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Offline ARTHANASIOS

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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1008912#msg1008912
« Reply #12 on: October 18, 2012, 11:56:45 am »
Quote
15: Third sweet spot of Adrenaline
No, it's not. For all the 13~15 ATK, Adren gives +5 another attack power, so the advantage is equal to them.
15 is not the sweet spot but "Maximum attack power that benefits from Adrenaline"

Look at the board in this wiki article: http://elementscommunity.org/wiki/Adrenaline

An attack of 3, 8 or 15 gives an overall adrenalined damage of 12, 17 or 20 respectively (considering there are no shields on the opponent's side), which are more effective than adjactent numbers, like 2, 4, 7, 9 or 14.
For 3 ATK, Adren = +9 ATK
For 8 ATK, Adren = +9 ATK
For 13 ATK, Adren = +5 ATK
For 14 ATK, Adren = +5 ATK
For 15 ATK, Adren = +5 ATK
Additional damage is same for 13~15. It means if you have 13,14,15 ATK creatures on the field, using Adren on 15 ATK creature do not make more advantage then giving it to 13 or 14 ATK creature.

An adrenalined creature is always more effective than a non-adrenalined one. However, this doesn't change the fact these 3 numbers (3,8,15) are the most favorable ones.
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Offline drolly

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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1008914#msg1008914
« Reply #13 on: October 18, 2012, 12:11:30 pm »
Reminds me of this book. Other than that, nice idea, compilation and work. In other words, +rep.

Trivia or tips? You decide:
2Number of Shards which are creatures
3Current age of Elements the Game in years
4Number of Shards which are permanents
6Number of Shards which are spells
12Maximum attack of an unupgraded creature without buffs (Crimson Dragon)
15Maximum attack of a creature without buffs (Ruby Dragon)
Maximum HP of an unupgraded creature without buffs (Colossal Dragon)
30Maximum HP of a creature without buffs (Massive Dragon)
If more things come to my mind, I'll add them.

Quote
15: Third sweet spot of Adrenaline
No, it's not.
isnt 7 the second sweetspot for adrenaline?
Nope, have a look at Elements Wiki: http://elementscommunity.org/wiki/Adrenaline
Quote from: Elements Wiki
The three sweet spots are at 3, 7 and 8 attack power, as they yield the highest reward.
:P
It's a matter of definition. For me, I think about it the same as ARTHANASIOS, hence I call a certain attack stat a sweet spot if the total damage done with Adrenaline is lower for both adjacent attack stats. Hence, 3 and 8 are "sweet spots" for me, 7 is not (although it's sweet to have 7+Adrenaline, look at semi-unupped AdrenaTitans), and I don't know about 15 (never tested, not documented in the wiki. Someone go to the trainer, please.).
« Last Edit: October 18, 2012, 12:16:22 pm by drolly »
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Offline ddevans96

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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1008947#msg1008947
« Reply #14 on: October 18, 2012, 03:30:01 pm »
However, this doesn't change the fact these 3 numbers (3,8,15) are the most favorable ones.

Not really. These are the sweet spots (i.e. the highest possible base attack before adrenaline gives less attack), but 15 is not a good number to use with adrenaline because of the resources required to create a 15-attack creature.

3, 7, and 8 are the most favorable base attacks for adrenaline, even though 7 isn't a sweet spot.
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Offline choongmyoung

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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1008956#msg1008956
« Reply #15 on: October 18, 2012, 04:19:22 pm »
However, this doesn't change the fact these 3 numbers (3,8,15) are the most favorable ones.

Not really. These are the sweet spots (i.e. the highest possible base attack before adrenaline gives less attack), but 15 is not a good number to use with adrenaline because of the resources required to create a 15-attack creature.

3, 7, and 8 are the most favorable base attacks for adrenaline, even though 7 isn't a sweet spot.

yeah true. and 7atk is a better target than 15atk.
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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1008958#msg1008958
« Reply #16 on: October 18, 2012, 04:30:27 pm »

1Number of Mulligan can happen in a game
There can be two mulligans in a game - one for each player.
Quote from: Absol
3Maximum number of spins after every game won above AI2
Most people consider arena to be above AI2, and you have 4 (or 13, depending on how you count) spins after a single game in the arena. That makes three the normal amount, not the maximum amount.
Quote from: Absol
4Maximum number of elements you can balance before using QP
5+ Element decks can be balanced using just novas or supernova + pends, no QP required.
Quote from: Absol
5Ideal number of QI
5 was the average QI of several simple but powerful decks. In fact, have a couple quotes from the founder of QI theory:
What the optimal QI is, I have no idea. That 5 was just guess, and it sounds better than 4 or 6.
That 5 is just a number I guessed would be close to optimal. The real optimum number is probably something else.

But I do agree that the QI system changes when a deck becomes bigger. This is because of Mulligan and other things.
Goes slightly against the general consensus here, but looking at the rush decks I've explored I find the optimal deck for speed purposes generally ends up with a QI of around 4-4.5.  Running a bit low helps dump the hand quicker and get an early advantage in damage.
Yep. I, and many others, have been going for 4.5 for a long time now (we even talk about it on this topic if I'm not mistaken). That 5 I posted in the original post was just a hypothesis I made without any real testing because I wanted a nice even number, and somehow a lot of people assumed that it was the "magic number" :) During later testing I quickly realized that the optimal number for a fast deck is actually closer to 4. Like I said, I generally use about 4.5.
Saying that 5 is the optimal QI is just the spreading of misinformation, and since most people get their information secondhand or only read the first post of SG's thread, it just keeps spreading everywhere.
Quote from: Absol
8Maximum number of OTK combo cards
False. There are OTK decks with 9 card combos, using hourglass to draw after playing part of the combo. This reduces reliability, but you already have "optimal number of OTK combo cards" listed at 7, so this is a separate issue.
Quote from: Absol
20Number of :electrum won from AI3 if the win is EM with 100 HP
Maximum number of healing provided by a single Adrenastaff
20 is how much :electrum you win from AI3 is the win is NOT EM with 100 hp. With EM, 100hp gives 40 :electrum. 1 hp EM would probobly give 20 :electrum as well, but I'm not sure about the rounding.
The maximum number of healing provided by a single adrenastave is 25. Naturally, this requires way to much work to be practical.

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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1008960#msg1008960
« Reply #17 on: October 18, 2012, 04:44:47 pm »
However, this doesn't change the fact these 3 numbers (3,8,15) are the most favorable ones.

Not really. These are the sweet spots (i.e. the highest possible base attack before adrenaline gives less attack), but 15 is not a good number to use with adrenaline because of the resources required to create a 15-attack creature.

3, 7, and 8 are the most favorable base attacks for adrenaline, even though 7 isn't a sweet spot.
This pretty much reflects my view on how the wiki defines the sweet spots for Adrenaline.  I disagree with the current definition because it seems to imply that 15 attack is better than others that give a greater damage bonus.  Because if we were looking at this realistically and had an army of creatures on the field with varying attack, which one would you want to use Adrenaline on first?  If all that you know about Adrenaline is that 3, 8, and 15 are the sweet spots then I would imagine most players would choose to use Adrenaline on the 15 attack creature instead of a 7 attack creature.  Therefore they may be dealing less damage overtime which may end up costing them the duel.  In my view the sweet spots should be dedicated to those attacks that give the greatest damage bonus which in this case would be 3, 7, and 8.
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Offline choongmyoung

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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1008964#msg1008964
« Reply #18 on: October 18, 2012, 05:03:32 pm »
However, this doesn't change the fact these 3 numbers (3,8,15) are the most favorable ones.

Not really. These are the sweet spots (i.e. the highest possible base attack before adrenaline gives less attack), but 15 is not a good number to use with adrenaline because of the resources required to create a 15-attack creature.

3, 7, and 8 are the most favorable base attacks for adrenaline, even though 7 isn't a sweet spot.
This pretty much reflects my view on how the wiki defines the sweet spots for Adrenaline.  I disagree with the current definition because it seems to imply that 15 attack is better than others that give a greater damage bonus.  Because if we were looking at this realistically and had an army of creatures on the field with varying attack, which one would you want to use Adrenaline on first?  If all that you know about Adrenaline is that 3, 8, and 15 are the sweet spots then I would imagine most players would choose to use Adrenaline on the 15 attack creature instead of a 7 attack creature.  Therefore they may be dealing less damage overtime which may end up costing them the duel.  In my view the sweet spots should be dedicated to those attacks that give the greatest damage bonus which in this case would be 3, 7, and 8.
^
Totally true. Best agreed.
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Offline ARTHANASIOS

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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1008970#msg1008970
« Reply #19 on: October 18, 2012, 05:44:42 pm »
This pretty much reflects my view on how the wiki defines the sweet spots for Adrenaline.  I disagree with the current definition because it seems to imply that 15 attack is better than others that give a greater damage bonus.  Because if we were looking at this realistically and had an army of creatures on the field with varying attack, which one would you want to use Adrenaline on first?  If all that you know about Adrenaline is that 3, 8, and 15 are the sweet spots then I would imagine most players would choose to use Adrenaline on the 15 attack creature instead of a 7 attack creature.  Therefore they may be dealing less damage overtime which may end up costing them the duel.  In my view the sweet spots should be dedicated to those attacks that give the greatest damage bonus which in this case would be 3, 7, and 8.

 Everything depends on the situation. If you have a 7 attack creature it is fine if you can cast Adrenaline on it, do it, but if you have to choose between a 7-attacker and an 8-attacker you should more likely choose the 8-attacker.
 I personally agree with the wiki's board definition of Adrenaline | Epinerphine sweet spots because I find total damage the basic criteria about Adrenaline's effectiveness. Furthermore, any extra info about attack power and/or number of attacks serves well to define which is the best attacker to be buffed with Adrenaline in every special situation.
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Offline ddevans96

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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1008999#msg1008999
« Reply #20 on: October 18, 2012, 09:31:14 pm »
In my view:

Sweet spots: 3, 8, 15.
Favorable: 3, 7, 8.
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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1009014#msg1009014
« Reply #21 on: October 18, 2012, 11:02:08 pm »
@Tirear
Derp. I thought i could reduce rules lawyering by phrasing the words carefully, but you're right in most part.

@Epi combo
I'll change that. I've checked the table in the wiki.

@everyone else
Will also edit the table soon™.
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Offline choongmyoung

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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1009019#msg1009019
« Reply #22 on: October 18, 2012, 11:18:37 pm »
1 hp EM would probobly give 20 :electrum as well, but I'm not sure about the rounding.
Right. In AI3, the reward is calculated as:
:electrum Reward =  10 + [HP remaining/10], double if EM. [ ] is Gauss sign(round down)
So, 1~9 HP EM will make 20 :electrum.
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Re: [tips] Magic Number https://elementscommunity.org/forum/index.php?topic=44151.msg1009033#msg1009033
« Reply #23 on: October 19, 2012, 12:21:15 am »
23: Maximum defense from unupped hope
24: Maximum defense from upped hope

 

blarg: