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Mathaos

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg756#msg756
« Reply #12 on: December 15, 2009, 10:09:30 pm »

Rather than get extra spins you should get an improved wheel spin.  Why have a 5% chance of getting a card if your an Elemental Master?  Make it a 10% chance. 
6 spins with 5% or 3 spins with 10% is the same thing.. lol

Not quite, 6 spins at 5% would be about 26.5% chance of getting at least one card, while 3 at 10% would be about 27.1% chance of getting at least one card.

Mathaos

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg757#msg757
« Reply #13 on: December 15, 2009, 10:09:30 pm »

Rather than get extra spins you should get an improved wheel spin.  Why have a 5% chance of getting a card if your an Elemental Master?  Make it a 10% chance. 
6 spins with 5% or 3 spins with 10% is the same thing.. lol

Not quite, 6 spins at 5% would be about 26.5% chance of getting at least one card, while 3 at 10% would be about 27.1% chance of getting at least one card.
Depends on the spins using the same cards or not, only the adm know that.
If its a simple spin on the card/respin its the same %.
As I said, not quite. With percentages, it's not 10+10+10=5+5+5+5+5+5.

It's like this, we take the chance of failing (in one case, 95%, the other 90%) and mulitiply it with itself the proper number of times. So:

0.95x0.95x0.95x0.95x0.95x0.95=~0.735=73.5% chance of failing to get one card, or in other words ~26.5% chance of getting at least one.

0.9x0.9x0.9=0.729=72.9% chance of failing to get at least one card, or in other words 27.1% chance of getting at least one.

That's how it works if I'm remembering my percentages correctly, anyways.

T

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg758#msg758
« Reply #14 on: December 15, 2009, 10:09:30 pm »

Rather than get extra spins you should get an improved wheel spin.  Why have a 5% chance of getting a card if your an Elemental Master?  Make it a 10% chance. 
6 spins with 5% or 3 spins with 10% is the same thing.. lol

Not quite, 6 spins at 5% would be about 26.5% chance of getting at least one card, while 3 at 10% would be about 27.1% chance of getting at least one card.
Depends on the spins using the same cards or not, only the adm know that.
If its a simple spin on the card/respin its the same %.

T

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg759#msg759
« Reply #15 on: December 15, 2009, 10:09:30 pm »

Rather than get extra spins you should get an improved wheel spin.  Why have a 5% chance of getting a card if your an Elemental Master?  Make it a 10% chance. 
6 spins with 5% or 3 spins with 10% is the same thing.. lol


Forfeit

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg1255#msg1255
« Reply #16 on: December 15, 2009, 10:09:32 pm »

The mastery for different thing is a really good idea, because I think only light, life, and darkness have cads the can heal. This would balance the game for players who have no way of regenerating health. That being said elemental mastery do to health should stay in the game.
Also, to the earning extra spins as well, the first time I got that cool message saying "your reward has been doubled" I really thoungt that would apply to slots and was a bit dissapointed, but after playing the game some more I realized that the main incentive for me to fight higher levels of AI was the extra spins, and getting two spins on level one would make for a lot of people farming lower levels for no challange and rare cards anyway. It would be way to easy.
Maybe there could also be mastery for not letting any of your creatures die, or for winning without creatures (it's do-able, I just haven't done it...yet ;)
Also, I just thought of this, respectivlly winning without letting your creatures die could net you a better chance for winning a creatue, and winning with only spells a better chance for winning spells. Same goes for weapons too.

brain9h

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg1553#msg1553
« Reply #17 on: December 15, 2009, 10:09:33 pm »

Rather than get extra spins you should get an improved wheel spin.  Why have a 5% chance of getting a card if your an Elemental Master?  Make it a 10% chance. 
6 spins with 5% or 3 spins with 10% is the same thing.. lol

Incorrect. 6 with 5% is superior than 3 spins with 10% because there is always the chance to receive 4, 5 or 6 cards which would be INSANELY FUN :D
(Of course the average chances are equal)

6 spins would waste a lot of time....

Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg1554#msg1554
« Reply #18 on: December 15, 2009, 10:09:33 pm »

I agree with adding spins for mastery wins

RoKetha

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg1785#msg1785
« Reply #19 on: December 15, 2009, 10:09:34 pm »

I like the idea of adding masteries, but I think they should require strategy and skill rather than rewarding just about every random thing.
Quote
"life mastery" -- ending with 100 life
"death mastery" -- ending with 1 life
"temporal mastery" -- ending with 8 cards in your hand
"poison mastery" -- ending with your opponent having 20 poison points
"creature mastery" -- ending with 15 or more monsters
"graveyard mastery" -- ending with 40 cards in your discard pile
--Life Mastery, like Elemental Master, needs to be full HP and not just 100 due to Shard of Divinity, but yeah, keep that. Also, I think Miracle should disqualify you from getting this rather than just make you heal 1 more HP.
--Death Master is just a luck-based thing based on what your opponenet plays (since creatures attack the same turn as played), I don't like it.
--Temporal Mastery is impossible like that; make it 7 cards but have a fairly low reward since this is easy.
--Poison mastery is cool but might be better at 15; that's a sign of a fast poison deck, whereas 20 usually takes an opponent Miracle or changing your playstyle just for the mastery.
--Creature mastery is good, but I think it might be better if based around the total number of creatures that entered play on your side to reward decks that use your own creatures for ability fodder (consume, mutation, immolation, boneyard) and not punish players that get hit with thunderbolts/rain of fire on the last turn.
--Graveyard mastery isn't easy enough to track and too easy to do.

Quote
Overkill Master-Win the game with your opponent at -40 or less Health (Would probably have to fix the bug that causes the turn to end early, but it would reward those decks that focus on damage, like fire)

Quantum Mastery-Win the game with a total of 100 Quantum or more (For Rainbow decks, mainly)

Round Table Mastery-Win the game with a Weapon, Shield, Pillar, and Other Permanent in Play (not sure which deck type this would help, but it is an interesting idea I think. Also, when I say Other Permenent, I mean something like Graveyard)

Buffed Mastery-Win the game with a creature in play that has at least 10 more Health than it came into play with (gives something for earth/blessing focused decks)
--Overkill Master is a good idea.
--Quantum Mastery should not exist like this, there's no real strategy being rewarded other than getting tons of quanta you don't need (which is actually more of a sign of an ineffecient deck). I think it would be great if it was for winning with exactly 0 quanta left of every type though.
--Round Table Mastery isn't rewarding good play, just good draws and the luck of not facing deflagration/steal/pulverizer
--Buffed Mastery is too focused; really easy to pull off with Scarabs and possibly Otyughs, really hard to pull off otherwise

Here are the ones I think should be added:
--Win without one of your creatures dying or using anything that comes into play as immortal
--Win with no creatures on the field for your opponent
--Win with zero cards left in your draw pile
--Win before ten (maybe less) turns elapse

Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg2023#msg2023
« Reply #20 on: December 15, 2009, 10:09:35 pm »

15 is fast poison? I can get more thant that quite commonly, and I wouldn't call my deck fast. I'll get some pictures later, if people want them.

Demongod

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg9209#msg9209
« Reply #21 on: December 15, 2009, 10:10:15 pm »

Speed demon: Win in less than 10 turns
Wizard: Win without controlling a creature at the end.
Mass murderer: Win with your opponent controlling no creatures.
Overkill: Win by putting your opponent to -40 life.

Spamalot

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg9210#msg9210
« Reply #22 on: December 15, 2009, 10:10:15 pm »

Winning with elemental mastery is so slow that you actually -lose- money, compared to using a speed mono deck.

Upping the reward for elemental mastery would be justified, simply on this basis.

Demongod

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg9528#msg9528
« Reply #23 on: December 15, 2009, 10:10:16 pm »

Another one I thought of:

Alpha Strike: Win the game by dealing 100 or more damage in a single turn.

 

blarg: