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coldfusion

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Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg137055#msg137055
« on: August 12, 2010, 11:18:07 pm »
OK I get that a mutated monster can have different active abilities and different stats to the original. However what about passive abilities? If my oty ate a mutated chrysaora, would it become poisoned? I know if the mutated thing turns out to be a graboid then it enters burrowed but I mutated a death stalker and it didn't inflict poison with every hit...Can someone help me clear this up? Thanks!


PS. I'm slightly confused on the pendulums. Do they act as towers/pillars but generate alternating quanta every turn? Are they limited to 6?

Mastermind79

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg137076#msg137076
« Reply #1 on: August 12, 2010, 11:53:36 pm »
Passives ARE retained; Deathstalker's active ability causes poisoning, so it was not triggered as it had a different ability.

Offline GG

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg137077#msg137077
« Reply #2 on: August 12, 2010, 11:55:25 pm »
You need to understand the differences between 'passive' active abilities and just passive status.

passive active abilities are the ones that does not require triggering, but usually auto-triggers when a creature attacks, etc.

for example, deathstalker's deadly poison is a passive active ability that activates when deathstalker attacks.


passives, however, are the status that could be found when u put the mouse cursor on a creature and wait for the status window to pop up. graboid has 'burrowed' passive, devourer has 'devourer' passive, airborne creatures have 'airborne' passive, etc.
a mutant keeps the passive of the creature that they currently look like. for example, a mutant devourer, regardless of whatever ability it has, retains the devourer's original 'devourer' passive, and therefore takes one quantum from the opponent and transfer it as a darkness quantum to you.


an easy way to distinguish passive (or active) active abilities from passives is lobotomization. all passive active abilities can be loboed, while passives are never loboed. the only way to remove passive, at the moment, is to remove airborne passive by web ability.





@PS : pendulums are like normal pillars/towers and you can have more than 10 in your deck
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kobisjeruk

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg137201#msg137201
« Reply #3 on: August 13, 2010, 03:00:25 am »
one thing i want to complaint is that lobo effect cant remove adrenaline which indicate that it is considered passive whereas momentum is lobo-able

both should share the same characteristic imo, can be lobo'ed or otherwise

smuglapse

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg137205#msg137205
« Reply #4 on: August 13, 2010, 03:03:10 am »
one thing i want to complaint is that lobo effect cant remove adrenaline which indicate that it is considered passive whereas momentum is lobo-able

both should share the same characteristic imo, can be lobo'ed or otherwise
I don't consider either one an ability (that would be passive or active), but a status effect like poison.  Why one is removed and not the other--I don't know.

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg137216#msg137216
« Reply #5 on: August 13, 2010, 03:10:02 am »
@GG: Maybe you should word it more clearly. Call one of them "passive skills" (non-activatable), and the other "passive abilities" (Devourer, Airborne, etc).
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

coldfusion

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg137338#msg137338
« Reply #6 on: August 13, 2010, 08:26:25 am »
one thing i want to complaint is that lobo effect cant remove adrenaline which indicate that it is considered passive whereas momentum is lobo-able

both should share the same characteristic imo, can be lobo'ed or otherwise
Oh ok so lobo a deathstalker will get rid of it's +2 poison per hit passive active. Does this work on pufferfish?

kobisjeruk

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg137344#msg137344
« Reply #7 on: August 13, 2010, 08:34:35 am »
Oh ok so lobo a deathstalker will get rid of it's +2 poison per hit passive active. Does this work on pufferfish?
yes, it will get rid of the passive skill venom but PF will still retain the passive ability "poisonous" (same with toadfish, flying arsenic etc)

smuglapse

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg137345#msg137345
« Reply #8 on: August 13, 2010, 08:34:56 am »

Offline jmizzle7

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg145686#msg145686
« Reply #9 on: August 24, 2010, 07:05:02 pm »
To answer the original question: you have active and passive skills confused. Active skills are skills that appear underneath the creature icon (see image above in smuglapse's post). These can be removed by lobotomizing effects. Passive skills are any skills that appear in the information box under "Passive Skill". These are not removable by lobotomizing effects.

Skills like Vampire, Phoenix, and Deadly Venom are active, not passive. They can be removed by lobotomizing effects and are not preserved through mutation.


About momentum.... Momentum is a status, not a skill of any kind. Lobotomizing effects do not remove statuses, but only active skills. However, Zanz allows for lobotomizing effects to remove momentum for the sole purpose of having a countermeasure against momentum. Without the ability to lobo momentum status, there would be no way to combat the status, which is something Zanz doesn't want.

Offline bored_ninja777

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg145690#msg145690
« Reply #10 on: August 24, 2010, 07:14:53 pm »
About momentum.... Momentum is a status, not a skill of any kind. Lobotomizing effects do not remove statuses, but only active skills. However, Zanz allows for lobotomizing effects to remove momentum for the sole purpose of having a countermeasure against momentum. Without the ability to lobo momentum status, there would be no way to combat the status, which is something Zanz doesn't want.
I understand what you guys are all saying.. this part in particular about Zanz making lobo able to stop momentum i have a problem with..
first though- maybe find a way to group "passive active skills", "passive active abilities", and "statuses" so everyone understands them clearer. maybe make a thread or something in the wiki that shows a list of each type
EX:
passive active skills
blah blah blah blah..

passive active abities
blah blah blah

statuses
blah blah blah

and have a list of what is removable by which card. Just to make things clearer for everyone.

second- I get that Zanz allows it to get rid of momentum.. but to single out a "skill" because no other card can stop it seems biased for a card effect. Maybe make a new weapon or set of weapons that target specific types of abilities.. then add them to my first thought.. a list of weapons/cards etc that show what they remove.
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Offline bored_ninja777

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Re: Mutations & Passives https://elementscommunity.org/forum/index.php?topic=11154.msg145717#msg145717
« Reply #11 on: August 24, 2010, 07:56:28 pm »
About momentum.... Momentum is a status, not a skill of any kind. Lobotomizing effects do not remove statuses, but only active skills. However, Zanz allows for lobotomizing effects to remove momentum for the sole purpose of having a countermeasure against momentum. Without the ability to lobo momentum status, there would be no way to combat the status, which is something Zanz doesn't want.
I understand what you guys are all saying.. this part in particular about Zanz making lobo able to stop momentum i have a problem with..
first though- maybe find a way to group "passive active skills", "passive active abilities", and "statuses" so everyone understands them clearer. maybe make a thread or something in the wiki that shows a list of each type
EX:
passive active skills
blah blah blah blah..

passive active abities
blah blah blah

statuses
blah blah blah

and have a list of what is removable by which card. Just to make things clearer for everyone.

second- I get that Zanz allows it to get rid of momentum.. but to single out a "skill" because no other card can stop it seems biased for a card effect. Maybe make a new weapon or set of weapons that target specific types of abilities.. then add them to my first thought.. a list of weapons/cards etc that show what they remove.
http://elementscommunity.org/forum/index.php/topic,11691.0/topicseen.html

found this.. seems to explain most things :D
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