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sSethia

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg106180#msg106180
« Reply #144 on: July 02, 2010, 06:07:43 am »
Rustler.

It has a unique ability unlike any other.

Offline BloodshadowTopic starter

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg106830#msg106830
« Reply #145 on: July 03, 2010, 06:33:13 am »
The Featured Card is chosen!

Adrenaline | Epinephrine

Now I definitely need help on this analysis. I might not be able to remember all the useful applications of Adrenaline, since there are so many.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

miniwally

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg106863#msg106863
« Reply #146 on: July 03, 2010, 09:43:41 am »
The charts here http://elementsthegame.wikia.com/wiki/Adrenaline

frogs, quanta producing creatures (see Gl1tchs trial winning deck), green nymph, vampires, taking down bone walls.

Offline Glitch

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg107022#msg107022
« Reply #147 on: July 03, 2010, 06:06:24 pm »
If you have a thorn carapace, hitting an opponents creature with adrenaline can sometimes be more beneficial than the damage they do.

Offline BloodshadowTopic starter

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg107249#msg107249
« Reply #148 on: July 03, 2010, 11:51:58 pm »
Neither of you remembered that Adrenaline can be used to counter freeze and stasis. See, there is a lot to write about.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Offline Glitch

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg107340#msg107340
« Reply #149 on: July 04, 2010, 01:50:25 am »
While I remembered that, it didn't seem worth mentioning, because there's no way of knowing if the opponent is going to play freeze or stasis.

And for that matter, freeze and stasis are equally effective against adrenaline and non-adrenaline creatures, damage wise.  The only way for it to be beneficial is if the creature has an active ability.  And even then, done wrong, adrenaline on an active ability creature might HINDER it's ability to use it's ability.  The only time I've successfully seen adrenaline used to counter freeze was on a firefly queen, but even then they applied adrenaline wrong meaning the queen never unfroze.

miniwally

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg107586#msg107586
« Reply #150 on: July 04, 2010, 01:11:43 pm »
It is worth mentioning and I did kind of forget about it.

Xoned

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg107627#msg107627
« Reply #151 on: July 04, 2010, 03:03:16 pm »
What fire card do you guys think will win?
Immolation FTW.

Offline BloodshadowTopic starter

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg108174#msg108174
« Reply #152 on: July 05, 2010, 06:40:52 am »
Sorry guys, but I couldn't write the analysis for Adrenaline today. My mom was using my computer for the past four hours, which I totally didn't expect; she gave it back an hour before midnight. As a result, not only was I unable to write the card analysis, I didn't get to write the prologue of my Elements Fanfiction as well.

If anyone feel like writing the analysis for me, then the help is gladly appreciated. I'll write it myself if no one did when I come back tomorrow.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Offline Kuroaitou

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg108218#msg108218
« Reply #153 on: July 05, 2010, 09:39:22 am »
Sorry guys, but I couldn't write the analysis for Adrenaline today. My mom was using my computer for the past four hours, which I totally didn't expect; she gave it back an hour before midnight. As a result, not only was I unable to write the card analysis, I didn't get to write the prologue of my Elements Fanfiction as well.

If anyone feel like writing the analysis for me, then the help is gladly appreciated. I'll write it myself if no one did when I come back tomorrow.
Well, let's hope my skills are useful.  :)


Adrenaline | Epinephrine


Adrenaline is a tricky card to both use and understand, but like the other alchemy cards, its potential can be devastating. After applying the spell to a creature, Adrenaline will generally allow the creature to attack multiple times in a turn, allowing you to effectively double, triple, or even quadruple the amount of damage done.

Adrenaline (and its upgraded form, Epinephrine) allows a creature to attack up to four times per turn, depending on its attack power. “Smaller creatures” (those with low attack) gain more hits when affected by Adrenaline. This aspect is crucial – low attack creatures may deal less overall damage, but since they attack multiple times in a turn, status effects and passive skills can trigger multiple times. For example, if a creature such as a Horned Frog were to be frozen, the multiple attacks act as separate ‘turns’, removing freeze/delay counters until it can attack again normally – of course, this is dependent on when Adrenaline is applied to the creature during its frozen state, as it could potentially render the monster frozen again against certain shields (Turtle Shield). Another idea is that an adrenaline-buffed Vampire will heal the player with each attack passively, acting as an efficient form of healing. Conversely, if a creature were to be affected by poison, this would trigger the poison damage each time it attacks.

This effect can also be used in a defensive manner as well, depending on what monsters the opponent holds. If you have a Fire Shield or Thorn Carapace, placing Adrenaline on a low attack enemy creature with a powerful ability can cause them to be damaged/poisoned multiple times during their turn, making them more likely to die.

Finally, because this allows cards to ‘double’ their attacks (as opposed to the Dive ability, which simply doubles the monster’s attack), Adrenaline is often used in simple mono-:life rush decks (utilizing Horned Frogs) to deal fast damage. Other cards that benefit are Déjà Vu’s (which can have up to a total of 16 damage after splitting!), Fireflies (generating more :light or :fire quanta per attack), and flying Druidic Staffs (lots of healing).

Note that creatures that deal poison damage upon attacking (the Flying Arsenic weapon and Pufferfish) can only apply two poison counters even if attacking more than two times with Adrenaline. This is not a bug, and is intentional to prevent exploitation with poisons in-game.

Adrenaline is significantly cheaper than the majority of the other alchemy cards, costing only 4 :life quanta (3 :life quanta when upgraded into Epinephrine), thus making it a nice choice in any :life deck that focuses on having more low attack-cost ratio beasts. The paragraph below is an explanation of how Adrenaline affects ‘Variable AP’ creatures from the second Master of Life, Gl1tch, followed by a table that shows how much damage a creature can do per attack/total.

(By the way, here's how Steam Machine works with adrenaline.  If it starts with four attack power (AP), it does its first attack as though it was the first attack on a normal 4 AP adrenalinized creature.  If you play adrenaline on a cockatrice, its first attack is for four damage.  For it's second attack, it attacks as though it were the second attack on a three AP creature.  If you play adrenaline on a frog, its second attack will be for three damage.  For it's third attack, steam machine has 2 AP, and it acts as though it were the third attack of a 2 AP creature.  2 damage.  For it's fourth, it's the fourth attack of a 1 AP creature.  1 damage.  Then it stops, because 0 AP creatures don't have a 5th attack.
Now let's pretend steam machine was blessed, and then got three additional AP from steam.  Its first attack is the first attack of a 6 AP creature, so it does 6 damage.  Next it does the second attack of a 5 AP creature, or four damage.  Then it does the third attack of a 4 AP creature, so it does 2 damage.  Lastly, it does the fourth attack of a three AP creature, or three damage.  6 + 4 + 2 + 3 = 15 damage.)


-Table is missing-

NOTE: Italicized sections are parts that might be omitted or should be added, but is up to BS to figure it out.

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg108553#msg108553
« Reply #154 on: July 05, 2010, 10:02:09 pm »
Here's to hoping that Gl1tch doesn't do a  >:( at my terrible writing skills. ^^;

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Re: Weekly Featured Cards poll - Life https://elementscommunity.org/forum/index.php?topic=7232.msg108625#msg108625
« Reply #155 on: July 05, 2010, 11:51:49 pm »
Thank you, Kuroaitou. You've just saved me from doing an extra hour of work. +karma to you.

Alrighty then...

:life Adrenaline | Epinephrine

Adrenaline is a tricky card to both use and understand, but like the other alchemy cards, its potential can be devastating. After applying the spell to a creature, Adrenaline will generally allow the creature to attack multiple times in a turn, allowing you to effectively double, triple, or even quadruple the amount of damage done.

The primary use of Adrenaline is to increase a creature's attacking power. With the effect of Adrenaline, a creature can attack multiple times per turn, drastically increasing its damage done. Creatures with less ATK will attack more times than creatures with more ATK; for example, a creature with 2 ATK will attack 4 times, while a creature with 10 ATK will only attack twice. If the creature's ATK exceeds 15, it will no longer gain any extra attacks from Adrenaline. The following is a chart of exactly how this works:

ATK #1123456789101112131415
# of attacks444333332222222
ATK #2123344563444555
ATK #312322233
ATK #4123
Total damage481291112151712141516181920
As you can see, creatures with 3 or 8 ATK benefit from Adrenaline the most. For only 4 :life, or 3 :life when upgraded, the creature essentially gains +9/+0 when you cast Adrenaline on it! However, keep in mind that the creature only attack multiple times per turn; its actual ATK is not increased. That's why you still can't do any damage with an Adrenalined 3-ATK creature if your opponent has a Diamond Shield that blocks 3 damage from every attack.

The phrase "attack multiple times per turn" on Adrenaline is a misnomer, because a creature with Adrenaline actually "lives" multiple turns in the time of one turn. Each time an Adrenalined creature attacks, it experiences an extra turn, which means that if the creature has an ability that is activated automatically every turn, that ability will be activated multiple times depending on how many times the creature attacks. For example, an upgraded 2|1 Brimstone Eater generates 1 :fire per turn; but if Adrenaline is applied to this creature, it attacks 4 times per turn, and thus generates 4 :fire per turn! Similarly, a Druidic Staff heals you for 5 HP per turn; if you turn it into a creature with Flying Weapon, and then cast Adrenaline on it, the flying Staff will heal you for 20 HP per turn!

The above property has a few interesting applications. One of the uses of Adrenaline is that it can quickly dispel the frozen or delayed status from a creature. If a creature is frozen for 3 turns, and Adrenaline is cast onto it to make it live 4 turns in 1 turn, then 3 of those 4 turns will take care of the frozen status while the 4th hits your opponent; in reality, the creature is only frozen for 1 turn. This property of Adrenaline can also be used against your opponent, as an Adrenalined creature will be affected multiple times by your Fire Shield or Thorn Carapace.

However, this "live multiple turns" property does not apply to every creature. For example, creatures with the Venom ability, such as Puffer Fish and flying Arsenic, only deals poison damage every other attack. Devourers, when Adrenalined, only absorbs quanta from your opponent every other attack. Those creatures get this special treatment because otherwise, they would become very overpowered.

Quick Facts:
Creatures with Adrenaline attacks multiple times per turn; the number and strengths of subsequent attacks depend on the creature's original ATK.
Each time a creature attacks, it "lives" through an extra turn. That means some abilities will be activated multiple times, and delay effects will be quickly dispelled.
When a creature attacks multiple times, it is affected multiple times by your opponent's shield.

Use This Card Together With:
Minor Vampire | Vampire
Druidic Staff | Jade Staff
Deja Vu | Elite Deja Vu

Decks Using This Card:
Mono-Life rush
Adrenaline Vampires
Adrenaline + Deja Vu
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

 

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