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I rounded up since that was how the damage was calculated the old way, so 13.04 became 14, and 27.007 became 28. I'm not sure if this is how it's supposed to be done so correct me if it isn't.(http://i786.photobucket.com/albums/yy150/BhlewosAQW/ElementsTheGame/catapultChart.png)
And here's a graph comparing the old values to the new. Apologies for the step-like-ness of the graphs, I used the integer values.
[11:52:44 PM] zanzarino: i was also trying to stick to the concept there... if I stab you with a poisonous weapon i do not care if you are carrying around a mirror
[11:53:17 PM] zanzarino: For the same reason mirror should not reflect the catapult damage either
Health | Damage | Health | Damage | Health | Damage | ||
1 | 1 | 14&15 | 11 | 41-44 | 21 | ||
2 | 2 | 16&17 | 12 | 45-48 | 22 | ||
3 | 3 | 18&19 | 13 | 49-54 | 23 | ||
4 | 4 | 20&21 | 14 | 55-60 | 24 | ||
5 | 5 | 22-24 | 15 | 61+ | 25 | ||
6&7 | 6 | 25&26 | 16 | ||||
8 | 7 | 27-29 | 17 | ||||
9&10 | 8 | 30-32 | 18 | ||||
11 | 9 | 33-36 | 19 | ||||
12&13 | 10 | 37-40 | 20 |
Someone should reserve a post on front page, then tell use the damage/size ratio, so we don't have to look on page 4.Smaller (Less damage)
Bigger how? Attack wise (like adrenaline)? Or HP wise (would be OP with armagio, IMO)?Someone should reserve a post on front page, then tell use the damage/size ratio, so we don't have to look on page 4.Smaller (Less damage)
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Bigger (More damage)
I assume larger means more hp.Think of it as a permanent with momentum. Thats the beast analogy I have until its in the trainer. Sundial wont stop it due to it being an activated ability.
How would shields affect this? It would seem like physical damage, but damage that only hits once is usually spell. It would make sense to have momentum too, so it'd probably ignore shields anyway.
So.. a damage source that isn't reflected by mirror shield and isn't stopped by sundial?
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I think the damage ratio is too low and this card is too weakI agree. The only cost-effective way of using this card that I can think of is Voodoo Dolls, which does 14 damage, which is not impressive at all. And due to the way the formula works, stacking Basilisk Blood increases the damage by very little once the creature has more than 30 HP or so. Unstable Gas is much better for direct damage.
you have to play a Catapult, then play a Massive Dragon which does 8 damage every turn and activate the skill for only 18 damage
you lose much more for throwing a Titan, that wasted 3 cards in total, for only 23 damage
while unstable gas can deal 20 damage by itself
Unstable Gas is much better for direct damage.But it's stopped by 2 shields and you can't use it in mono decks.
But it's stopped by 2 shields and you can't use it in mono decks.Mono air with elite firefly.
Anyway Catapult is not effective at all. Let's see sacrificing a 499 HP creature only deal 37 damage. Do you know how much effort paid to make such creature?There is a Reason why trebuchet in real life never threw 50 ton projectiles.
It may also be usefull in a scarab swarm to bypass shield.Scarabs! Never thought of that, brilliant, just imagine Osiris with this ;)
Basilik blooded gem finder seems a nice target too in terms of cost effectivness.
Ancient Egyptian Pharaoh launching things on a Catapult? Sounds like a certain children's card game to me XDIt may also be usefull in a scarab swarm to bypass shield.Scarabs! Never thought of that, brilliant, just imagine Osiris with this ;)
Basilik blooded gem finder seems a nice target too in terms of cost effectivness.
Futile effort is futile. I see no problem in that, if you know there is no use.But it's stopped by 2 shields and you can't use it in mono decks.Anyway Catapult is not effective at all. Let's see sacrificing a 499 HP creature only deal 37 damage. Do you know how much effort paid to make such creature?
Cool! My auburn nymph finally has job to do :DTrue. That improves auburn nymph.
I'd love some some formula for easier dmg counting. If nobody makes it, I'll go for it.I think zanz already mentioned the formula. Willing post it here (http://elementscommunity.org/forum/index.php/topic,17670.msg240320#msg240320).
I think zanz already mentioned the formula. Willing post it here (http://elementscommunity.org/forum/index.php/topic,17670.msg240320#msg240320).Thank you. I modified the opening post so that everyone can find this easily.
I'd rather use something like fractal armagio than massive dragon =_=BB'd Antilions, or Dolls, works. Best usage of it seems to be to counter BB when used as CC on your creatures.
I will test it but it seems UP.Nah, the card is pretty useful. You may not want to build a whole deck around it, but it works as an addition. Something like Lobo+Hope wont stop you from killing the opponent anymore, as you can fling creatures that dont bypass shields anymore.
Now is this starting health or current health at the time of sac?Current health, i.e. don't Gravity Pull an Armagio and then use this card when it's down to 4HP :)
I agree with Girls Generation.Yeah, massive dragon is still as bad as ever due to its cost and low attack. firemaster is actually better to chuck than merc due to the cost, but the measly 6 damage really isn't worth it.
This card is going to benefit a few cards, none of them being massive dragon.
Armagio is the ideal target as it is relatively cheap (5 :gravity) but has low attack so it is just sitting there kind of useless.
This card is more of a "final blow" card just like Sky Blitz or fractal etc except it isn't as good because you have to set it up the turn before your final blow.
I will test it but it seems UP.
Although it may be used as a single-card addition to SOME decks (I dunno which ones... I suppose something that has low-attack creatures, but then again, momentum is just plain better...)After seeing the card I instantaneously thought about Pharaohs+Scarabs (Fractal Scarabs also works). Of course, the combo only works if you already managed to set up a field full of scarabs, so in most cases you win simply through scarab's damage. Catapult can work as an emergency card for situations like phase shield stall, diamond shield, gravity shield, emerald shield, permafrost and the like. In this case, catapult is much better than momentum for 3 reasons:
this card is also a- makes Death nymph and Afla useless too. Flinging first cell is hilarious. "Oh no you wont, go away!". Also makes "board lock" completely impossible.
- Sundial nerf
- Antimatter nerf
- gravitron merc buff
I don't understand how would this cause any problem with malignant cells?this card is also a- makes Death nymph and Afla useless too. Flinging first cell is hilarious. "Oh no you wont, go away!". Also makes "board lock" completely impossible.
- Sundial nerf
- Antimatter nerf
- gravitron merc buff
- depending oh who has it, it either lets you do something with your BBed creatures, or if you're the one using BBs, makes them more versatile
I think more ways to counter Antimatter are warranted. It's an amazingly hard card to counter, and while it's not totally OP, cards like this that make it slightly less useful are ok. Afla, on the other hand has issues, and could use a little help...The nastiest counter i received for antimatter: use butterfly effect on it. I recently lost a match against the AI that way :)
Problem? Yes, board lock is already stupidly hard to achieve, and easily countered. Afla sucks.Against the AI it is stupidly easy ;)
Just saying its yet ANOTHER way to counter Afla/Death nymph. Just like its yet another way to counter Antimatter for example.
I'm not looking for advices on how to use a card against AI. AI is for grinding anyway, end-game is PvP, around which the game should be balanced or the game will lose its multiplayer appeal.Problem? Yes, board lock is already stupidly hard to achieve, and easily countered. Afla sucks.Against the AI it is stupidly easy ;)
Just saying its yet ANOTHER way to counter Afla/Death nymph. Just like its yet another way to counter Antimatter for example.
Drop some graveyards for stealing types, don't break their graveyard. Quint their cells or other critters best left untouched on the opponent side (I like quinting enemy dolls). They get cluttered pretty fast with useless creatures.
Drop a jade shield, and the lock is down.
I agree board lock is not too useful in PvP. PvP is dominated by rush decks. But that isn't Afla's problem.
I'm not looking for advices on how to use a card against AI. AI is for grinding anyway, end-game is PvP, around which the game should be balanced or the game will lose its multiplayer appeal.Problem? Yes, board lock is already stupidly hard to achieve, and easily countered. Afla sucks.Against the AI it is stupidly easy ;)
Just saying its yet ANOTHER way to counter Afla/Death nymph. Just like its yet another way to counter Antimatter for example.
Drop some graveyards for stealing types, don't break their graveyard. Quint their cells or other critters best left untouched on the opponent side (I like quinting enemy dolls). They get cluttered pretty fast with useless creatures.
Drop a jade shield, and the lock is down.
I agree board lock is not too useful in PvP. PvP is dominated by rush decks. But that isn't Afla's problem.
Hell, even against AI, its easier to NOT use Afla, then to use it.
Back ON TOPIC: As mentioned on chat, Catapult would be much more viable card if it allowed for multiple uses per turn (like Rustler). Then it would be a decent finishing move card.
Not half as useful, due to the formula.I'm not looking for advices on how to use a card against AI. AI is for grinding anyway, end-game is PvP, around which the game should be balanced or the game will lose its multiplayer appeal.Problem? Yes, board lock is already stupidly hard to achieve, and easily countered. Afla sucks.Against the AI it is stupidly easy ;)
Just saying its yet ANOTHER way to counter Afla/Death nymph. Just like its yet another way to counter Antimatter for example.
Drop some graveyards for stealing types, don't break their graveyard. Quint their cells or other critters best left untouched on the opponent side (I like quinting enemy dolls). They get cluttered pretty fast with useless creatures.
Drop a jade shield, and the lock is down.
I agree board lock is not too useful in PvP. PvP is dominated by rush decks. But that isn't Afla's problem.
Hell, even against AI, its easier to NOT use Afla, then to use it.
Back ON TOPIC: As mentioned on chat, Catapult would be much more viable card if it allowed for multiple uses per turn (like Rustler). Then it would be a decent finishing move card.
Or you could just chimera really quickly, then catapult for the win.
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I tested Catapult last night. It could definitely use a buff. The cost is fine, but the damage output isn't nearly enough. I edited the formula slightly and found a possible scenario that would buff the damage output quite reasonably:Isn't the damage rounded down? Meaning 1 damage rather than 2 from a creature of 1 hp.
Suggested formula of damage: dmg=50*HP/(40+HP)
Health Damage 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 10 11 11 12 12 13 13 14 13 15 14 16 15 17 15 18 16 19 17 20 17 21 18 22 18 23 19 24 19 25 20
Health Damage 26 20 27 21 28 21 29 22 30 22 31 22 32 23 33 23 34 23 35 24 36 24 37 25 38 25 39 25 40 25 41 26 42 26 43 26 44 27 45 27 46 27 47 28 48 28 49 28 50 28
Health Damage 51 29 52 29 53 29 54 29 55 29 56 30 57 30 58 30 59 30 60 30 61 31 62 31 63 31 64 31 65 31 66 32 67 32 68 32 69 32 70 32 71 32 72 33 73 33 74 33 75 33
@theonlyrealbeef, the dmg is formula is there, it's not necessarily rounded downWell it is rounded down in most programming languages when dividing integers, and would require a workaround to act differently. IRC it was also rounded down with the original formula.
I tested Catapult last night. It could definitely use a buff. The cost is fine, but the damage output isn't nearly enough. I edited the formula slightly and found a possible scenario that would buff the damage output quite reasonably:Isn't the damage rounded down? Meaning 1 damage rather than 2 from a creature of 1 hp.
Suggested formula of damage: dmg=50*HP/(40+HP)
Health Damage 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 10 11 11 12 12 13 13 14 13 15 14 16 15 17 15 18 16 19 17 20 17 21 18 22 18 23 19 24 19 25 20
Health Damage 26 20 27 21 28 21 29 22 30 22 31 22 32 23 33 23 34 23 35 24 36 24 37 25 38 25 39 25 40 25 41 26 42 26 43 26 44 27 45 27 46 27 47 28 48 28 49 28 50 28
Health Damage 51 29 52 29 53 29 54 29 55 29 56 30 57 30 58 30 59 30 60 30 61 31 62 31 63 31 64 31 65 31 66 32 67 32 68 32 69 32 70 32 71 32 72 33 73 33 74 33 75 33
@theonlyrealbeef, the dmg is formula is there, it's not necessarily rounded downWell it is rounded down in most programming languages when dividing integers, and would require a workaround to act differently. IRC it was also rounded down with the original formula.
It's not that simple... but the workaround could be implemented with, like, 5 lines of code at worse.Standard division rounds down. All you need to do is add 1. I don't know how difficult it is in the language Zanz is using, but in most I know, it's two symbols.
Yes, if you want to ALWAYS round up, that should be right... ^^ (I thought the point was rounding down for 0.0 - 0.5 and rounding up for 0.6 - 0.9 as is "usual")It's not that simple... but the workaround could be implemented with, like, 5 lines of code at worse.Standard division rounds down. All you need to do is add 1. I don't know how difficult it is in the language Zanz is using, but in most I know, it's two symbols.
After testing a lot, I support jmizzle7. The damage output is just slightly low; I believe firmly that Catapaulting 4 uninjured Elite Armagio should kill an opponent, which james'll sven's formula does without changing the card dramatically.I dont.
when sacrificing a creature, are the death affects triggered?Yes they are.
death affects as in those for condors, graveyards, etc.
was hoping it would throw weapons from hand or permanents or something.Throwing pillars would be funny, elementals crushed by pillars falling from the sky.
support jmizzle7 +2After testing a lot, I support jmizzle7. The damage output is just slightly low; I believe firmly that Catapaulting 4 uninjured Elite Armagio should kill an opponent, which james'll sven's formula does without changing the card dramatically.I dont.
Damage indeed is, but should be, low. Catapult is not just a damage dealer, and damage it does is unblockable.
Not to mention that instant damage is much more valuable than damage over time.
I do think Catapult could use a buff, but as I previously said, I think its enough of a buff to allow it to toss more often.
Wait, is max really 25?No. There is no damage ceiling. However, the law of diminishing returns hits HARD. A creature with 1000 HP will only deal 39 damage with the current formula.
If not, fractal scarab/voodoo + chimera + one of these = ^^
No. There is no damage ceiling. However, the law of diminishing returns hits HARD. A creature with 1000 HP will only deal 39 damage with the current formula.The ceiling is mathematically 40, since
Generally though, the card does not need to be buffed. Right now it's not powerful enough to build very effective decks around it, but the same is true for cards like momentum, deflag, purify and the like. You don't build decks around these cards. You add these cards to a deck built around some other key cards as a support for your other strategy. Or you use these as a part of a larger combo (eg. to trigger death effects). But, no one says that the card must be good enough to form your main source of damage. Neither momentum nor deflag are a main source of damage. They are simply ways to overcome shields and other stalling things. And standard creature rush should always be faster than catapulted armagios. Catapults are not meant for rush! They are siege weapons xDThe problem is gravity can't rush either. Another slow card for an element sorely lacking speed.
Catapult was designed to be a threatening card. It isn't at this time.Was it designed to be a threatening card? I thought it was designed to be threatening only to stall decks, while being at most average against other decks (when used offensively), while when it is used to trigger death effects can't be easily judged 'how threatening it is', but then changing the formula wouldn't change much. Making it's ability usable multiple times per turn might change that situation, but I'd say that catapults are quite slow weapons and don't seem like a card attacking more often than other cards.
Aether pillars, 4 Fractals, Gravity Pillars, 6 Armagios, 3 catapults.I actually tried that deck in many ways. It loses vs AI 3 most of the times.
Fractal armagio anyone?
Well, as I understood from Zanzarino's quotes around here, it was supposed to be a card that deals with gravity's "problem" of having very high hp creatures and not that many ways to use them. It was supposed to be a "high hp can be a threat" card. I think, at least.Catapult was designed to be a threatening card. It isn't at this time.Was it designed to be a threatening card? I thought it was designed to be threatening only to stall decks
few gravity dragons and flying titan + chimera+ this ....Chimera is inefficient with this card. The law of diminishing returns is painful with this card.
you get the point
I understand your reasoning, but only to a point. How did we ever get on the subject of rushes, or how effective Catapult is at beating stall strategies? I'm talking about the pure mechanics of the card. Catapult is meant to deal unblockable damage at the cost of a creature. During the infant stages of this card's development, Zanz wanted to come up with a way for big, fat creatures to have relevance within the :gravity element. Flinging them at the opponent is a cool way to do it. During preliminary chat discussion, the damage-to-hp ratio was set at 1:1, up to 50 damage. Zanz wasn't satisfied that this was balanced enough, obviously, so he developed the formula that is currently used.Catapult was designed to be a threatening card. It isn't at this time.Was it designed to be a threatening card? I thought it was designed to be threatening only to stall decks, while being at most average against other decks (when used offensively), while when it is used to trigger death effects can't be easily judged 'how threatening it is', but then changing the formula wouldn't change much. Making it's ability usable multiple times per turn might change that situation, but I'd say that catapults are quite slow weapons and don't seem like a card attacking more often than other cards.
Right now it is good for a number of purposes (as a support card). Not excellent, just good. Buffing the damage or allowing multiple use would increase the number of uses. The question is, is this card designed to be used more than other Gravity cards? Does every new card have to be used more often than the previous cards? It's a simple card that fills some niche. Unless Zanz intended otherwise.
As for the problem with Gravity lacking speed and damage... I'd say using catapult to fix this issue would be wrong. Catapults are not meant to be fast, and their damage is supposed to be high, but expensive, so creatures should definitely have better damage/cost ratio.
This problem should be fixed with other cards that are designed to be rush cards. Maybe acceleration will fill this purpose. Maybe not, and Gravity will have to wait for even more cards. IMHO we simply shouldn't try to bend the new cards to fix problems they are not meant to fix.
Of course, if Zanz's intention was different to my interpretation, than shall be it.
Not to mention that Time's rushing capabilities, even if I know a few tricks, are still worse than Gravity's in my opinion. At least if we compare unupped vs. unupped and Upped vs. Upped.
I think that besides of damage it would be nice to have a effect like destroying one random enemy permanent every time you sacrifice a creature ( random to don't make it OP and only usable once a turn, or also the creature have to have a minium hp to have the effect)I like that idea.
As do I. It would reduce the effectiveness of SoGs, as well as possibly keeping someone from having enough quanta from using an important card, or taking out an annoying shield.I think that besides of damage it would be nice to have a effect like destroying one random enemy permanent every time you sacrifice a creature ( random to don't make it OP and only usable once a turn, or also the creature have to have a minium hp to have the effect)I like that idea.
What if instead of dealing damage, it reduced maximum HP? That is, make it anti-heal?while healing is an issue, not dealing enough damage fast enough is a much larger issue. Then again, reducing max hp could tie into knocking down the castle walls.
I understand your reasoning, but only to a point. How did we ever get on the subject of rushes, or how effective Catapult is at beating stall strategies? I'm talking about the pure mechanics of the card. Catapult is meant to deal unblockable damage at the cost of a creature. During the infant stages of this card's development, Zanz wanted to come up with a way for big, fat creatures to have relevance within the :gravity element. Flinging them at the opponent is a cool way to do it. During preliminary chat discussion, the damage-to-hp ratio was set at 1:1, up to 50 damage. Zanz wasn't satisfied that this was balanced enough, obviously, so he developed the formula that is currently used.I don't know how I got to that subject... I was writing it at about 5 am. just before going to sleep, so my mind wasn't properly working xD
Now here we are. Catapult is officially in development, and everybody is screaming "underpowered!" It is simply because Catapult does not deal enough damage to warrant inclusion in a deck. The only use I have seen for it is as an also-ran in a Scarab deck, on the off-chance that you might face a stall situation. Even then, many dedicated stall decks will simply laugh at Catapult because it doesn't deal enough damage to combat the recursive healing that stalls carry. All of this coming from a seige weapon? You would think a seige weapon of war would be threatening. Slow and low on ammunition, but threatening. It isn't.
After testing a lot, I support jmizzle7. The damage output is just slightly low; I believe firmly that Catapaulting 4 uninjured Elite Armagio should kill an opponent, which james'll sven's formula does without changing the card dramatically.which I don't agree with. 4 Elite Armagios are in my opinion too little, and can be achieved quite early (with PU/Fractal), as easily as let's say 4 average hitters in a rush deck (which doesn't give a win straight away). That's probably why I got the impression that someone wants to make a rush deck out of it.
which I don't agree with. 4 Elite Armagios are in my opinion too little, and can be achieved quite early (with PU/Fractal), as easily as let's say 4 average hitters in a rush deck (which doesn't give a win straight away). That's probably why I got the impression that someone wants to make a rush deck out of it.
Maybe Essence meant catapulting 4 uninjured Elite Armagios against an opponent without healing/stone skin, or catapulting them all at once with 4 catapults against an opponent with healing.
If so, then maybe I simply misunderstood him a bit, as if he meant that 4 Elite Armagios + 1 Catapult on the field == uncounterable win.
Or you could just chimera really quickly, then catapult for the win.Doesn't Chimera suck up all gravity quanta?
Combines, Gravity Pulls, gains Momentum, but does not consume all gravity quanta.Or you could just chimera really quickly, then catapult for the win.Doesn't Chimera suck up all gravity quanta?
(haven't used it all too much)
The only use I have seen for it is as an also-ran in a Scarab deck, on the off-chance that you might face a stall situation. Even then, many dedicated stall decks will simply laugh at Catapult because it doesn't deal enough damage to combat the recursive healing that stalls carry.http://elementscommunity.org/forum/index.php/topic,17728.0.html (http://elementscommunity.org/forum/index.php/topic,17728.0.html)
Not sure if this has been mentioned yet, but Zanz buffed catapult slightly.Hmm. So...
The damage formula is now dmg=75*HP/(75+HP)
Hmm... I smell a FG coming focused around this card... After all, they can have fifty armagios in their decks...If by 50 you mean 12, then yes, a false god with this card would be nice :)
The damage buff helps a lot, but gravity as a whole still needs a buff in damage. Catapult is a great first step, but its also countered pretty easily.I agree, but if we're lucky, acceleration|overdrive will be similar enough to the current idea that it'll compensate.
Osiris currently has this card in trainer...??? ??? ???
This will be painful =O
Osiris currently has this card in trainer...I think that the AI is just getting to use the new cards for testing purposes. Also, that applies to all AI. So watch out for the trebuchet/silence stallbows in trainer T50. =P
This will be painful =O
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this + fractaled armagio = instant OHKO win...Yeah... if this was a gatling gun and not a catapult... You can only use the ability 1 time a turn. If you had 5 on the field, and 25 :gravity to play the armagios, and then another 5 :gravity to use each one of the catapults AND the :aether for fractal... yeah, ohko
Catapult + Frozen Creature = Frozen Weapon.fixed. Or at least thats what it should be. I think that would be more entertainign
Catapult + Poison creature = Poison damage.
i realize that, but still, it'd be funYeah... its only a 7 card combo too. Shouldnt be hard at all to pull off
:)
also, i am sure that the 30 grav quantum and the 11 or 10 aether quantum shouldn't be too big of a problem, with a good number of pillars/towers, and pends
Zanz came into chat and said those two things I posted above (before you changed them)Catapult + Frozen Creature = Frozen Weapon.fixed. Or at least thats what it should be. I think that would be more entertainign
Catapult + Poison creature = Poison damage.
off topic
Whyd you change your sig>?!?!!?1?1??!? its just not you.
Strange.... just a moment ago it showed your sig as a quantum tower... the old one. I wish he would make it freeze the weapon instead. It would be fun to have more ways to do that.Oh you mean mah profile pic, that got screwed up when i was trying to edit mah sig. LOL. But back on topic, I still don't think catapult is powerful enough to enjoy a place in most any deck.
Wait.... frozen gets 20% more damage, and infected deals that much poison too? That's awesome....frozen creatures = 30% chance to freeze weapon
petrified (delayed) creatures = plus 20% damageAwesome synergy with Basilisk Blood right there
- makes Death nymph and Afla useless too. Flinging first cell is hilarious. "Oh no you wont, go away!". Also makes "board lock" completely impossible.Don't you mean flinging the SECOND one and keeping the first one to make another one you can fling next turn etc.? ;)
lol, at malignant cellsYeah, not overly effective unless you have a nymph as well to make them bigger before flinging em but if you have nothing else to throw at the time, better than nothing anyway :)
well, that's what 2 grav quanta for 2 dmg? yeah... lol
new deck!!!instead of malignant cells you can use any creature generator. FFQ would be troublesome due to 2 required quanta types, boneyard is cheaper than aflatoxin, but requires some CC to work, pharaoh is a good choice though since it already synergizes with :gravity
earth nymph + malignant cells + catapults
If you have a poison attrition deck beware. This one will kill you every time. AI had at least 7 dragons out and thought my shards could handle it for a many turns before popping off a miracle since my carapace was taking care of the lower health ones neatly. A pair of catapults comes along and I wasn't paying attention. Within about three turns I was the AI had another few dragons out and I was sucking up at least 20 poison damage per turn.Imbalanced effect?
If you asked me that effect is a little bit unbalanced. Only made it through because I had ridiculous healing ability in that deck.
Has anyone else noticed, that after a catapult fires (at least, an AI controlled one, I haven't tried a catapult deck myself yet), that the sound effects for individual attacks shut off? All other sound effects seem to be there, just the ones for attacks go silent. And it carries over unless I reload the game.Yes, I have already reported it as a bug. (http://elementscommunity.org/forum/index.php/topic,17989.0.html)
Or, you know, permanent control of any kind.Yes. I was saying: where the f.... is my pulvy? :)
Fun tip VS Osiris with CCYB?: antimatter some early pharaohs, negative attack creatures have more priority for trebuchet than frozen ones. It sure delays the scarab swarm.I hate doing that... I know it helps, but I hate having to reload the game, so I can get my sound back...
Fun tip VS Osiris with CCYB?: antimatter some early pharaohs, negative attack creatures have more priority for trebuchet than frozen ones. It sure delays the scarab swarm.Fun tip VS Osiris with DoSA?: Don't pop multiple Retroviruses in one turn when Osiris has multiple Trebuchets on board. That way you avoid getting couple dozen poison counters during next rounds... :-[
New Change: The Catapult | Trebuchet now deals 20% additional damage if you fling a frozen creature, and if you fling an Infected creature, it adds Poison counters to the opponent equal to the number of Infection counters on the creature.Sorta says on the first page, but sure.
I believe this card isn't meant to be a primary damage dealing method. Rather, it's meant to counter CC such as freeze, antimatter, infection, and basilisk blood.Maybe so, but all you lucky ones having :death Nymph can now use this to poison opponent.
I believe this card isn't meant to be a primary damage dealing method. Rather, it's meant to counter CC such as freeze, antimatter, infection, and basilisk blood.I disagree, I tried in trainer catapult + Titan.
Yeap, but after that it drops radically.. got an armagio up to 290hp, it deals around ~65 damage (don't remember exactly.. did a chart before reading sacred's post).. Not worth it considering turn cost.. now with 2x Grey Nymphs it might get interesting.. Otyugh, Soul Catchers, Bonewalls, Boneyards, Death Stalkers, Momentum.. I think I'll try it right now.. (don't have high hopes though.. poison always lets down)[offtopic] "sacred's post"? lol, SG got a worshipperf [/offtopic]
[14:11:17] zanzarino: Ok, one more small patch to the beta: I just added a description of the arena (only for the first time you open it)Also seen here: http://elementscommunity.org/forum/index.php/topic,28148.0.html
[14:11:33] zanzarino: And moved the max damage of catapults up to 100
[14:12:49] willng3: So wait, does that modify the damage formula?
[14:13:15] zanzarino: yes the 75 is now 100 in that formula
This buff makes me happy in strange places.._.
:3This buff makes me happy in strange places.._.
If you are clever enough you wait to have pulvy and destroy those cata before playing AM.Yes, that's what I do too, but often you don't draw it in time.
He didn't flings frozen creature if he has empty creature slot if I good remember.
Osiris is easy with CCYB.
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I am confused. Please explain.1) Play a creature
just noticed that when you click cata for its ability then hover over a creature, it shoes how much damage it will do XD
When you use catapult, place your mouse over the creature you're about to fling. Don't fling it, just hover the mouse. Now look at the top left of the catapult card.
It's the damage the creature will give.
Magic.