Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Cards => Gravity => Topic started by: Scaredgirl on December 15, 2010, 04:54:53 am

Title: Catapult | Trebuchet
Post by: Scaredgirl on December 15, 2010, 04:54:53 am
(http://elementscommunity.org/images/Cards/Upgrade.png)

Oracle prediction: You will be called on to make great sacrifice today...so choose who to sacrifice carefully.

Table of Damage
by Bhlewos

Damage Formula: dmg=100*HP/(100+HP)
HealthDamage
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
10 10
11 10
12 11
13 12
14 13
15 14
16 14
17 15
18 16
19 16
20 17
21 18
22 19
23 19
24 20
25 20
HealthDamage
26 21
27 22
28 22
29 23
30 24
31 24
32 25
33 25
34 26
35 26
36 27
37 28
38 28
39 29
40 29
41 30
42 30
43 31
44 31
45 32
46 32
47 32
48 33
49 33
50 34
HealthDamage
51 34
52 35
53 35
54 36
55 36
56 36
57 37
58 37
59 38
60 38
61 38
62 39
63 39
64 40
65 40
66 40
67 41
68 41
69 41
70 42
71 42
72 42
73 43
74 43
75 43
HealthDamage
76 44
77 44
78 44
79 45
80 45
81 45
82 46
83 46
84 46
85 46
86 47
87 47
88 47
89 48
90 48
91 48
92 48
93 49
94 49
95 49
96 49
97 50
98 50
99 50
100 50
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.

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.
(http://i786.photobucket.com/albums/yy150/BhlewosAQW/ElementsTheGame/catapultChart.png)

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.

Even newer change: Catapult | Trebuchet now deals 30% (not 20%) additional damage if you fling a frozen creature.

Newest change: Catapult | Trebuchet now deals 50% (not 30%) additional damage if you fling a frozen creature.

Trivia: At 27 HP, Freeze starts doing more damage than Basilisk Blood via Catapult. A Frozen, Catapulted Titan does 50 damage instead of 51 because of how the game rounds down.
Title: Re: Catapult
Post by: Dragoon1140 on December 15, 2010, 04:55:57 am
Awesome card is awesome.

Zanz said the maximum damage is ~25, for those who are willing to experiment with otk's.
Title: Re: Catapult
Post by: Kamietsu on December 15, 2010, 04:56:11 am
First!

Ninja'd!!!

Anyway. This looks like a really awesome card :D Definitely gonna be fun to test.
Title: Re: Catapult
Post by: Kuroaitou on December 15, 2010, 04:57:39 am
This + Flying Titan or a heavily stunned Voodoo Doll (from Basilisk's Blood) is hopefully going to be quite a useful permanent for Gravity; it's certainly going to be a good buff no matter how you look at it.

Also - I was in before girlsgeneration goes crazy. :P
Title: Re: Catapult
Post by: pikachufan2164 on December 15, 2010, 04:58:01 am
Also, this damage will bypass the reflecting effects of Mirror and Jade Shield.

Quote
[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
Title: Re: Catapult
Post by: Appawesome on December 15, 2010, 04:58:13 am
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.


HealthDamageHealthDamageHealthDamage
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
Title: Re: Catapult
Post by: asymmetry on December 15, 2010, 05:04:02 am
Cool! My auburn nymph finally has job to do :D
Title: Re: Catapult
Post by: Dragoon1140 on December 15, 2010, 05:07:54 am
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)
|
|
|
|
|
v
Bigger (More damage)
Title: Re: Catapult
Post by: suxerz on December 15, 2010, 05:08:06 am
With all these new cards coming, I'm not sure I will have enough permanent slot to play. :P
Fractal armagios will be fun!
Title: Re: Catapult
Post by: BluePriest on December 15, 2010, 05:08:43 am
This card... is... Almost thereAWESOME!
Title: Re: Catapult
Post by: Appawesome on December 15, 2010, 05:11:36 am
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)
|
|
|
|
|
v
Bigger (More damage)
Bigger how? Attack wise (like adrenaline)? Or HP wise (would be OP with armagio, IMO)?

What is the ratio of size/damage?
Title: Re: Catapult
Post by: Krahhl on December 15, 2010, 05:14:52 am
I assume larger means more hp.

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?
Title: Re: Catapult
Post by: jmdt on December 15, 2010, 05:17:02 am
Gravity finally has damage...win.
Title: Re: Catapult
Post by: willng3 on December 15, 2010, 05:19:47 am
The only problem that I have with the card is the wording and its relationship with Adrenaline:

Smaller creatures gain more extra attacks

Seeing as how smaller is /usually/ the opposite of larger, this could cause a lot of issues with the wording of the cards, leading more people to believe that larger creatures = more attack creatures.
Title: Re: Catapult
Post by: Krahhl on December 15, 2010, 05:27:10 am
Change the wording on adrenaline to "weaker". Weaker/stronger = attack, smaller/larger = hp.
Title: Re: Catapult
Post by: BluePriest on December 15, 2010, 05:30:29 am
I assume larger means more hp.

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?
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.

Zanz is adding a lot of ways to kill/benifits for killing your own creatures in this update...
Title: Re: Catapult
Post by: asymmetry on December 15, 2010, 05:40:27 am
lol, if ETG releases had names like, say, ubuntu releases, this would be 1.26
Title: Re: Catapult
Post by: Marvaddin on December 15, 2010, 05:41:11 am
Very powerfull card, it looks like. Im impressed. Just need to clarify whats larger really means, damage ratio, and how will it interact with shields, if having damage reduced / reflected.

If it larger really means big HP, this is a very powerfull card to gravity. And please dont give it to Gemini :P
Title: Re: Catapult
Post by: willng3 on December 15, 2010, 05:50:14 am
[00:49:17] zanzarino: Yes, it uses this formula:
[00:49:37] zanzarino: dmg=40*HP/(40+HP)
[00:50:13] zanzarino: It means that for creatures up to 6hp
[00:50:16] zanzarino: dmg=hp
[00:51:14] zanzarino: A creature with 50 hp does 23 damage
[00:51:29] zanzarino: 75hp=27damage

And so on...
Title: Re: Catapult
Post by: jumpoffduck on December 15, 2010, 06:03:28 am
Table of Damage:
HealthDamage
1 1
2 2
3 3
4 4
5 5
6 6
7 6
8 7
9 8
10 8
11 9
12 10
13 10
14 11
15 11
16 12
17 12
18 13
19 13
20 14
21 14
22 15
23 15
24 15
25 16
26 16
27 17
28 17
29 17
30 18
31 18
32 18
33 19
34 19
35 19
36 19
37 20
38 20
39 20
40 20
41 21
42 21
43 21
44 21
45 22
46 22
47 22
48 22
49 23
50 23
51 23
52 23
53 23
54 23
55 24
56 24
57 24
58 24
59 24
60 24
61 25
62 25
63 25
64 25
65 25
66 25
67 26
68 26
69 26
70 26
71 26
72 26
73 26
74 26
75 27
Pretty graph:
(http://i.imgur.com/2ntFF.png)
Title: Re: Catapult | Trebuchet
Post by: Essence on December 15, 2010, 06:15:26 am
Catapault is in trainer now.
Title: Re: Catapult | Trebuchet
Post by: twinsbuster on December 15, 2010, 06:28:37 am
I think the damage ratio is too low and this card is too weak
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
Title: Re: Catapult | Trebuchet
Post by: nilsieboy on December 15, 2010, 06:33:28 am
god this is awesome
Title: Re: Catapult | Trebuchet
Post by: Essence on December 15, 2010, 06:49:04 am
Fortune:

"You will be called on to make great sacrifice today...so choose who to sacrifice carefully."
Title: Re: Catapult | Trebuchet
Post by: Krahhl on December 15, 2010, 07:00:26 am
"...so choose whom* to sacrifice carefully."
Title: Re: Catapult | Trebuchet
Post by: kintar on December 15, 2010, 07:17:15 am
I think the damage ratio is too low and this card is too weak
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
I 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.
Title: Re: Catapult | Trebuchet
Post by: SnoWeb on December 15, 2010, 08:06:03 am
Unstable Gas is much better for direct damage.
But it's stopped by 2 shields and you can't use it in mono decks.
In mono gravity the catapult with unupped armagio does 16 damages.
And I'm pretty sure our crazy deck builders here will come up with amazing build using it.
Good work Zanz.
Title: Re: Catapult | Trebuchet
Post by: twinsbuster on December 15, 2010, 08:25:45 am
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?
Title: Re: Catapult | Trebuchet
Post by: TheonlyrealBeef on December 15, 2010, 08:32:10 am
I'm afraid it barely helps for mono gravity, but is epic in rainbows, just have something creature creating (malignant cells work), an Earth Nymph and a Catapult => win!
Title: Re: Catapult | Trebuchet
Post by: Kael Hate on December 15, 2010, 08:57:59 am
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.

The card is ok as is, but might be nice to get more out of a Chimera or larger creature.

Suggestions and/or
 - Make it able to hit random opponents creature or the player with a 1 in all chance to miss.
 - Make it do a random value between 0 and the sacrificed creatures HP.
Title: Re: Catapult | Trebuchet
Post by: burne on December 15, 2010, 09:12:13 am
It may also be usefull in a scarab swarm to bypass shield.

Basilik blooded gem finder seems a nice target too in terms of cost effectivness.
Title: Re: Catapult | Trebuchet
Post by: TheonlyrealBeef on December 15, 2010, 09:25:50 am
It may also be usefull in a scarab swarm to bypass shield.

Basilik blooded gem finder seems a nice target too in terms of cost effectivness.
Scarabs! Never thought of that, brilliant, just imagine Osiris with this ;)
Title: Re: Catapult | Trebuchet
Post by: pikachufan2164 on December 15, 2010, 09:32:03 am
It may also be usefull in a scarab swarm to bypass shield.

Basilik blooded gem finder seems a nice target too in terms of cost effectivness.
Scarabs! Never thought of that, brilliant, just imagine Osiris with this ;)
Ancient Egyptian Pharaoh launching things on a Catapult? Sounds like a certain children's card game to me XD

(http://static.tvtropes.org/pmwiki/pub/images/a2eu4.png)
Title: Re: Catapult | Trebuchet
Post by: Acsabi44 on December 15, 2010, 11:12:30 am
wow.

1, Stall with DimShield.
2, PU a couple Armagios.
3, Play this.
4, ? ? ? ? ?
5, PROFIT

throw in a a few massive dragons and/ or flying titans for fun.
Title: Re: Catapult | Trebuchet
Post by: Avenger on December 15, 2010, 11:13:36 am
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?
Futile effort is futile. I see no problem in that, if you know there is no use.
Title: Re: Catapult | Trebuchet
Post by: lava golem on December 15, 2010, 11:30:05 am
It says sacrifice THE target creature? I think it should be changed to be your own.
Title: Re: Catapult
Post by: Drobbit on December 15, 2010, 11:34:13 am
Cool! My auburn nymph finally has job to do :D
True. That improves auburn nymph.
Graveyard + fractal sparks + auburn nymp + catapult = funny game
Title: Re: Catapult | Trebuchet
Post by: Malduk on December 15, 2010, 11:47:39 am
Nice. Card finally made it. Decent, helpful, not gamebreaking card - just the type we need more of.  :)

Now Gravity benefits from sacrificing own creatures... khm... I think we need a :death version of Trebuchet that deals poison counter by sacrificing creatures, as you know, those things were often used to fling disease infected corpses of humans and animals to spread disease in sieged town.  :-*

Also, I know this was a long awaited :gravity card, but its a bit ironic. Its a weapon built practically to counter the effects of gravity, and most catapults actually used rope torsion to get energy for hurling the object. Practically the only catapult that actually used gravity force to some extent was counter weight trebuchet.  :)
Title: Re: Catapult | Trebuchet
Post by: Zeru on December 15, 2010, 12:30:24 pm
I'd love some some formula for easier dmg counting. If nobody makes it, I'll go for it.
Title: Re: Catapult | Trebuchet
Post by: suxerz on December 15, 2010, 12:44:33 pm
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).
Title: Re: Catapult | Trebuchet
Post by: GG on December 15, 2010, 12:46:25 pm
Ahhhhh the card I have been waiting for so long...

that still doesn't help with my profile pic... I'd rather use something like fractal armagio than massive dragon =_=
Title: Re: Catapult | Trebuchet
Post by: Zeru on December 15, 2010, 12:52:06 pm
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.
Title: Re: Catapult | Trebuchet
Post by: Malduk on December 15, 2010, 12:56:14 pm
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 wouldnt rush to fling expensive stuff...

Btw, this could use some "easier" calculation. Even when you know the formula, it sucks to keep calculating your creatures to see which one to fling over. I'd rather have simple table, say in divisions of 5 HP, dealing 3-4 damage per.
Title: Re: Catapult | Trebuchet
Post by: Marvaddin on December 15, 2010, 01:12:36 pm
Hm, well... now the formula is revealed, I dont think its really powerfull. I dont see it being used in competitive FG killer decks or something. Can help creating some funny decks for fun. Medium power and fun card. Maybe could AT+HP in the formula, instead of just HP, and have a chance in some rushes.
Title: Re: Catapult | Trebuchet
Post by: wizelsnarf on December 15, 2010, 01:21:51 pm
I agree with Girls Generation.

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.
Title: Re: Catapult | Trebuchet
Post by: Malduk on December 15, 2010, 01:27:06 pm
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.
Title: Re: Catapult | Trebuchet
Post by: Acsabi44 on December 15, 2010, 02:01:36 pm
On a second thought, I'd increase the cost (both casting and activation), and allow a linear HP-to-damage conversion.

MtG players compare it to Bloodshot Cyclops (http://sales.starcitygames.com/cardsearch.php?singlesearch=Bloodshot+Cyclops) and the 20 starting HP (plus, the cyclops can fling itself).
Title: Re: Catapult | Trebuchet
Post by: twinsbuster on December 15, 2010, 02:08:09 pm
can anyone find out the optimal point of te curve?
which mean what HP is the most efficient?
Title: Re: Catapult | Trebuchet
Post by: Hyroen on December 15, 2010, 02:15:37 pm
Vote Voodoo Doll for Fodder this election season.

Thank you.
Title: Re: Catapult | Trebuchet
Post by: Falcon4415 on December 15, 2010, 02:21:39 pm
The optimal HP/dmg is 1 (by the formula), but due to rounding there is a 1/1 relation between dmg and Hp up to 6 Hp (included).
Title: Re: Catapult | Trebuchet
Post by: nilsieboy on December 15, 2010, 02:27:13 pm
this card can be really interesting,
make fractal armagio with it with dimensional shields or gravity shield+oty.
once you fractal armagios you spam your field with them while they save you, you play the trebuchets and kill opponent.
Title: Re: Catapult | Trebuchet
Post by: OldTrees on December 15, 2010, 02:29:58 pm
dmg/hp is not a relevant ratio in and of itself
dmg/cost is a better ratio [Voodoo Doll and Armagio]
dmg/cost/atk is a more informative ratio [Voodoo Doll and Armagio again]
Title: Re: Catapult | Trebuchet
Post by: The_Mormegil on December 15, 2010, 02:40:05 pm
Nah, not that good. I tried a couple decks, but:
1) Healing stops you.
2) PC stops you
3) Quanta is a problem
4) You REALLY need Fractal for this to work

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...)
Title: Re: Catapult | Trebuchet
Post by: gavsword on December 15, 2010, 02:43:43 pm
Now is this starting health or current health at the time of sac?
Title: Re: Catapult | Trebuchet
Post by: willng3 on December 15, 2010, 03:20:45 pm
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 :)
Title: Re: Catapult | Trebuchet
Post by: jmdt on December 15, 2010, 03:28:02 pm
I agree with Girls Generation.

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.
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.

Another thing that makes catapult weaker than say sky blitz is that you can only launch 1 critter per turn.  In order for catapult to be useful, you have to chuck an armaggio or such every turn, negating any further damage they can do.  This makes catapult quit weak versus decks with healing since you don't have the option of saving up for 1 salvo like you can do with unstable gas.
Title: Re: Catapult | Trebuchet
Post by: Xinef on December 15, 2010, 03:31:22 pm
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:
- Lobo/Rewind etc. can't counter it. (PC can, but Pharaoh decks usually take Procrastinations, Eternities and SoGs, so it's no big deal)
- In unupped decks the combo works equally well (unupped scarabs are 2/N, upped 3/N)
- It generally results in higher damage gain/card.

Generally with a field half-full, it's ~9 damage per 2 :time
With a full field, it's ~15 damage per 2 :time
Not much, but as I said, enough to beat a stall deck, especially if you have SoGs to give you some Time.
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on December 15, 2010, 03:38:18 pm
armagio + this card + flying titans, the only deck i can think up right now
Title: Re: Catapult | Trebuchet
Post by: RavingRabbid on December 15, 2010, 04:13:00 pm
Poisoned creatures threw should infect the opponent.
Title: Re: Catapult | Trebuchet
Post by: Korugar on December 15, 2010, 04:19:09 pm
That's actually a pretty good idea ^ Similar to a voodoo effect, but it requires another card, so it wouldn't replace voodoo. All in all, though, I'm looking forward to acceleration|overdrive for a better gravity buff.
Title: Re: Catapult | Trebuchet
Post by: Acsabi44 on December 15, 2010, 04:50:59 pm
this card is also a
- Sundial nerf
- Antimatter nerf
- gravitron merc buff
Title: Re: Catapult | Trebuchet
Post by: Malduk on December 15, 2010, 05:13:43 pm
this card is also a
- Sundial nerf
- Antimatter nerf
- gravitron merc buff
- makes Death nymph and Afla useless too. Flinging first cell is hilarious. "Oh no you wont, go away!". Also makes "board lock" completely impossible.
- 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
Title: Re: Catapult | Trebuchet
Post by: Avenger on December 15, 2010, 05:50:33 pm
this card is also a
- Sundial nerf
- Antimatter nerf
- gravitron merc buff
- makes Death nymph and Afla useless too. Flinging first cell is hilarious. "Oh no you wont, go away!". Also makes "board lock" completely impossible.
- 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 don't understand how would this cause any problem with malignant cells?
"Board lock" was already impossible if you had eternity/druid. Or probably other means.

Title: Re: Catapult | Trebuchet
Post by: Malduk on December 15, 2010, 05:59:06 pm
Problem? Yes, board lock is already stupidly hard to achieve, and easily countered. Afla sucks.
Just saying its yet ANOTHER way to counter Afla/Death nymph. Just like its yet another way to counter Antimatter for example.
Title: Re: Catapult | Trebuchet
Post by: Korugar on December 15, 2010, 06:04:37 pm
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...
Title: Re: Catapult | Trebuchet
Post by: Avenger on December 15, 2010, 06:25:02 pm
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 :)

If you have growth creatures, grow them evenly. You can burn them as well for a big heap of quanta. Rewind is the best though.
Title: Re: Catapult | Trebuchet
Post by: Avenger on December 15, 2010, 06:28:23 pm
Problem? Yes, board lock is already stupidly hard to achieve, and easily countered. Afla sucks.
Just saying its yet ANOTHER way to counter Afla/Death nymph. Just like its yet another way to counter Antimatter for example.
Against the AI it is stupidly easy ;)
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.
Title: Re: Catapult | Trebuchet
Post by: Malduk on December 15, 2010, 06:33:34 pm
Problem? Yes, board lock is already stupidly hard to achieve, and easily countered. Afla sucks.
Just saying its yet ANOTHER way to counter Afla/Death nymph. Just like its yet another way to counter Antimatter for example.
Against the AI it is stupidly easy ;)
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.
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.
Title: Re: Catapult | Trebuchet
Post by: Glitch on December 15, 2010, 06:54:54 pm
Problem? Yes, board lock is already stupidly hard to achieve, and easily countered. Afla sucks.
Just saying its yet ANOTHER way to counter Afla/Death nymph. Just like its yet another way to counter Antimatter for example.
Against the AI it is stupidly easy ;)
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.
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.
Title: Re: Catapult | Trebuchet
Post by: The_Mormegil on December 15, 2010, 06:59:14 pm
Problem? Yes, board lock is already stupidly hard to achieve, and easily countered. Afla sucks.
Just saying its yet ANOTHER way to counter Afla/Death nymph. Just like its yet another way to counter Antimatter for example.
Against the AI it is stupidly easy ;)
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.
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.
Not half as useful, due to the formula.
Title: Re: Catapult | Trebuchet
Post by: Essence on December 15, 2010, 07:51:19 pm
I'm surprised that there's not a lot more excitement about :gravity / :death decks with this.  Finally, another useful way to kill your own stuff!  :)
Title: Re: Catapult | Trebuchet
Post by: jmizzle7 on December 15, 2010, 07:58:09 pm
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:

Suggested formula of damage: dmg=50*HP/(40+HP)
HealthDamage
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
HealthDamage
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
HealthDamage
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
Title: Re: Catapult | Trebuchet
Post by: TheonlyrealBeef on December 15, 2010, 08:00:32 pm
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:

Suggested formula of damage: dmg=50*HP/(40+HP)
HealthDamage
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
HealthDamage
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
HealthDamage
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
Isn't the damage rounded down? Meaning 1 damage rather than 2 from a creature of 1 hp.
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on December 15, 2010, 08:03:03 pm
@theonlyrealbeef, the dmg is formula is there, it's not necessarily rounded down
Title: Re: Catapult | Trebuchet
Post by: TheonlyrealBeef on December 15, 2010, 08:07:00 pm
@theonlyrealbeef, the dmg is formula is there, it's not necessarily rounded down
Well 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.
Title: Re: Catapult | Trebuchet
Post by: Kamietsu on December 15, 2010, 08:09:34 pm
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:

Suggested formula of damage: dmg=50*HP/(40+HP)
HealthDamage
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
HealthDamage
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
HealthDamage
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
Isn't the damage rounded down? Meaning 1 damage rather than 2 from a creature of 1 hp.
@theonlyrealbeef, the dmg is formula is there, it's not necessarily rounded down
Well 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.

No, it is indeed rounded up. Zanz said so himself, and the math fits if you round up with the damage done when testing it.
Title: Re: Catapult | Trebuchet
Post by: Zeru on December 15, 2010, 08:10:54 pm
Adding +1 to the formula is not a workaround.
Title: Re: Catapult | Trebuchet
Post by: The_Mormegil on December 15, 2010, 09:01:54 pm
It's not that simple... but the workaround could be implemented with, like, 5 lines of code at worse.
Title: Re: Catapult | Trebuchet
Post by: Zeru on December 15, 2010, 09:08:25 pm
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.
Title: Re: Catapult | Trebuchet
Post by: The_Mormegil on December 15, 2010, 09:17:13 pm
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")
Title: Re: Catapult | Trebuchet
Post by: jmizzle7 on December 15, 2010, 09:21:56 pm
Most, if not all programming languages have both a floor() and ceiling() function regarding division. The latter is what is used to calculate the damage output for Catapult. It rounds up.
Title: Re: Catapult | Trebuchet
Post by: Essence on December 15, 2010, 09:50:11 pm
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.
Title: Re: Catapult | Trebuchet
Post by: Malduk on December 15, 2010, 10:15:27 pm
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.
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.
Title: Re: Catapult | Trebuchet
Post by: Raptor6789 on December 15, 2010, 10:18:16 pm
when sacrificing a creature, are the death affects triggered?
death affects as in those for condors, graveyards, etc.
Title: Re: Catapult | Trebuchet
Post by: Malduk on December 15, 2010, 10:19:19 pm
when sacrificing a creature, are the death affects triggered?
death affects as in those for condors, graveyards, etc.
Yes they are.
Title: Re: Catapult | Trebuchet
Post by: Appawesome on December 15, 2010, 10:28:43 pm
Aether pillars, 4 Fractals, Gravity Pillars, 6 Armagios, 3 catapults.

Fractal armagio anyone?
Title: Re: What happens if you Catapult a Chimera?
Post by: OldTrees on December 15, 2010, 10:47:01 pm
Damage=40*HP/(40+HP)

Examples:
Damage(50HP)=2000/90~=23
Damage(100HP)=4000/140~=29
Title: Re: Catapult | Trebuchet
Post by: Tea is good on December 15, 2010, 11:42:18 pm
was hoping it would throw weapons from hand or permanents or something.
Title: Re: Catapult | Trebuchet
Post by: Xinef on December 16, 2010, 12:15:01 am
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.
Title: Re: Catapult | Trebuchet
Post by: twinsbuster on December 16, 2010, 03:01:21 am
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.
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.
support jmizzle7 +2
again take unstable gas as example, Catapult 4 Elite Armagio to kill an opponent is still weaker because it has to do in several turns and less resistance to perm control
talking about direct damage, unstoppable Ruby Dragon can also deal that among, but in every turns...

Catapult need too many setups, costing much more quantum and card slots, but damage is lower
Title: Re: Catapult | Trebuchet
Post by: Pineapple on December 16, 2010, 03:36:00 am
Wait, is max really 25?
If not, fractal scarab/voodoo + chimera + one of these = ^^
Title: Re: Catapult | Trebuchet
Post by: jmizzle7 on December 16, 2010, 03:47:56 am
Wait, is max really 25?
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.
Title: Re: Catapult | Trebuchet
Post by: Xinef on December 16, 2010, 03:55:06 am
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
X / (X+N) for X -> :time equals 1
40 * 1 = 40
More precisely, it is 37, since HP is capped at 499 right now.

Practically though, the formula means that Catapult works best when you throw a large number of creatures with medium HP (between 10 and 30 I'd say). So, either you throw a number of creatures with a number of catapults at the same time, or a number of creatures with a single catapult over a period of several turns, or the card mechanic is changed.

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 xD
Siege weapons are meant to destroy strong defensive setups, not to rush. If we continue with the medieval reference, if you want to rush, you take cavalry and infantry. Cavalry and infantry beats siege weapons (even the anti-infantry ones, due to higher mobility and larger numbers), siege weapons beat fortifications. Fortifications beat cavalry. Simple rock-paper-scissors scenario.

Saying that 18 damage for a thrown Armagio is too little and should be increased, is similar to saying that 'against a very heavily defended deck (PA'd Dissipation Shield or a huge Bone Wall, or something like that, with SoGs, CC, antimatter etc.) dealing 18 damage per turn is low. The truth is that it let's you win in 6 turns. Almost no other card would allow you to deal that much damage per turn against such a deck. Of course healing remains a problem. That's why you might need to shoot in salvos with a number of catapults, or pack PC (eg. pulvy nicely fits in :earth :gravity decks) to deal with SoGs, while BB and GP can be used to deal with creature based healing.
Title: Re: Catapult | Trebuchet
Post by: jmdt on December 16, 2010, 04:15:41 am
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 xD
The problem is gravity can't rush either.  Another slow card for an element sorely lacking speed.
Title: Re: Catapult | Trebuchet
Post by: jmizzle7 on December 16, 2010, 04:17:27 am
True, Xinef. But my point is that Catapult does so little damage, one could argue that it isn't threatening at all. If you haven't killed your opponent by the time they have a "dangerous" catapult running, then you deserve to lose the game. Catapult was designed to be a threatening card. It isn't at this time.
Title: Re: Catapult | Trebuchet
Post by: Xinef on December 16, 2010, 04:30:25 am
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.
Title: Re: Catapult | Trebuchet
Post by: Mastermind79 on December 16, 2010, 04:59:51 am
This is not bad, but I think it is underpowered. In its current form I can only see a stalling rush using Armagios to take hits and Chargers for damage, with this for a finisher, but the deck is only sped up, nothing is really changed...

Also, 1.26 has the most cards ever, it's awesome.
Title: Re: Catapult | Trebuchet
Post by: Acsabi44 on December 16, 2010, 10:12:10 am
Ask yourself thie following question:

You know nothing of the meatgame or the decks you'll face, you just wanna design a good all-around deck.
now.
Would you include Catapult into your deck over something else?

If your answer is yes, then this is a good card for you. If no, then this is UP.

I wouldn't. Maybe as an 1-of, if I ever face a heavy stall.


Another test: Build a deck with catapults, and test it against various decks. (AI3 will suffice). Every time you draw a catapult, ask yourself: "Would I be happier if this catapult I just drew were something else from my deck?" If the card is UP, then te answer will be 'YES' most of the time.
Title: Re: Catapult | Trebuchet
Post by: The_Mormegil on December 16, 2010, 12:47:23 pm
Aether pillars, 4 Fractals, Gravity Pillars, 6 Armagios, 3 catapults.

Fractal armagio anyone?
I actually tried that deck in many ways. It loses vs AI 3 most of the times.

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
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.
Title: Re: Catapult | Trebuchet
Post by: Acsabi44 on December 16, 2010, 01:17:33 pm
Having high HP creatures is not a problem in itself. Not having efficient ways to attack is. In its current form, I'm not sure wether catapult adresses this problem.
Title: Re: Catapult | Trebuchet
Post by: Lluis83 on December 16, 2010, 02:01:33 pm
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)
Title: Re: Catapult | Trebuchet
Post by: xn0ize on December 16, 2010, 05:17:02 pm
few gravity dragons and flying titan + chimera+ this ....
you get the point
Title: Re: Catapult | Trebuchet
Post by: OldTrees on December 16, 2010, 05:58:05 pm
few gravity dragons and flying titan + chimera+ this ....
you get the point
Chimera is inefficient with this card. The law of diminishing returns is painful with this card.
Maximum damage from a single creature with 499HP (the maximum HP) is 37 damage.
Title: Re: Catapult | Trebuchet
Post by: Acsabi44 on December 16, 2010, 06:28:32 pm
you're better off with not flingig the chimera.
Title: Re: Catapult | Trebuchet
Post by: xn0ize on December 16, 2010, 06:41:17 pm
well.. hit the opponet few times... and use this and .. blah my head hurts
Title: Re: Catapult | Trebuchet
Post by: jmizzle7 on December 16, 2010, 07:59:54 pm
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 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.

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.
Title: Re: Catapult | Trebuchet
Post by: smuglapse on December 16, 2010, 08:38:32 pm
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.
Title: Re: Catapult | Trebuchet
Post by: PhantomFox on December 16, 2010, 08:51:13 pm
What if instead of dealing damage, it reduced maximum HP?  That is, make it anti-heal?
Title: Re: Catapult | Trebuchet
Post by: Korugar on December 16, 2010, 08:57:51 pm
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.
Title: Re: Catapult | Trebuchet
Post by: jmdt on December 16, 2010, 08:57:57 pm
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.
Title: Re: Catapult | Trebuchet
Post by: Xinef on December 16, 2010, 09:27:05 pm
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.

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.
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

Not everyone is screaming UP, although it might be a majority, so yeah, a buff to damage done or eg. making the card more versatile (possibility to aim at creatures/permanents for example) wouldn't hurt.

What I was trying to say in that post was probably related to my objection to suggestions that are totally against the idea of catapult, like making a single catapult fling 6 Armagios in one turn. I also remember Essence saying
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.

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.
Title: Re: Catapult | Trebuchet
Post by: jmizzle7 on December 16, 2010, 09:53:34 pm
Right. I don't think Catapult should fire more than once per turn for the sole reason that it is a catapult and not a gatling gun. I don't think it should be a monstrous cannon that will kill you if you let it stay for one turn, either. I just think it's underpowered to the point where I would never use it. Testing a new card in fully upped decks shouldn't yield questionable results against AI level 3. Catapult does just that, because it can not stand alone, nor can it play a solid supporting role.
Title: Re: Catapult | Trebuchet
Post by: Xinef on December 16, 2010, 10:28:17 pm
How about increasing the damage a little (replacing 40 with 50 in the formula), and removing the :gravity cost of the ability (you are already sacrificing a creature, why do you need to pay quanta too?)

Would that be enough of a buff in your opinion?
Title: Re: Catapult | Trebuchet
Post by: Essence on December 16, 2010, 10:56:29 pm
Quote
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.

Actually, the reason I said 4 Elite Armagios should equal a kill was that it's actually pretty difficult to do.

If you have 6 Armagios in a 30 card deck, you will, on average, not draw 4 of them until turn 13.  Then, assuming that your opponent hasn't killed you, PCed the Catapault, or healed himself, you win!  That's...unimpressive as it is.

If you go duo and pack PUs, then you speed it up a little, but you still have to draw four of come combination of PU and Armagio, keep the Catapult in play, and have an opponent with no healing.  Basically, in other words, most AI3s -- but some of those will beat you, too.  Of course, that's upgraded.  Unupgraded should take 5 to achieve 100 dmg.

:)
Title: Re: Catapult | Trebuchet
Post by: BluePriest on December 16, 2010, 11:27:31 pm
Right now, you are spending 6  :gravity a turn for 18 damage. And that is IF you have the card. Gravity doesnt really have any good stall cards either while waiting for those cards, or any healing. Gravity Force may be decent CC, but it requires you to have good attackers. A deck built around this card is way too fragile. You cant even use armagios GP because it will lower your damage output.
Title: Re: Catapult | Trebuchet
Post by: Tea is good on December 17, 2010, 01:13:12 am
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)
Title: Re: Catapult | Trebuchet
Post by: willng3 on December 17, 2010, 01:26:32 am
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)
Combines, Gravity Pulls, gains Momentum, but does not consume all gravity quanta.
Title: Re: Catapult | Trebuchet
Post by: BluePriest on December 17, 2010, 02:37:41 am
at 40 max damage,, and it requiring 75 hp to be able to do even 27, youre probably better off using the chimera. and NOT catapulting it.
Title: Re: Catapult | Trebuchet
Post by: EvaRia on December 17, 2010, 06:49:11 am
Not sure if this has been mentioned yet, but Zanz buffed catapult slightly.

The damage formula is now dmg=75*HP/(75+HP)
Title: Re: Catapult | Trebuchet
Post by: majofa on December 17, 2010, 06:55:28 am
Ya, Armagio now flings for 22 damage.
Title: Re: Catapult | Trebuchet
Post by: twinsbuster on December 17, 2010, 06:56:24 am
Quote from: jmizzle7
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)
yep, Catapult is a joke.
Title: Re: Catapult | Trebuchet
Post by: kintar on December 17, 2010, 07:11:16 am
Not sure if this has been mentioned yet, but Zanz buffed catapult slightly.

The damage formula is now dmg=75*HP/(75+HP)
Hmm. So...
15 hp- 13 damage
20 hp- 16 damage
25 hp- 19 damage
30 hp- 22 damage
50 hp- 30 damage
75 hp- 38 damage

This looks a bit more reasonable. I still think it's somewhat underwhelming though.
Title: Re: Catapult | Trebuchet
Post by: BluePriest on December 17, 2010, 03:30:12 pm
considering how widespread SoGs are, this isnt nearly enough damage as this card is just way too slow. It needs to do at least 3 more damage for armagios. Or lower max health. Either one would work.
Title: Re: Catapult | Trebuchet
Post by: jmdt on December 17, 2010, 03:41:17 pm
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.
Title: Re: Catapult | Trebuchet
Post by: anakin2177 on December 17, 2010, 05:05:19 pm
Hmm... I smell a FG coming focused around this card... After all, they can have fifty armagios in their decks...
Title: Re: Catapult | Trebuchet
Post by: ddevans96 on December 17, 2010, 05:08:48 pm
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 :)
Title: Re: Catapult | Trebuchet
Post by: Korugar on December 17, 2010, 05:14:16 pm
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.
Title: Re: Catapult | Trebuchet
Post by: EvaRia on December 17, 2010, 06:53:33 pm
Osiris currently has this card in trainer...

This will be painful =O
Title: Re: Catapult | Trebuchet
Post by: jmdt on December 17, 2010, 06:58:32 pm
Osiris currently has this card in trainer...

This will be painful =O
 ??? ??? ???

That will take osiris from a decently easy win to OMGWTFBBQ.
Title: Re: Catapult | Trebuchet
Post by: Salamence_747 on December 17, 2010, 07:17:48 pm
Osiris currently has this card in trainer...

This will be painful =O
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
Title: Re: Catapult | Trebuchet
Post by: jumpoffduck on December 17, 2010, 08:27:02 pm
New Damage Table time!
Damage Formula: dmg=75*HP/(75+HP)
HealthDamage
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
10 9
11 10
12 11
13 12
14 12
15 13
16 14
17 14
18 15
19 16
20 16
21 17
22 18
23 18
24 19
25 19
HealthDamage
26 20
27 20
28 21
29 21
30 22
31 22
32 23
33 23
34 24
35 24
36 25
37 25
38 26
39 26
40 27
41 27
42 27
43 28
44 28
45 29
46 29
47 29
48 30
49 30
50 30
HealthDamage
51 31
52 31
53 32
54 32
55 32
56 33
57 33
58 33
59 34
60 34
61 34
62 34
63 35
64 35
65 35
66 36
67 36
68 36
69 36
70 37
71 37
72 37
73 37
74 38
75 38
(http://i.imgur.com/lHznp.png)
Title: Re: Catapult | Trebuchet
Post by: The_Mormegil on December 17, 2010, 10:19:28 pm
Throwing 5 upped Armagios kill an opponent. 9 for a False God.

EDIT: Also, 7 and 13 Voodoo Dolls.
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on December 17, 2010, 11:05:39 pm
fractal time?
Title: Re: Catapult | Trebuchet
Post by: frlaa on December 18, 2010, 02:53:01 am
How is that card supposed to be usefull? i don't get the point like i don't. Is that supposed to make a use for Grav dragon? If so that card is absolutely pointless and suck so much. I'm sure i am missing something about this.
Title: Re: Catapult | Trebuchet
Post by: BluePriest on December 18, 2010, 03:16:48 am
I really dont see the point in it either. Its sorta nice, BUT I dont consider this card worthy of putting in a deck.
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on December 18, 2010, 03:23:03 am
this + fractaled armagio = instant OHKO win...
Title: Re: Catapult | Trebuchet
Post by: BluePriest on December 18, 2010, 03:30:15 am
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
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on December 18, 2010, 03:33:22 am
i realize that, but still, it'd be fun
:)
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
Title: Re: Catapult | Trebuchet
Post by: $$$man on December 18, 2010, 03:36:13 am
Catapult + Frozen Creature = Extra damage.
Catapult + Poison creature = Poison damage.
Title: Re: Catapult | Trebuchet
Post by: Dragoon1140 on December 18, 2010, 03:41:52 am
The Frozen creature is +20% damage, to be specific, and the poison damage is equivalent to the total amount of poison counters on the creature.

Amazing.
Title: Re: Catapult | Trebuchet
Post by: BluePriest on December 18, 2010, 03:43:02 am
Catapult + Frozen Creature = Frozen Weapon.
Catapult + Poison creature = Poison damage.
fixed. Or at least thats what it should be. I think that would be more entertainign

off topic
Whyd you change your sig>?!?!!?1?1??!? its just not you.
i realize that, but still, it'd be fun
:)
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
Yeah... its only a 7 card combo too. Shouldnt be hard at all to pull off
Title: Re: Catapult | Trebuchet
Post by: $$$man on December 18, 2010, 03:46:40 am
Catapult + Frozen Creature = Frozen Weapon.
Catapult + Poison creature = Poison damage.
fixed. Or at least thats what it should be. I think that would be more entertainign

off topic
Whyd you change your sig>?!?!!?1?1??!? its just not you.

Zanz came into chat and said those two things I posted above (before you changed them)

About the sig: What do you mean?
Title: Re: Catapult | Trebuchet
Post by: BluePriest on December 18, 2010, 04:03:26 am
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.
Title: Re: Catapult | Trebuchet
Post by: $$$man on December 18, 2010, 04:08:10 am
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.
Title: Re: Catapult | Trebuchet
Post by: BluePriest on December 18, 2010, 04:16:06 am
I think giving it effects similar to voodoo doll like possibly freezing your opponent would be great. Then you dont need a deck based around it, and it be useful. Or lowering max hp by at least a portion of the damage done.
Title: Re: Catapult | Trebuchet
Post by: K1N5L4Y3R on December 18, 2010, 04:31:21 am
Could break pillars depending on hp of creature, bigger creatures hits bigger area so like 1 pillar for each 15 HP or something like that, would reinforce earth/gravity synergy and also greatly increase synergy with entropy (discord/denial) and darkness (denial/devour).
Title: Re: Catapult | Trebuchet
Post by: jmizzle7 on December 18, 2010, 06:07:25 am
Wait.... frozen gets 20% more damage, and infected deals that much poison too? That's awesome....
Title: Re: Catapult | Trebuchet
Post by: twinsbuster on December 18, 2010, 06:18:09 am
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% damage
infected creatures = plus that much poison damage
Title: Re: Catapult | Trebuchet
Post by: TheonlyrealBeef on December 18, 2010, 06:21:42 am
petrified (delayed) creatures = plus 20% damage
Awesome synergy with Basilisk Blood right there
Title: Re: Catapult | Trebuchet
Post by: kintar on December 18, 2010, 06:24:02 am
It's kinda gimmicky though. A frozen 30 hp Armagio only does 4 more damage than an unfrozen one, so it's not worth going out of your way to freeze creatures before throwing them. Same thing with poison; while you can poison your creatures before throwing them, it's better to just poison your opponent directly.

They might be worth using on Voodoo Dolls though. Freeze will also freeze your opponent's weapon, and poison is effectively doubled.
Title: Re: Catapult | Trebuchet
Post by: hainkarga on December 18, 2010, 07:06:08 am
This card is a good counter to antimatter, and i see it being used against team :entropy in war#3 frequently. Tho its a little sad that death can't kill its own creatures while gravity can.
Title: Buff Catapult.
Post by: grindpower on December 18, 2010, 01:35:46 pm
Catapult is not very good as it is so I think it needs to be improved.

Idea 1: I think when you click catapult on a target the catapult should combine the targets attack and defence as damage to the opponent.

For example:

10|10 Golden Dragon + Catapult = 20 Damage to the opponent's health.

1|25 Armagio + Catapult = 26 Damage to the opponent's health.

This would make some cooler decks to play with. It won't be too powerful because some Creature Control can lower the creature's health and/or kill it. Also Miracles and Heals will help.

Idea 2: I think Catapult should be able to target creatures OR the opponent's health.
For example:

Otyugh is about to gobble up a 3|2 Fallen Elf. 3|2 Fallen Elf + Catapult = 5 Damage. Which is enough to kill an upped Otyugh that hasn't eaten anything.

This would allow some defence.

Post your comments and please say which idea you are talking about.
Title: Re: Catapult | Trebuchet
Post by: grindpower on December 18, 2010, 01:41:20 pm
Catapult is not very good as it is and I think it needs to be improved.

Idea 1: I think when you click catapult on a target the catapult should combine the targets attack and defence as damage to the opponent.

For example:

10|10 Golden Dragon + Catapult = 20 Damage to the opponent's health.

1|25 Armagio + Catapult = 26 Damage to the opponent's health.

This would make some cooler decks to play with. It won't be too powerful because some Creature Control can lower the creature's health and/or kill it. Also Miracles and Heals will help.

Idea 2: I think Catapult should be able to target creatures OR the opponent's health.
For example:

Otyugh is about to gobble up a 3|2 Fallen Elf. 3|2 Fallen Elf + Catapult = 5 Damage. Which is enough to kill an upped Otyugh that hasn't eaten anything.

This would allow some defence.

Post your comments and please say which idea you are talking about.
Title: Re: Catapult | Trebuchet
Post by: lokiburn4 on December 18, 2010, 01:50:05 pm
This is a utility card, plain and simple. It can make use of a BB or AM creature that would otherwise be inert, or worse.. helping your enemy. It doesn't need to be anything more than that. Now is it worth it? meh... maybe.

The whole Malignant Cell, Amber nymph thing sounds interesting... 
Title: Re: Catapult | Trebuchet
Post by: BluePriest on December 18, 2010, 02:19:54 pm
BB will be more interesting. BB an armagio, and you will have it at 50 HP. thats 30 damage + 20% (6) so 36 damage from a BB's armagio. That sounds better.  I still think they should have a chance of freezing the opponents weapon though.
Title: Re: Catapult | Trebuchet
Post by: Indrejue on December 18, 2010, 06:52:48 pm
flying titans and BB will now be insanely powerful each titan will do 35 or 36 damage per each have 3 of these and 3 titans out with bb and that is instant win or flying titan deck with earth nymph and gravity pull now we are talking about a new fg killer.  you can bb an already bbed creature right i forget have not played much with bb
Title: Re: Catapult | Trebuchet
Post by: BluePriest on December 18, 2010, 11:22:16 pm
Flying titan is a 3 card combo not incluiding catapult. It will be hard to pull off.
Title: Re: Catapult | Trebuchet
Post by: Indrejue on December 19, 2010, 03:24:43 am
well that is what gravity pulls are for with 2 earth nymphs in deck can get very dangerous use one as a distractor to keep yourself alive long enough to get out the other part. heck with 2 nymphs one of these can then be at 150 hp in no time with 42 points of damage
Title: Re: Catapult | Trebuchet
Post by: Xrbeta on December 19, 2010, 01:08:31 pm
WOW, awesome card really going to start using gravity now.
Title: Re: Catapult | Trebuchet
Post by: Hodari on December 20, 2010, 06:17:52 pm
- 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.? ;)
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on December 20, 2010, 07:50:30 pm
lol, at malignant cells
well, that's what 2 grav quanta for 2 dmg? yeah... lol
Title: Re: Catapult | Trebuchet
Post by: Hodari on December 20, 2010, 07:57:11 pm
lol, at malignant cells
well, that's what 2 grav quanta for 2 dmg? yeah... lol
Yeah, 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 :)
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on December 20, 2010, 08:35:45 pm
new deck!!!
earth nymph + malignant cells + catapults
Title: Re: Catapult | Trebuchet
Post by: Xinef on December 20, 2010, 08:50:34 pm
new deck!!!
earth nymph + malignant cells + catapults
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
The question remains, how to make a balanced trio (:earth :gravity :death or :earth :gravity :time)
All these elements have strong synergies between them though, so you can always mix a number of combos (eg. pulvy, eq, rewinds, bonewalls) for a whole family of decks.
Title: Re: Catapult | Trebuchet
Post by: TheonlyrealBeef on December 20, 2010, 09:11:23 pm
You actually don't even need to generate creatures, you can just keep BB-ing the same phoenix, and each time you catapult it it becomes ashes ;)
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on December 20, 2010, 10:08:24 pm
omg.... how did i miss the synergy with my favorite creature of all time!!!
phoenix works wonders here... u only need a mark to power it (assuming it's upped), and u can have some grav pillars/towers and some earth pillars/towers to power the catapult and the nymph
brilliant!!!
Title: Re: Catapult | Trebuchet
Post by: Daxx on December 20, 2010, 10:15:13 pm
I've been playing with a catapult deck for a while, it's interesting but there's one thing that's become obvious - there's no point BBing an Armagio more than once before flinging it. That's because limx->+∞[75x/(75+x)] = 75

25hp will do 19 damage. 45hp after one BB will do 29 damage. Beyond that it becomes a bit of a waste to BB it further.

Title: Re: Catapult | Trebuchet
Post by: Essence on December 21, 2010, 08:11:14 am
[offtopic] dude, these boards have a sub function?  I never noticed that.  Sweet use of it, too! [/offtopic]


Also, the idea of continually flinging the same Petrified Phoenix at an enemy over and over again is the stuff that my dreams are made of...
Title: Re: Catapult | Trebuchet
Post by: jmdt on December 21, 2010, 09:06:48 am
I played against arath with a healing deck and last turn he flung 3 titans for 90 damage.  This card can get pretty ugly IF it has time to set up.
Title: Re: Catapult | Trebuchet
Post by: Italy2 on December 27, 2010, 03:30:00 am
The card is certainly an interesting one.  With some flying titans, this can do some serious damage...
Title: Re: Catapult | Trebuchet
Post by: Joeysandwich on December 27, 2010, 01:03:41 pm
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.

If you asked me that effect is a little bit unbalanced. Only made it through because I had ridiculous healing ability in that deck.
Title: Re: Catapult | Trebuchet
Post by: Zeru on December 27, 2010, 01:20:23 pm
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.

If you asked me that effect is a little bit unbalanced. Only made it through because I had ridiculous healing ability in that deck.
Imbalanced effect?
Costs:
Summon many dragons-   ~80 quanta
Summon 2 catapults -   6 :gravity
Hope that your opponent has carapace shield - extreme luck
Effect:
20 poison


Now to compare
Costs:
6 deadly poison - 12 :death
two hits with arsenic -  2 :death
Effect:
20 poison
Title: Re: Catapult | Trebuchet
Post by: Joeysandwich on December 27, 2010, 02:06:17 pm
You forgot all the damage that the dragons do before you actually throw them.

You can also use it with inexpensive creatures too.
Title: Re: Catapult | Trebuchet
Post by: tallguy2241 on December 29, 2010, 04:58:15 pm
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.
Title: Re: Catapult | Trebuchet
Post by: TheonlyrealBeef on December 29, 2010, 05:34:18 pm
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)
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on December 29, 2010, 06:19:01 pm
the FG music is also shut off
Title: Re: Catapult | Trebuchet
Post by: Drobbit on December 29, 2010, 10:53:17 pm
Osiris has turned a hard god to beat since he has trebuchets on his deck. If you let him play he sacrifices the scarabs and unless you have the carapace shield, it's game over.
Title: Re: Catapult | Trebuchet
Post by: Essence on December 29, 2010, 10:54:45 pm
Or, you know, permanent control of any kind.
Title: Re: Catapult | Trebuchet
Post by: Drobbit on December 29, 2010, 10:56:08 pm
Or, you know, permanent control of any kind.
Yes. I was saying: where the f.... is my pulvy?  :)
Title: Re: Catapult | Trebuchet
Post by: asymmetry on December 30, 2010, 01:35:41 am
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.
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on December 30, 2010, 02:20:49 am
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...
Title: Re: Catapult | Trebuchet
Post by: zse on December 30, 2010, 10:39:59 am
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... :-[
Title: Re: Catapult | Trebuchet
Post by: collimatrix on January 01, 2011, 02:15:07 am
Just fought Osiris and noticed that flinging poisoned creatures inflicts poison damage.  Nice touch.
Title: Re: Catapult | Trebuchet
Post by: GG on January 01, 2011, 03:48:52 am
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.
Title: Re: Catapult | Trebuchet
Post by: kintar on January 03, 2011, 02:26:55 am
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.
Title: Re: Catapult | Trebuchet
Post by: zse on January 03, 2011, 07:02:46 am
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.
Title: Re: Catapult | Trebuchet
Post by: Thalas on January 08, 2011, 09:36:40 am
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.
Title: Re: Catapult | Trebuchet
Post by: Seekhart on January 25, 2011, 02:48:28 pm
Auburn Nymphx2 + armagio(or any other creature) after 5 turns did 50+ dmg.
Title: Re: Catapult | Trebuchet
Post by: maurotyler on February 05, 2011, 07:20:56 am
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)
Title: Re: Catapult | Trebuchet
Post by: TheIdioticIdiot on February 05, 2011, 12:40:05 pm
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]
yeah, the damage is best at around 30~60
Title: Re: Catapult | Trebuchet
Post by: maurotyler on February 05, 2011, 05:28:58 pm
Would've saved a lot of time if I knew that post existed :(

Found the snap of it:
(http://img810.imageshack.us/img810/4388/trebuchet.th.png) (http://img810.imageshack.us/i/trebuchet.png/)

[off] just noticed the typo :$ .. sorry!!!!! [/off]
Title: Re: Catapult | Trebuchet
Post by: funerallaughter on March 02, 2011, 11:40:44 pm
The image is hilarious :3
Reference to angry birds? ;D
Title: Re: Catapult | Trebuchet
Post by: doublecross on March 02, 2011, 11:58:31 pm
not only does launching a frozen creature to 20% more damage, it can also freeze the enemy weapon.
Title: Re: Catapult | Trebuchet
Post by: Higurashi on July 02, 2011, 03:00:22 am
Damage has been changed in patch 1.28 that brought us Arena.
Quote
[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)
[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
Also seen here: http://elementscommunity.org/forum/index.php/topic,28148.0.html
Title: Re: Catapult | Trebuchet
Post by: TStar on July 02, 2011, 03:53:16 am
This buff makes me happy in strange places.
Title: Re: Catapult | Trebuchet
Post by: Jocko on July 02, 2011, 10:47:40 pm
This buff makes me happy in strange places.
._.
Title: Re: Catapult | Trebuchet
Post by: Rember on July 03, 2011, 09:35:21 am
This buff makes me happy in strange places.
._.
:3


(But yeah, this is pretty huge, now it's only 3 titans to do 100 damage, gogo catapult decks.)
Title: Re: Catapult | Trebuchet
Post by: Xenocidius on July 04, 2011, 09:34:47 am
Osiris just got even harder ...

And speaking of Osiris, his possession of Catapult makes him counter CCYB heavily - he flings frozen and antimattered creatures. For me, it's the highest Pulverizing priority.
Title: Re: Catapult | Trebuchet
Post by: ralouf on July 04, 2011, 09:52:45 am
If you are clever enough you wait to have pulvy and destroy those cata before playing AM.
He didn't flings frozen creature if he has empty creature slot if I good remember.
Osiris is easy with CCYB.
Title: Re: Catapult | Trebuchet
Post by: Xenocidius on July 04, 2011, 10:03:43 am
If you are clever enough you wait to have pulvy and destroy those cata before playing AM.
He didn't flings frozen creature if he has empty creature slot if I good remember.
Osiris is easy with CCYB.
Yes, that's what I do too, but often you don't draw it in time.

And I believe he does fling them immediately after they are frozen.
Title: Re: Catapult | Trebuchet
Post by: ralouf on July 04, 2011, 11:02:49 am
Yeah one time I had my two pulvy in my last two cards I crappily lost ^^

I dunno how works the AI with fling/frozen creature
Title: Re: Catapult | Trebuchet
Post by: Bhlewos on July 13, 2011, 09:12:38 pm
Doesn't seem like there is a new table according to chat so I'm making one.

Table of Damage
by Bhlewos

Damage Formula: dmg=100*HP/(100+HP)
HealthDamage
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
10 10
11 10
12 11
13 12
14 13
15 14
16 14
17 15
18 16
19 16
20 17
21 18
22 19
23 19
24 20
25 20
HealthDamage
26 21
27 22
28 22
29 23
30 24
31 24
32 25
33 25
34 26
35 26
36 27
37 28
38 28
39 29
40 29
41 30
42 30
43 31
44 31
45 32
46 32
47 32
48 33
49 33
50 34
HealthDamage
51 34
52 35
53 35
54 36
55 36
56 36
57 37
58 37
59 38
60 38
61 38
62 39
63 39
64 40
65 40
66 40
67 41
68 41
69 41
70 42
71 42
72 42
73 43
74 43
75 43
HealthDamage
76 44
77 44
78 44
79 45
80 45
81 45
82 46
83 46
84 46
85 46
86 47
87 47
88 47
89 48
90 48
91 48
92 48
93 49
94 49
95 49
96 49
97 50
98 50
99 50
100 50
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.

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.

(http://i786.photobucket.com/albums/yy150/BhlewosAQW/ElementsTheGame/catapultChart.png)
Title: Re: Catapult | Trebuchet
Post by: doublecross on July 13, 2011, 09:28:19 pm
I have yet to see a chart that mentions the bonus frozen damage.
Title: Re: Catapult | Trebuchet
Post by: coinich on July 13, 2011, 11:43:43 pm
The bonus is usually negligible, isn't it?  How many people actually make a deck to freeze their own creatures to catapult?  Steam Machines?
Title: Re: Catapult | Trebuchet
Post by: Bhlewos on July 13, 2011, 11:46:40 pm
I considered it but I wasn't sure if the 20% was applied to the HP or Damage. For example, when you cat a 10 HP frozen creature, does it count as a 12 HP creature (doing 11 damage) or do you calculate the damage for 10 HP (10) then increase it by 20% (12 damage)?
Title: Re: Catapult | Trebuchet
Post by: doublecross on July 13, 2011, 11:52:28 pm
I am pretty sure it increases the damage.
Title: Re: Catapult | Trebuchet
Post by: Falcon4415 on July 14, 2011, 12:09:50 am
It increases the damage.
Flinging frozen stuff at the enemy has been studied (http://elementscommunity.org/forum/index.php/topic,18774.msg255493.html).
Title: Re: Catapult | Trebuchet
Post by: teffy on July 14, 2011, 12:22:36 am
The bonus of freeze is 30% and not 20% (Patch 1.26) (http://elementscommunity.org/forum/index.php/topic,17535.0.html).
The effect of the new formula is normally <=5 damage points per creature (Titan: 30 damage -> 34 damage, frozen Titan: 39 dmg-> 44 dmg). For Titan, it means, that you have to throw 3 Titans- not 4 - to defeat a 100 HP enemy.
Title: Re: Catapult | Trebuchet
Post by: SniperElit on July 23, 2011, 02:16:58 pm
A poisioned dying ally's last service.
Title: Re: Catapult | Trebuchet
Post by: hello12 on September 25, 2011, 02:52:31 am
I am confused. Please explain.
Title: Re: Catapult | Trebuchet
Post by: OldTrees on September 25, 2011, 03:03:44 am
I am confused. Please explain.
1) Play a creature
2) Play Catapult
3) Activate Catapult's skill
4) Target your creature
5) Your creature dies and the opponent takes damage from the bag of flesh to the face

The damage dealt is based on the hp of the sacrificed creature. (higher hp creatures deal more damage because they are heavier)
If the sacrificed creature was frozen the damage dealt is increased. (shards of ice to the face hurt)
Also creatures that are infected will poison the opponent on impact. (toxic flesh is toxic)
Title: Re: Catapult | Trebuchet
Post by: hello12 on September 25, 2011, 03:29:31 am
I don't mean that I mean the formula part.
Title: Re: Catapult | Trebuchet
Post by: rosutosefi on September 25, 2011, 04:09:01 am
Formula is 100x/(100+x),
Meaning that it deals damage about the same as the creature when it is tossed at small hp (as lim[100x/(100+x)] as x approaches 0 is x. erm. You know what I mean)
And maximum is 100 when creature hp is at infinity (Again. lim[100x/(100+x)] as x approaches +infinity is 100)
100 is an asymptote, that's why you will never deal 100 damage.

The higher the hp, the lower the damage/hp ratio. So a small creature with 1hp will deal 1 damage (100/101 ~ 1) and a 100hp creature will deal 50 dmg (100/200 = 50)
Title: Re: Catapult | Trebuchet
Post by: BluexLightning on October 08, 2011, 05:03:03 pm
this card is a little overpowered... just freeze flying titans and you have a quick 1tko
Title: Re: Catapult | Trebuchet
Post by: Korugar on October 08, 2011, 07:35:13 pm
That's a three card combo(plus the Catapult/Trebuchet), from three different elements(two if you use Animate Weapon instead). Technically you could run the Freezes off your mark, but you still need the pillars and turns to accumulate the quanta for the Titan, Trebuchet, and activate the skill. If you're going for a kill, you have to do this twice. So, with optimal draws, this would be good. But not OP. Not even close.
Title: Re: Catapult | Trebuchet
Post by: Bhlewos on October 08, 2011, 08:34:12 pm
^I can vouch for that. Been experimenting with a duo (AWs) with Freezes run off the mark -- it's very difficult to get that four-card combo out in time. Adding healing in fact hurts the deck because it further decreases your chances of drawing the card you need. Doable? Maybe, if a more skilled deckbuilder tried his hand at it. But it's not even close to a gamebreaker.
Title: Re: Catapult | Trebuchet
Post by: Jocko on October 08, 2011, 08:35:32 pm
Won 2 games in tourney with that trio, could have won another 2 if it wasn't by rng.
Title: Re: Catapult | Trebuchet
Post by: MilitiaDude on June 30, 2012, 02:01:12 am
Love stalling with this, ive had Ems and 10 streaks before in pvp !
Title: Re: Catapult | Trebuchet
Post by: Thooza on October 29, 2012, 09:56:23 pm
How much damage is needed for an OTK?
Title: Re: Catapult | Trebuchet
Post by: Higurashi on November 01, 2012, 08:44:00 am
100 damage would be a normal OTK. I assume you mean how much HP is needed to do 100 damage?

Welp, 10k HP gives you 99 damage, but the max HP for a creature is 499 anyway, which does 83 damage. That's not counting the effect of Freeze though. With Freeze you need 67 HP to do 100 (.5) damage.
Title: Re: Catapult | Trebuchet
Post by: salox on March 06, 2013, 06:48:29 pm
are armagios+basilisk blodd a good strategy to use this card?
Title: Re: Catapult | Trebuchet
Post by: Dm on June 15, 2013, 12:23:57 pm
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.
Title: Re: Catapult | Trebuchet
Post by: dawn to dusk on October 19, 2013, 05:37:19 am
just noticed that when you click cata for its ability then hover over a creature, it shoes how much damage it will do XD
Title: Re: Catapult | Trebuchet
Post by: seulintse on November 12, 2014, 09:09:34 pm
soooooooo this is kinda a soft anti-cc card (given, for very specific CC cards)? cool :D
Title: Re: Catapult | Trebuchet
Post by: Dm on November 12, 2014, 11:06:36 pm
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.

ITT : How not to read the post directly above yours
blarg: