cap of only 2 Quanta will make EC completely useless (or maybe you mean something else). The idea behind this card is to have a slow-starting (of course, "slow" is kinda subjective, for it depends of your deck) Quanta engine with low stability (for elements at the end of the clock), which progressively becomes a Quanta factory.

Anyway, the more comments there are, the easier (well, I hope so...) it'll be to balance it. :P
Title: Re
Post by: The_Mormegil on December 11, 2010, 01:43:11 pm
I completely misunderstood the card. Anyway, I agree with OldTrees, you should take away the Supernova effect. Just focus on balancing it as a quantum producer.

I don't like the speed up ability, though, and I think taking it away would be best... But it's your idea, so. I think max speed should be 4, and that it should speed up by itself once per turn. If you do that, you should probably reduce the cost to 2|1.

Following the OldTrees' format, that way you would have:
TurnsQuantum from QTQuantum from EC
160 (1-1)
292
3125
4159
51813
62117
72421
82725
That is probably a bit UP. BUT, then you could add a small effect when the clock fully revolves (each time :aether is produced), like... Dunno, drawing a card could be OP for rushes and terrible for stalls, I think (no Eternity trick there...). Showing opponent's hand has nothing to do with clockworks... maybe give a random quanta boost, like one to three random quanta are generated that turn...
Title: Re: Re
Post by: OldTrees on December 11, 2010, 04:54:39 pm
I completely misunderstood the card. Anyway, I agree with OldTrees, you should take away the Supernova effect. Just focus on balancing it as a quantum producer.

I don't like the speed up ability, though, and I think taking it away would be best... But it's your idea, so. I think max speed should be 4, and that it should speed up by itself once per turn. If you do that, you should probably reduce the cost to 2|1.
The speed up ability is the card. Otherwise it would have to start at 3 quanta and cost 0 like quantum pillars.

Checking if removing Nova is possible/useful and if a max speed is needed.
TurnQuanta from QP|QTQuanta from ECQuanta from NovasConverted Quanta Cost of ECEC-QEC-nova-Q
+03|61012|9-14-14
+16|93015|12-18-18
+29|126018|15-21-21
+312|1510021|18-23-23
+415|18151224|21-12-24
+518|21211227|24-12-24
+621|24282430|271-23
+724|27363633|3015-21
+827|30453636|3318-18
+930|33554839|3634-14
+1033|36666042|3951-9
+1136|39787245|4269-3
+1239|42918448|45884
+1342|451059651|4810812
+1445|4812012054|5114121
+1548|5113613257|5416331
+1651|5415314460|5718642
+1754|5717116863|6022254
+1857|6019018066|6324767
+1960|6321020469|6628581
I think from the above table we can conclude that a max speed is needed. The max speed will need to be lower in the presence of novas. However if we add a max speed and remove the novas then the starting speed will need to be increased.

Now the question to be answered is at what turn [+8?, +11?, +14?] should EC equal QT in cumulative production? After which EC will exceed QT and before which QT exceeded EC. Another way to answer this question is: What is the average last turn that quanta production is nigh irrelevant to stallbows?
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 11, 2010, 07:35:18 pm
The thing is, without Nova, this card will be pretty useless IMO, and I don't like very much the idea of having an initial speed of more than 1. But looking at your last table, it's true that EC-Q is way too high, but EC-Nova-Q is way too low. Also, I think that a ratio is much more relevant than a Delta. So, for a fist try, I set a max speed of 12, here it goes:

(http://img80.imageshack.us/img80/334/ratiocomp.jpg)

(http://img411.imageshack.us/img411/4853/ratiodraw.jpg)

NOTE: Typo in title, the ratio is obviously EC Net. Prod/QT Prod


Basically, if speeded up every turn, this card is equivalent to
- 1 QT at turn +6
- 2 QT at turn +9
- 3 QT at turn +12
- 4 QT at turn +15
- 5 QT at turn +21

Considering its cost, I would say it'll be played in a rainbow deck at turn 2 in the best case, but overall I'd rather see turn 3-4. So, this card begin to become efficient (i.e. at least equivalent to 2 QT) around turn +11/+13. 2 QT isn't that much (even if it obviously count :P ) compared to the needed time to set it up.

About the stallbow thing, well I'm not sure. All I know is that EC = 1 QT at turn 8/10 (cumulative prod), for the time being, and I don't feel like it's too fast, but that's only my feeling...
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on December 11, 2010, 08:42:29 pm
You're right that ratio is a better balance tool than delta.

Changing the Max speed doesn't effect the time the EC equals 1 QT (unless you drop below max speed 5). By messing with max speed we are balancing the end game. The opening if fine so we shouldn't alter it without cause.
At the beginning EC = 1-2.33 QT
So at the end it should be EC = 1+2.33 QT
The ideal max speed is dependent on when the relevant end is predicted to be.
Ideal Max SpeedRelevant End
12+14
11+14
10+15-+16
9+15-+17
8+17-+21
7+22-+28
From this I think that a max speed of 9 (+15-+17 or 18-21) is a good balance point.

PS. Great graph!. I wish I knew how to make the colored gradient inside the graph.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 11, 2010, 11:15:38 pm
I know that changing the Max Speed won't affect the beginning of the production, which I find good too by the way (hence the "Max" thing :P ).

But I didn't understand the "relevant" end part. Do you mean it is the point when EC=1+ 2.33 QT? In what is it the relevant end?

Here, I added graph ratio for Max Speed 9, along with another one from max speed 6 to max speed 12, so you can have an overview of what we can tweak:

(http://img94.imageshack.us/img94/4136/ratiocomps9.jpg)

(http://img577.imageshack.us/img577/8611/ratiodraws9.jpg)

(http://img52.imageshack.us/img52/3706/ratiodrawsp6sp12.jpg)


P.S.: Thanks :) I can't tell you precisely how to do gradients in graphs because I don't use an english version of Excel, but in the 2007 version, right-click on the graph zone (not the curves), then you should have something like Formatting... Then you can choose from a menu if you want plain, or gradient fill, along with some other options ;)
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on December 11, 2010, 11:35:30 pm
I know that changing the Max Speed won't affect the beginning of the production, which I find good too by the way (hence the "Max" thing :P ).

But I didn't understand the "relevant" end part. Do you mean it is the point when EC=1+ 2.33 QT? In what is it the relevant end?

Here, I added graph ratio for Max Speed 9, along with another one from max speed 6 to max speed 12, so you can have an overview of what we can tweak:

P.S.: Thanks :) I can't tell you precisely how to do gradients in graphs because I don't use an english version of Excel, but in the 2007 version, right-click on the graph zone (not the curves), then you should have something like Formatting... Then you can choose from a menu if you want plain, or gradient fill, along with some other options ;)
The relevant end and the theory of irrelevant excess:
Games have a finite duration (usually). This finite duration changes based upon the decks involved and how the dice fall. If a card gives an unreasonable benefit but does so after the game ends, that benefit is irrelevant. If the only time a card is OP is when the card's benefit is irrelevant then it is not OP in the current metagame. This card, due to its unbounded nature which is a consequence of its slow start, has an unreasonable benefit at some point down the line. By adjusting the Max Speed we can place this excessive advantage just a hair past the end of the game. This maintains the balance and allows for a slow to start type of card to exist. So we need to estimate when the average end of the game is for games involving this card and then map that turn count to the +N turn count. This limit of relevance will allow the proper tuning of the max speed. I think your previous estimate of the mapping of turn count to +N turn count (played on turn 3-4) is accurate. The only question remaining is what is the distribution of last turns in games using this card?

I believe that EC=1+ 2.33 QT is the limit between acceptable and excessive benefit. We just need to place this limit on top of the limit between relevant and irrelevant as described in the paragraph above.

P.S.: Thanks for the info
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: joebob777 on December 12, 2010, 02:55:08 am
so far i have been able to keep up with you two, thanks for the earlier english boret, so i will try to do some quick math that will probably be irrelevant
on the basis of 13/12 quanta (4/3 :gravity  9 :time) we will get 9 semi random quanta a turn at the cards max. plus a nova effect every 1.25 turns, so for 5 turns we get 93 quanta (45 from effect, 48 from nova) which is about 18.15 quanta a turn or 6 quantum pillars. for a 13/12 cost, along with the time needed to get to a max, this card is actually really balanced. good work boret

CORRECTION: 18.6, my bad
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: The_Mormegil on December 12, 2010, 08:34:11 am
@OldTrees: you should account for some things when you consider the slow start (which is the part I like the less of this card, since speed is power, and only versatility can match it).
1) This can be destroyed. AI can be programmed to have an increasing priority for this, so to steal it or explode it when it reaches good speed, hence wasting your quanta production in a terrible way. Pillars are "ready to go", and as such, destroying them is a pain but not as painful as a thing that you must tick up to efficiency before being useful.
2) This wastes a card slot. It is a quantum generator and as such, you would play it INSTEAD of Pillars, Pendulums or novas. Since this has a cost, you need pillars (or novas) to play this. With less of these cards in your deck, the probability to have a good hand are heavily reduced, and coupling the lack of normal pillars with the intrinsec slowliness of this card, you have a *very* slow deck.

Conclusion: as it is, this card may be balanced on paper, but will be rarely if ever used, since it is so slow that a non-rush deck would probably outrush you into oblivion.

Suggestion: add a minimum speed, and a cap speed. Possibly make it a standard speed, and if you want to keep the speed up ability, make it last a single turn and, say, double speed for that turn.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 12, 2010, 09:00:09 pm
OldTrees: Ok, now I understand better your explanation, and I agree with you. Yet, it's quite a hard job to evaluate an average game unfolding (maybe because there is no average game unfolding, after all...) vs a single card. At this point, the only thing that'll tell us is experience, or statistics. If people like the concept, I can make a macro that could calculate average quanta production within a specified deck. Since it is automated, I could do something like ~500 simulations so we could get an overview of how it combines with other cards.

joebob777: thanks :) There is just this thing I don't understand, but you're welcome anyways :P
Quote
thanks for the earlier english boret
The Mormegil: I don't agree. Yes, this card is not fit for speed decks (at least I don't think so, we should see what would 2~3 of these cards do). You say speed is only matched by versatility. But tell me, what's more versatile that a card potentially providing you 1 of each quanta every other turn + a fair amount of quanta?

About point 1. I'd say that this is not the only card that takes time to set up that can be screwed by the opponent (any growth, ablaze creature for instance). It's just the game, and should you fear your EC may be destroyed, protect them, then.

Your point 2. makes sense. But once again, bad draws are part of the game, too. Even with a 30 cards deck, you can have bad draws. Hence, as I said earlier, only experience will tell us if you're right or not. As it is, I personally think that I would put 3 of them in a "standard" rainbow deck, for 3 :gravity is still affordable.

About the min/max speed, I'm not fond of the idea of having 10 lines of instruction on the card. It's true it is probably the best way to balance it, but the easier the card is, (though analytical details are a bit complicated), the better it'll be.

P.S.: I answered to your Temple Art request (http://elementscommunity.org/forum/index.php/topic,17315.0.html)
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: joebob777 on December 13, 2010, 12:46:26 am
joebob777: thanks :) There is just this thing I don't understand, but you're welcome anyways :P
Quote
thanks for the earlier english boret
in my part of the world, when ever we need some help from some stuff we dont understand, we say "in english please" its what i was going for
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: joebob777 on December 13, 2010, 01:22:47 am
suggested description
Cycle through 1 quanta each turn. after each pass, play one nova
 :time :time Speed Up: (cycles through one more quanta) max speed of 9
(optional)
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 13, 2010, 05:59:23 pm
Ah ok, didn't know this expression.
I'll update description and art, but the cost is supposed to be  :time for both cards.

Anyway, with a max speed of 9, do you think it's ok for Crucible?
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: joebob777 on December 13, 2010, 09:55:35 pm
forgot it was 1 :time but yes, it is crucible ready
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 15, 2010, 12:16:02 am
Description & Art updated.

Thanks for your advices ;)
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: AnonymousRevival on December 16, 2010, 07:41:46 am
Even if the card is :gravity, I see that the background is the Other element.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 16, 2010, 11:42:00 pm
Oops you're right, I updated the background. Thanks for notice :)
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: EvaRia on December 16, 2010, 11:46:09 pm
You flipped the prices, it should be 4/3.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: ddevans96 on December 16, 2010, 11:50:19 pm
The text on the card needs to match the text in the table :)

I like the card overall, though it might be too much quanta generation at the same time.

Also, there's an in game cycle used in the bazaar you might use, but the current cycle works too :)
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 17, 2010, 10:34:15 am
Ok, note for myself:
Edit cards only when own mind is clear :d

Anyway, thank you again for notice, card fixed.

ddevans96: Maybe, but I don't know. Only experience will tell, and I still have available adjustments so if it's OP we could still reduce max speed/raise the cost. About cycle in the bazaar, do you mean :entropy :death :gravity :earth :life :fire :water :light :air :time :darkness :aether (or is it wrong?). I wanted :time to be the 1st Quantum generated (so the 1st speed up could possibly be auto-fuelled), and also I wanted to have opposite elements at opposite directions.

On a sidenote, I made art for the Entangling Roots (http://elementscommunity.org/forum/index.php/topic,15093.0.html), and I saw later that you were willing to do it too. Do you have any news from card author ?
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: joebob777 on December 17, 2010, 01:46:58 pm
The text on the card needs to match the text in the table :)

I like the card overall, though it might be too much quanta generation at the same time.

Also, there's an in game cycle used in the bazaar you might use, but the current cycle works too :)
at max speed, it will be equivalent to 6 quantum pillars, for about 2 per pillar, you could play that much at the first turn
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: ddevans96 on December 17, 2010, 04:13:31 pm
On a sidenote, I made art for the Entangling Roots (http://elementscommunity.org/forum/index.php/topic,15093.0.html), and I saw later that you were willing to do it too. Do you have any news from card author ?
I couldn't get what I had in my head to look right on the screen. I was still working on it, but he can use your art if he wants :)
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Kuroaitou on December 18, 2010, 03:59:22 am
CURATOR COMMENT
-Please type in the word, 'Gravity', in the ELEMENT section of the table for both cards. :gravity means Gravity quanta, not the element Gravity, and the two are not interchangeable
-Leave the ATK|HP section of the table blank if the card is not a creature (do not put the term 'N/A' in there, as the letters can refer to variable stats like Scarab's Swarm ability)
-Remove the smiley face and 'Me' from the ART section of the table, and please put in your forum name (Replace 'Me :D' with 'Boret')


I'll be honest - I'm not gonna try to analyze this card since everyone else already has, but the art and thought-process you've put behind this makes me think that it'll get far in the polls. Is this your first card idea - because it's quite fantastic. :)

(In the future though, you may have to think of more creative ways to shorten the text so that it fits onto a card in 4 lines or less, but I'll let it slide this time)  ;)
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 18, 2010, 11:11:39 am
ddevans96: I see. I hope that you can finish it too, so the author will decide about it, and the other art can be used by another card, then?

Kuroaitou: Changes are done. Thanks for comments, I know description is a bit long, but I couldn't think of a shorter one. :)
And yes, this is my first card idea, so let's see how far it can get...

Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on December 30, 2010, 10:27:34 pm
Yeah, it finally made it into the Crucible (totally forgot to check  ::) )
Thanks for people who helped me on this topic (and for people who voted for this card :P )
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: TheCrazyMango on January 05, 2011, 08:30:06 pm
Question, why is that a gravity card? it seems more like a time card imo.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on January 05, 2011, 08:48:16 pm
Question, why is that a gravity card? it seems more like a time card imo.
Gravity is the opposite Element from Entropy
Entropy is the Element of luck (good and/or bad) and chaos
Therefore Gravity is the Element of Order
The quanta produced is highly ordered.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: TheCrazyMango on January 05, 2011, 08:59:52 pm
Question, why is that a gravity card? it seems more like a time card imo.
Gravity is the opposite Element from Entropy
Entropy is the Element of luck (good and/or bad) and chaos
Therefore Gravity is the Element of Order
The quanta produced is highly ordered.
this card is elemental Clockwork Elemental Chrono]meter. its skill is called speed up All of these things sound more like Time than gravity
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on January 05, 2011, 09:07:45 pm
Question, why is that a gravity card? it seems more like a time card imo.
Gravity is the opposite Element from Entropy
Entropy is the Element of luck (good and/or bad) and chaos
Therefore Gravity is the Element of Order
The quanta produced is highly ordered.
this card is elemental Clockwork Elemental Chrono]meter. its skill is called speed up All of these things sound more like Time than gravity
I agree that the name and activated skill are very Time ish
I think that the automatic effect is very Gravity ish
As such I think it fits best as either a Gravity card with a Time skill (which means it will cost 4|3 :gravity +8 :time total)
or as a mono Time card (which means it will cost 12|11 :time total)

All in all I felt the total cost 8 :time +4|3 :gravity is slightly more thematically accurate than 12|11 :time.
Which is why I suggested it be a duo card. However it will still be great as a Mono card.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: TheCrazyMango on January 06, 2011, 09:15:15 pm
Question, why is that a gravity card? it seems more like a time card imo.
Gravity is the opposite Element from Entropy
Entropy is the Element of luck (good and/or bad) and chaos
Therefore Gravity is the Element of Order
The quanta produced is highly ordered.
this card is elemental Clockwork Elemental Chrono]meter. its skill is called speed up All of these things sound more like Time than gravity
I agree that the name and activated skill are very Time ish
I think that the automatic effect is very Gravity ish
As such I think it fits best as either a Gravity card with a Time skill (which means it will cost 4|3 :gravity +8 :time total)
or as a mono Time card (which means it will cost 12|11 :time total)

All in all I felt the total cost 8 :time +4|3 :gravity is slightly more thematically accurate than 12|11 :time.
Which is why I suggested it be a duo card. However it will still be great as a Mono card.
oh ok. so since nova creates 1 quanta of each element(thats stable and even) it would fit gravity more than entropy.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on January 06, 2011, 09:52:33 pm
Question, why is that a gravity card? it seems more like a time card imo.
Gravity is the opposite Element from Entropy
Entropy is the Element of luck (good and/or bad) and chaos
Therefore Gravity is the Element of Order
The quanta produced is highly ordered.
this card is elemental Clockwork Elemental Chrono]meter. its skill is called speed up All of these things sound more like Time than gravity
I agree that the name and activated skill are very Time ish
I think that the automatic effect is very Gravity ish
As such I think it fits best as either a Gravity card with a Time skill (which means it will cost 4|3 :gravity +8 :time total)
or as a mono Time card (which means it will cost 12|11 :time total)

All in all I felt the total cost 8 :time +4|3 :gravity is slightly more thematically accurate than 12|11 :time.
Which is why I suggested it be a duo card. However it will still be great as a Mono card.
oh ok. so since nova creates 1 quanta of each element(thats stable and even) it would fit gravity more than entropy.
That is a good point Entropy v Gravity probably is not Order vs Chaos. I could still be order(different meaning to order) vs entropy. In this case stable and even is a sign of entropy but structured like a sequence would order.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: johannhowitzer on January 25, 2011, 09:37:44 pm
The card text needs to be fixed - it says  :time :fire :death, but the order on the clock face and in the notes is  :time :death :fire.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Boret on January 26, 2011, 11:32:03 am
Yes you're right I saw this a few days ago. I'll update card text accordingly when I find some time.

Anyway, thanks to people who voted for this card, now let's go to the armory :D
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: Nepycros on January 26, 2011, 03:20:15 pm
Quick question... Can you make more clock related cards? These are awesome.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: ishner on February 13, 2011, 10:00:58 pm
should cost 1 of each quantum to play.
speed up should cost whatever element comes next and produce it
this way speeding up ondly brings nova closer.

upgraded should be identical but free to play
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on February 13, 2011, 10:07:26 pm
should cost 1 of each quantum to play.
speed up should cost whatever element comes next and produce it
this way speeding up ondly brings nova closer.

upgraded should be identical but free to play
Why?
We did many comparisons to Quantum Pillars earlier.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: ishner on February 14, 2011, 01:49:08 am
what i mean is
cost:  :air :darkness :death :earth :entropy :fire :gravity :life :light :time :water
speed up cycles threw the clock without producing aneything
supernova is replaced with nova
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: ishner on February 14, 2011, 01:52:22 am
in addishion maby limit speed up to 3 per turn
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on February 14, 2011, 02:14:17 am
what i mean is
cost:  :air :darkness :death :earth :entropy :fire :gravity :life :light :time :water
speed up cycles threw the clock without producing aneything
supernova is replaced with nova
Costs can only be 1 element type or undefined.
Your activation cost idea is interesting but more complicated and Elements follows the "keep it simple ___ [KISS]" rule.
in addishion maby limit speed up to 3 per turn
Could you explain why? The calculations earlier in the thread tell a much different conclusion.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: ishner on February 14, 2011, 02:22:38 am
if they speed up *9 per turn nova activactes 3 times evry 4 turns.
quantim pillar will generate 12 random quantims in that time
this will do triple that.

on closer inspection the limit could be 4.   5 or 6 if this card is rare.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: OldTrees on February 14, 2011, 02:25:58 am
if they speed up *9 per turn nova activactes 3 times evry 4 turns.
quantim pillar will generate 12 random quantims in that time
this will do triple that.

on closer inspection the limit could be 4.   5 or 6 if this card is rare.
Please check the logic around this post (http://elementscommunity.org/forum/index.php/topic,17373.msg237441#msg237441). The linked post is the last in the calculations of balancing it against Quantum Pillar. Please read.
Title: Re: Elemental Clockwork | Elemental Chronometer
Post by: ishner on February 14, 2011, 02:41:04 am
i see.

 :( :( i was confused.  :( :(
i thought that speed up moved the clock forward 1 "tick" and could be played up to 9 times per turn.

what you mean makes less sence
blarg: