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Messages - jallenw (290)

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13
Rainbow Decks / Re: The Condor aka Jallen's Rainbow
« on: January 20, 2011, 09:21:50 am »
You are correct, he was on the very hard list because of the statistics, but has since proved to be only a medium enemy.  I was unlucky against him several times early on and that cause me to rate him as more difficult.  Sorry for the misinformation.

14
Rainbow Decks / Re: The Condor aka Jallen's Rainbow
« on: January 17, 2011, 11:58:41 pm »
It is highly unlikely that the deck doesn't get aflatoxin soon enough, in addition, the deck has enough power to win even without malignant cells. I've never run into the problem myself as far as I can remember.

The statistics of which deck version and how many games played is on the first post of this thread.  To give you an idea of how much I have played, however, my record is 2693 wins and 4698 losses, but that includes my time as a newbie, the time before I developed this deck and played a SG timebow, as well as all the tourney, t50, pvp, and duel games I have played.  It also includes the games that I have played just for fun with experimental or spur-of-the-moment builds.

Yes, I have put a lot of work into this deck in order to get screenshots of wins against every FG as well as reliable statistics for multiple versions.

I appreciate your input and I will continue improving the deck with the intention of improving the win ratio to above 50%.

15
Rainbow Decks / Re: The Condor aka Jallen's Rainbow
« on: January 08, 2011, 07:38:28 am »
sog's don't work in this deck, because they take up to many card slots.  1 bone wall often soaks up a lot more damage than 1 sog would heal during a game, and the bone wall is effective against fgs with perm control.  This deck is very streamlined.  I just recently played 50 games with a different version, changing only 1 card, and had a sizable drop in the win rate.  I am still experimenting with other cards, specifically the newer ones, in order to raise the win rate above 50%.  Mindgate seems to be the best possibility right now, and I am unsure what to remove in order to add it in.  The 2 quints and fractal are imperitive, and a mindgate would throw off the quanta ratio drastically with respect to aether.  I might consider and aether mark version with 2 mindgates, but I'm not sure how that would fare.

16
Humor / Re: How Council decisions are made (a peek at the private forums)
« on: January 03, 2011, 10:43:20 pm »
So are Pepo's ones the polka dots one, the pink one or the one that has a Rustler in it? I'm keeping the Rustler one though >.>
The pink ones are mine.

17
Yes, I use algebra because it comes easier to me at 2am than calculus.  I'm too lazy to get out my graphing calculator and plot curves and ratios and geometric progressions just for a slight increase in accuracy, especially when you're dealing with items that can't be divided into fractions, such as the number of cards in a deck. 

Sure, you're method will bring a more accurate result, but there is no difference between 5.4XXX and 5.6XXX when dealing with indivisible integers.  The practical result is 6.

Also, people here are more likely to be able to understand the algebraic equations more readily than the more complex calculus and such. 

I suppose I could write a qbasic program right quick that asks you the number of cards in your deck and number of pillars, towers, q pillars, q towers, novas, supernovas, and quanta generating creatures.  It would then run all the numbers through the equations automatically and report the average quanta production each turn and the total quanta production through the game, as well as running 1000 sample games with randomization in order to get a quick sample of brute force test data. 

Then I could compile the program to an .exe file and provide it for download.

I could do all this, I mean, the qbasic shortcut is right on my toolbar...  just take a few clicks, a little typing, a little math, a few test cycles...

Okay, after an hour or so I have the skeleton program.  I'm going to play elements for a while.  I'll finish the program at some point.


18
Gah, too much formulating...
Cards in deck = D
Quantum Pillars in deck = Q
Percent of Qpillars in deck = Q/D = Q%
Average number of pillars in starting hand = 7*Q% = Qs
Average number of turns you can survive without playing most expensive cost card= T
Number of pillars drawn and played during a game after first turn = (Q - Qs)(Q%-(Qs/D-7)T = Qp
Quanta generated by pillars in starting hand = 3Qs*(T+1)  (Remove the +1 for non-upgraded pillars)
Quanta generated by pillars drawn = 3Qp*(Q%*T)  (Use T-1 for non upgraded pillars)
Total Quanta Generated = (3Qs*(T+1))+3Qp*(Q%*T) = QT
Average Quanta of each element generated = QT/12
Cost of the most expensive card you have to play nearly every game in order to win.

Assuming miracle is your most expensive card, and you're not using supernovas or mark of life, then you need 12 light quanta before you die.  Really, you have many other cards that will save you, but those are less expensive, so you are only concerned with producing enough for the most expensive one before you die.

I have 10 pillars in a 40 card deck
D=40, Q=10, Q%=.25,Qs=1.75,Qp =T*1.62525
QT = 3*1.75*(T+1)+3*T*1.62525*.25*T

(5.25T+5.25+1.2189375 *T^2)/12=12

5.25t+5.25+1.2189375*T^2 = 12*12=144
5.25+1.2189375*t = 138.75/t
t = 138.75/1.2189375t - 5.25/1.2189375
t = 138.75/1.2189375t - 4.30703
t = 8.7307060839

So with 10 pillars and a need to cast miracle every game to win, you would have to survive 9 turns before casting miracle.  Of course, lets assume that 6 of your cards are supernovas.

Each supernova you draw effectively reduces the cost of the miracle from quantum generated by 2.  Your average chance to draw a supernova in those turns is 7+T)/33-T.  This means that in just 3 turns you have a 30% chance to have 2 supernovas, so we can safely assume that 2 supernovas is likely in every game.  Now we just reduce the cost of our target card by 4.

With a cost of 8 we come to 5.25t+5.25+1.2189375*t^2=12*8=96

This resuts in t = 6.7396123218, so you need to survive for 7 turns, but in 6 turns, you actually have a %50 or better chance of drawing a 3rd supernova, so again the cost is reduced.

This gives us a result of t = 5.5535229926.

This means that with 10 quantum towers and 6 supernovas in a 40 card deck, you should have enough quanta to drop anything you need by the 6th turn. 

Now go out there an make your algebra teachers proud by building rainbow decks.

Jallen

19
Deck Help / Re: The Eternal Scorpion anti FG deck.
« on: January 01, 2011, 06:19:07 am »
I'm currently changing the deck to attempt a completely non-upgraded version with as few rares as possible.

20
False Gods / Re: Poison decks?
« on: January 01, 2011, 06:18:18 am »
I'll focus on that, since my other fg deck is fully upgraded.  What win percentage would be considered successful?  I don't think a poison deck with zero upgraded cards could hope for much more than 30%, but I'll try my best.

21
Deck Help / Re: The Eternal Scorpion anti FG deck.
« on: December 31, 2010, 01:37:59 am »
quint is for the flying eternities not the scorps.

zse: I am aware of those other decks.  If I had wanted to copy someone else's build, I would have done so.  I prefer to work on decks of my own design.

It took months of testing and changing for me to build my other FG grinder, I am sure that this deck will need massive retooling as well before it is viable.

22
False Gods / Re: Poison decks?
« on: December 30, 2010, 10:42:38 pm »
I'm trying this build for a viable poison fg killer.  Still needs work, but I'll see what it can do.

http://elementscommunity.org/forum/index.php/topic,18584.0.html

23
Deck Help / The Eternal Scorpion anti FG deck.
« on: December 30, 2010, 10:41:45 pm »
The Eternal Scorpion (Non-Upgraded)
Code: [Select]
4vj 4vj 4vj 4vj 4vj 4vj 55q 55q 55q 5oi 5oi 5ro 5ro 5rp 5rp 5rp 5rp 5rp 5rp 5rt 5rt 5rt 5t2 5t2 5t2 5t2 5t2 5t2 61t 61t 61t 61t 61t 61t 621 621
I decided to try to make this build a non-upgraded fg farmer.  It seems to work against some of the fgs.  Basically, any of them that do not have perm control or momentum, which isn't very many: Destiny, Elidnis, Ferox,  Fire Queen, Gemini, Incarnate, Miracle, Morte, Neptune, Paradox, Scorpio
I have had a few wins against some of these with this build.  Any comments on how to improve the deck without upgrading would be welcome.

The Eternal Scorpion 1.5
Code: [Select]
5rg 5rg 5rg 5rg 5rg 5rg 5rp 5rp 5rp 5rp 5rp 5rp 5rt 5rt 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6rn 74a 74a 77i 77i 7n2 7n2 7n2 7q3 7q3 7q5 7q8 7q8 7q8 80h 80hThe Eternal Scorpion 1.0
Code: [Select]
5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rp 5rp 5rp 5rp 5rp 5rp 5rt 5rt 6rn 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 74a 74a 77i 77i 7n2 7n2 7n2 7q0 7q3 7q5 7q5 7q5 7q8 7q8 7q8 80h 80h 80hI started making this deck because of this post: http://elementscommunity.org/forum/index.php/topic,15310.0.html (http://elementscommunity.org/forum/index.php/topic,15310.0.html)

The idea of a viable poison deck against FGs seemed like a good challenge, so I'm undertaking to get this strategy a viable win percentage.

This is a brand new deck idea of mine and it is UNTESTED.  I am not claiming to be the first to think of this strategy, I am only trying to perfect this strategy. I played a few games against fgs with various version of this build, and it is a WORK IN PROGRESS.

As you can see, it needs many things, such as upgraded time towers, in order to really maximize it's potential. 

The basic idea of the deck is as follows:

Play 1 dune scorpion with momentum in order to get the poisoning started as soon as possible.
Use invincible flying eternities to bounce creatures, forcing the fg to play more cards.
Hide behind a turtle shield, sundials, and shards to survive until the fg dies.

This deck is currently large, however the sundials and hourglasses seem to balance that aspect.  It needs more quanta generation, but my hope is that upgrading the towers will solve that problem.

With the deck as-is I have already defeated several fgs and come close to defeating others. 

There are, of course, several fgs that may be impossible to defeat, such as divine glory.

Here is the current list of cards which have not been added to the deck yet, but might be valuable additions to the build.

Mark of Time instead of Entropy, with Quantum Towers and Pendulums.
Antimatter
Pandemonium
Chaos Power
Butterfly Effect
Bonewall
Firestorm
Purify
Ray of Light (could be used in conjunction with nightmare against some fgs)
Steal
Cloak
Nightmare

Please feel free to give me any suggestions or experiment with the build yourself.

24
Rainbow Decks / Re: The Condor aka Jallen's Rainbow
« on: December 29, 2010, 08:05:23 am »
not really in this deck, sundial isn't as versatile as bonewall, bonewall is most useful against fgs with perm control, sundial would just get exploded, and against the fgs without perm control, I don't need the extra stall

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anything
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