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Offline Marsu

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1056554#msg1056554
« Reply #336 on: April 02, 2013, 11:31:36 pm »
If it is worded like this, it is, of course, partially true.

(Only partially, because those counters are only available to a few Elements without drawback.)


Offline Vangelios

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1056561#msg1056561
« Reply #337 on: April 02, 2013, 11:38:41 pm »
1 turn of Dimensional Shield before it gets destroyed will ALWAYS be better than 1 turn of Dusk Mantle before it gets destroyed.
Same with 2 and 3 turns. It's not until 4 turns that Dusk Mantle is better.
Yes, generally in to 4 turns you have been kicked, and I would rather put dimensional shield in mono darkness, (if he were of darkness), because I know that would block 3 turns 100%, this is clear to anyone.
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Offline jawdirk

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1056605#msg1056605
« Reply #338 on: April 03, 2013, 01:56:33 am »
Is there anyone who thinks there is a better all-around shield in the game?

Personally, I think that bone shield is the next best shield. Bone shield is better if the opponent has PC, if the opponent has 2 or fewer creatures on the field, or if you can feed it successfully. The PC resistance is definitely strong. The 2 or fewer creatures on the field is hard to maintain, and feeding it is possible, but certainly not reliable. It would be interesting to simulate bone shield vs. dim shield against dragon-like creatures with or without PC.

Another interesting one is dissipation shield/field. It can be as powerful as dim shield in certain circumstances, but my intuition is that is not an efficient card. Also, rush decks tend to overload damage to the point where they can bust through it.

My intuition is that titanium/diamond shield is less effective as soon as creature damage is higher than 2/3. It would be interesting to simulate it and dimshield vs. 3/4 attack creatures.
I would guess similarly for gravity shield. Unless nearly all creatures in play meet the criteria, dim shield must be better. So, for example, if only 70% of the damage is blocked by gravity shield, then it is probably worse than dim shield. We can probably establish what percentage of the damage must be blocked to be superior to dim shield.

I think all the percentage shields are fail compared to dim shield. Fog shield is slightly interesting, but I don't think the quanta advantage matters much except vs. quanta denial. I suppose turtle shield is better against creatures that use abilities and have attack.

Fire shield and thorn carapace have potential since they kill, but I am guessing that they are ineffective unless the creatures have ~ 1 hp. I'd bet that even 2-3 hp creatures would tip the balance toward dim shield all else being equal.






Offline storyteller

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1056630#msg1056630
« Reply #339 on: April 03, 2013, 04:27:01 am »
permafrost,I think is better all around. easier to play, very reliable, offers both damage reduction and soft creature control. In rainbows, I play Permafrost often over dusk or dim.

Offline jawdirk

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1056678#msg1056678
« Reply #340 on: April 03, 2013, 09:31:41 am »
permafrost,I think is better all around. easier to play, very reliable, offers both damage reduction and soft creature control. In rainbows, I play Permafrost often over dusk or dim.

Edit - I forgot to adjust the dim shield chaining for no explosions, so the dim shields were starting their chain at 75 hp instead of 50. I have updated the results. Changes are in yellow.

My simulations suggest that you are right about that. 1- 3-4 Permafrost shields with bolts are better than an equal number of dim shields with bolts against 5|5 creatures. 5 permafrost shields is even better, but 5-6 permafrost shields are worse than an equal number of dim shields with or without bolts. In general permafrost shields are comparable to dim shields, at least against 5|5 creatures.

This is a comparison with unupped dim shields, but I don't think that matters very much.

Ice shields are relatively crappy however, and you should not use more than 3 or 4. 1 ice shield is better than 1 dim shield, but otherwise dim shields are superior in any number. Dim shields are always superior to ice shields.

Against 2 explosions, Dim shields > permafrost shields, but in some cases permafrost shields + bolts > dim shields + bolts. At any rate, they are fairly even. Against explosions, ice shields are worse than dim shields in any number, bolts or no bolts.

So I would agree that permafrost shields (upped only) are potentially better than dim shields.

Here are the results:

Spoiler for vs. straight rush:
rush({Pillar=>16, Creature(5|5)=>14})
vs.
6dim-4bolt({Pillar=>16, Creature(5|5)=>4, DimShield(3,6)=>6, Bolt=>4}) (10000 games)
win%: 96.7 loss%:3.07 deckout%: 0.23 overkill: 247.2215

6dim      ({Pillar=>16, Creature(5|5)=>8, DimShield(3,6)=>6}) (10000 games)
win%: 97.89 loss%:2.11 deckout%: 0.0 overkill: 440.124

6pfr-4bolt({Pillar=>16, Creature(5|5)=>4, PfrShield(0.3,2,7)=>6, Bolt=>4}) (10000 games)
win%: 89.82 loss%:10.1 deckout%: 0.08 overkill: 196.023

6pfr      ({Pillar=>16, Creature(5|5)=>8, PfrShield(0.3,2,7)=>6}) (10000 games)
win%: 94.87 loss%:5.13 deckout%: 0.0 overkill: 268.7455

6ice-4bolt({Pillar=>16, Creature(5|5)=>4, IceShield(0.3,1,6)=>6, Bolt=>4}) (10000 games)
win%: 43.12 loss%:56.88 deckout%: 0.0 overkill: 93.631

6ice      ({Pillar=>16, Creature(5|5)=>8, IceShield(0.3,1,6)=>6}) (10000 games)
win%: 66.1 loss%:33.9 deckout%: 0.0 overkill: 119.2565


5dim-4bolt({Pillar=>16, Creature(5|5)=>5, DimShield(3,6)=>5, Bolt=>4}) (10000 games)
win%: 95.23 loss%:4.77 deckout%: 0.0 overkill: 252.9025

5dim      ({Pillar=>16, Creature(5|5)=>9, DimShield(3,6)=>5}) (10000 games)
win%: 96.29 loss%:3.71 deckout%: 0.0 overkill: 361.0045

5pfr-4bolt({Pillar=>16, Creature(5|5)=>5, PfrShield(0.3,2,7)=>5, Bolt=>4}) (10000 games)
win%: 93.17 loss%:6.83 deckout%: 0.0 overkill: 238.1075

5pfr      ({Pillar=>16, Creature(5|5)=>9, PfrShield(0.3,2,7)=>5}) (10000 games)
win%: 94.3 loss%:5.7 deckout%: 0.0 overkill: 292.0745

5ice-4bolt({Pillar=>16, Creature(5|5)=>5, IceShield(0.3,1,6)=>5, Bolt=>4}) (10000 games)
win%: 59.18 loss%:40.82 deckout%: 0.0 overkill: 113.6515

5ice      ({Pillar=>16, Creature(5|5)=>9, IceShield(0.3,1,6)=>5}) (10000 games)
win%: 71.61 loss%:28.39 deckout%: 0.0 overkill: 127.6755


4dim-4bolt({Pillar=>16, Creature(5|5)=>6, DimShield(3,6)=>4, Bolt=>4}) (10000 games)
win%: 92.84 loss%:7.16 deckout%: 0.0 overkill: 222.297

4dim      ({Pillar=>16, Creature(5|5)=>10, DimShield(3,6)=>4}) (10000 games)
win%: 92.79 loss%:7.21 deckout%: 0.0 overkill: 276.204

4pfr-4bolt({Pillar=>16, Creature(5|5)=>6, PfrShield(0.3,2,7)=>4, Bolt=>4}) (10000 games)
win%: 93.19 loss%:6.81 deckout%: 0.0 overkill: 273.197

4pfr      ({Pillar=>16, Creature(5|5)=>10, PfrShield(0.3,2,7)=>4}) (10000 games)
win%: 90.92 loss%:9.08 deckout%: 0.0 overkill: 301.452

4ice-4bolt({Pillar=>16, Creature(5|5)=>6, IceShield(0.3,1,6)=>4, Bolt=>4}) (10000 games)
win%: 70.52 loss%:29.48 deckout%: 0.0 overkill: 130.3315

4ice      ({Pillar=>16, Creature(5|5)=>10, IceShield(0.3,1,6)=>4}) (10000 games)
win%: 73.42 loss%:26.58 deckout%: 0.0 overkill: 132.007


3dim-4bolt({Pillar=>16, Creature(5|5)=>7, DimShield(3,6)=>3, Bolt=>4}) (10000 games)
win%: 88.47 loss%:11.53 deckout%: 0.0 overkill: 185.2855

3dim      ({Pillar=>16, Creature(5|5)=>11, DimShield(3,6)=>3}) (10000 games)
win%: 86.33 loss%:13.67 deckout%: 0.0 overkill: 206.9265

3pfr-4bolt({Pillar=>16, Creature(5|5)=>7, PfrShield(0.3,2,7)=>3, Bolt=>4}) (10000 games)
win%: 90.11 loss%:9.89 deckout%: 0.0 overkill: 292.6335

3pfr      ({Pillar=>16, Creature(5|5)=>11, PfrShield(0.3,2,7)=>3}) (10000 games)
win%: 85.41 loss%:14.59 deckout%: 0.0 overkill: 302.8415

3pfr-4bolt({Pillar=>16, Creature(5|5)=>7, IceShield(0.3,1,6)=>3, Bolt=>4}) (10000 games)
win%: 76.65 loss%:23.35 deckout%: 0.0 overkill: 141.4765

3ice      ({Pillar=>16, Creature(5|5)=>11, IceShield(0.3,1,6)=>3}) (10000 games)
win%: 71.58 loss%:28.42 deckout%: 0.0 overkill: 133.973


2dim-4bolt({Pillar=>16, Creature(5|5)=>8, DimShield(3,6)=>2, Bolt=>4}) (10000 games)
win%: 81.38 loss%:18.62 deckout%: 0.0 overkill: 152.7835

2dim      ({Pillar=>16, Creature(5|5)=>12, DimShield(3,6)=>2}) (10000 games)
win%: 74.64 loss%:25.36 deckout%: 0.0 overkill: 153.485

2pfr-4bolt({Pillar=>16, Creature(5|5)=>8, PfrShield(0.3,2,7)=>2, Bolt=>4}) (10000 games)
win%: 81.97 loss%:18.03 deckout%: 0.0 overkill: 288.186

2pfr      ({Pillar=>16, Creature(5|5)=>12, PfrShield(0.3,2,7)=>2}) (10000 games)
win%: 73.85 loss%:26.15 deckout%: 0.0 overkill: 274.5425

2ice-4bolt({Pillar=>16, Creature(5|5)=>8, IceShield(0.3,1,6)=>2, Bolt=>4}) (10000 games)
win%: 75.06 loss%:24.94 deckout%: 0.0 overkill: 145.906

2ice      ({Pillar=>16, Creature(5|5)=>12, IceShield(0.3,1,6)=>2}) (10000 games)
win%: 63.21 loss%:36.79 deckout%: 0.0 overkill: 128.84


1dim-4bolt({Pillar=>16, Creature(5|5)=>9, DimShield(3,6)=>1, Bolt=>4}) (10000 games)
win%: 67.93 loss%:32.07 deckout%: 0.0 overkill: 123.221

1dim      ({Pillar=>16, Creature(5|5)=>13, DimShield(3,6)=>1}) (10000 games)
win%: 54.79 loss%:45.21 deckout%: 0.0 overkill: 112.586

1pfr-4bolt({Pillar=>16, Creature(5|5)=>9, PfrShield(0.3,2,7)=>1, Bolt=>4}) (10000 games)
win%: 67.77 loss%:32.23 deckout%: 0.0 overkill: 235.864

1pfr      ({Pillar=>16, Creature(5|5)=>13, PfrShield(0.3,2,7)=>1}) (10000 games)
win%: 54.49 loss%:45.51 deckout%: 0.0 overkill: 210.657

1ice-4bolt({Pillar=>16, Creature(5|5)=>9, IceShield(0.3,1,6)=>1, Bolt=>4}) (10000 games)
win%: 65.43 loss%:34.57 deckout%: 0.0 overkill: 134.2595

1ice      ({Pillar=>16, Creature(5|5)=>13, IceShield(0.3,1,6)=>1}) (10000 games)
win%: 50.29 loss%:49.71 deckout%: 0.0 overkill: 112.89

Spoiler for vs. rush + explosions:
blast({Pillar=>15, Creature(5|5)=>13, Explosion(3)=>2})
vs.
6dim-4bolt({Pillar=>16, Creature(5|5)=>4, DimShield(3,6)=>6, Bolt=>4}) (10000 games)
win%: 74.9 loss%:25.1 deckout%: 0.0 overkill: 151.393

6dim      ({Pillar=>16, Creature(5|5)=>8, DimShield(3,6)=>6}) (10000 games)
win%: 82.76 loss%:17.24 deckout%: 0.0 overkill: 210.983

6pfr-4bolt({Pillar=>16, Creature(5|5)=>4, PfrShield(0.3,2,7)=>6, Bolt=>4}) (10000 games)
win%: 71.32 loss%:28.62 deckout%: 0.06 overkill: 145.661

6pfr      ({Pillar=>16, Creature(5|5)=>8, PfrShield(0.3,2,7)=>6}) (10000 games)
win%: 73.44 loss%:26.56 deckout%: 0.0 overkill: 171.2425

6ice-4bolt({Pillar=>16, Creature(5|5)=>4, IceShield(0.3,1,6)=>6, Bolt=>4}) (10000 games)
win%: 34.93 loss%:65.07 deckout%: 0.0 overkill: 85.9765

6ice      ({Pillar=>16, Creature(5|5)=>8, IceShield(0.3,1,6)=>6}) (10000 games)
win%: 47.9 loss%:52.1 deckout%: 0.0 overkill: 99.944


5dim-4bolt({Pillar=>16, Creature(5|5)=>5, DimShield(3,6)=>5, Bolt=>4}) (10000 games)
win%: 72.42 loss%:27.58 deckout%: 0.0 overkill: 144.299

5dim      ({Pillar=>16, Creature(5|5)=>9, DimShield(3,6)=>5}) (10000 games)
win%: 75.92 loss%:24.08 deckout%: 0.0 overkill: 176.1335

5pfr-4bolt({Pillar=>16, Creature(5|5)=>5, PfrShield(0.3,2,7)=>5, Bolt=>4}) (10000 games)
win%: 73.42 loss%:26.58 deckout%: 0.0 overkill: 165.053

5pfr      ({Pillar=>16, Creature(5|5)=>9, PfrShield(0.3,2,7)=>5}) (10000 games)
win%: 69.16 loss%:30.84 deckout%: 0.0 overkill: 172.048

5ice-4bolt({Pillar=>16, Creature(5|5)=>5, IceShield(0.3,1,6)=>5, Bolt=>4}) (10000 games)
win%: 47.43 loss%:52.57 deckout%: 0.0 overkill: 100.1705

5ice      ({Pillar=>16, Creature(5|5)=>9, IceShield(0.3,1,6)=>5}) (10000 games)
win%: 49.94 loss%:50.06 deckout%: 0.0 overkill: 103.2625


4dim-4bolt({Pillar=>16, Creature(5|5)=>6, DimShield(3,6)=>4, Bolt=>4}) (10000 games)
win%: 66.92 loss%:33.08 deckout%: 0.0 overkill: 130.9675

4dim      ({Pillar=>16, Creature(5|5)=>10, DimShield(3,6)=>4}) (10000 games)
win%: 66.55 loss%:33.45 deckout%: 0.0 overkill: 143.546

4pfr-4bolt({Pillar=>16, Creature(5|5)=>6, PfrShield(0.3,2,7)=>4, Bolt=>4}) (10000 games)
win%: 69.06 loss%:30.94 deckout%: 0.0 overkill: 168.4555

4pfr      ({Pillar=>16, Creature(5|5)=>10, PfrShield(0.3,2,7)=>4}) (10000 games)
win%: 62.35 loss%:37.65 deckout%: 0.0 overkill: 162.513

4ice-4bolt({Pillar=>16, Creature(5|5)=>6, IceShield(0.3,1,6)=>4, Bolt=>4}) (10000 games)
win%: 53.7 loss%:46.3 deckout%: 0.0 overkill: 109.144

4ice      ({Pillar=>16, Creature(5|5)=>10, IceShield(0.3,1,6)=>4}) (10000 games)
win%: 48.74 loss%:51.26 deckout%: 0.0 overkill: 103.386


3dim-4bolt({Pillar=>16, Creature(5|5)=>7, DimShield(3,6)=>3, Bolt=>4}) (10000 games)
win%: 62.92 loss%:37.08 deckout%: 0.0 overkill: 120.81

3dim      ({Pillar=>16, Creature(5|5)=>11, DimShield(3,6)=>3}) (10000 games)
win%: 55.55 loss%:44.45 deckout%: 0.0 overkill: 118.03

3pfr-4bolt({Pillar=>16, Creature(5|5)=>7, PfrShield(0.3,2,7)=>3, Bolt=>4}) (10000 games)
win%: 62.4 loss%:37.6 deckout%: 0.0 overkill: 155.932

3pfr      ({Pillar=>16, Creature(5|5)=>11, PfrShield(0.3,2,7)=>3}) (10000 games)
win%: 53.71 loss%:46.29 deckout%: 0.0 overkill: 146.8545

3pfr-4bolt({Pillar=>16, Creature(5|5)=>7, IceShield(0.3,1,6)=>3, Bolt=>4}) (10000 games)
win%: 54.9 loss%:45.1 deckout%: 0.0 overkill: 111.499

3ice      ({Pillar=>16, Creature(5|5)=>11, IceShield(0.3,1,6)=>3}) (10000 games)
win%: 46.25 loss%:53.75 deckout%: 0.0 overkill: 100.884


2dim-4bolt({Pillar=>16, Creature(5|5)=>8, DimShield(3,6)=>2, Bolt=>4}) (10000 games)
win%: 58.46 loss%:41.54 deckout%: 0.0 overkill: 111.3975

2dim      ({Pillar=>16, Creature(5|5)=>12, DimShield(3,6)=>2}) (10000 games)
win%: 45.41 loss%:54.59 deckout%: 0.0 overkill: 100.5085

2pfr-4bolt({Pillar=>16, Creature(5|5)=>8, PfrShield(0.3,2,7)=>2, Bolt=>4}) (10000 games)
win%: 55.1 loss%:44.9 deckout%: 0.0 overkill: 130.541

2pfr      ({Pillar=>16, Creature(5|5)=>12, PfrShield(0.3,2,7)=>2}) (10000 games)
win%: 42.55 loss%:57.45 deckout%: 0.0 overkill: 119.876

2ice-4bolt({Pillar=>16, Creature(5|5)=>8, IceShield(0.3,1,6)=>2, Bolt=>4}) (10000 games)
win%: 54.87 loss%:45.13 deckout%: 0.0 overkill: 110.272

2ice      ({Pillar=>16, Creature(5|5)=>12, IceShield(0.3,1,6)=>2}) (10000 games)
win%: 40.26 loss%:59.74 deckout%: 0.0 overkill: 95.411


1dim-4bolt({Pillar=>16, Creature(5|5)=>9, DimShield(3,6)=>1, Bolt=>4}) (10000 games)
win%: 56.34 loss%:43.66 deckout%: 0.0 overkill: 107.37

1dim      ({Pillar=>16, Creature(5|5)=>13, DimShield(3,6)=>1}) (10000 games)
win%: 37.83 loss%:62.17 deckout%: 0.0 overkill: 90.9375

1pfr-4bolt({Pillar=>16, Creature(5|5)=>9, PfrShield(0.3,2,7)=>1, Bolt=>4}) (10000 games)
win%: 51.04 loss%:48.96 deckout%: 0.0 overkill: 111.579

1pfr      ({Pillar=>16, Creature(5|5)=>13, PfrShield(0.3,2,7)=>1}) (10000 games)
win%: 34.95 loss%:65.05 deckout%: 0.0 overkill: 97.9205

1ice-4bolt({Pillar=>16, Creature(5|5)=>9, IceShield(0.3,1,6)=>1, Bolt=>4}) (10000 games)
win%: 54.19 loss%:45.81 deckout%: 0.0 overkill: 107.97

1ice      ({Pillar=>16, Creature(5|5)=>13, IceShield(0.3,1,6)=>1}) (10000 games)
win%: 36.26 loss%:63.74 deckout%: 0.0 overkill: 91.816

Here is the code:
Spoiler for Hidden:
Code: [Select]
LOGGING = false

def log_print *strings
  return unless LOGGING
  print *strings
end

def log *strings
  return unless LOGGING
  puts *strings
end

class Game
  attr_accessor :player1, :player2, :turn_count
 
  def initialize(player1, player2)
    @turn_count = 0
    @player1, @player2 = player1, player2
  @player1.game = self
    @player2.game = self
  end
 
  def turn
    @turn_count += 1
  log "Turn #{@turn_count}:::"
    @player1.turn(@player2)
  @player2.turn(@player1) unless over?
  end
 
  def over?
    @player1.hp < 1 || @player2.hp < 1 || @player1.cards.size == 0 || @player2.cards.size == 0
  end
 
  def deck_out?
    @player1.cards.size == 0
  end
 
  def to_s
    "#{@player1}\nvs.\n#{@player2}"
  end
end

class Player
  NO_SHIELD = ->(c) { log_print("#{c.damage},"); c.damage}
  attr_accessor :hp, :quanta, :quanta_per_turn, :creatures_in_play, :card_hash,
    :cards, :hand, :name, :shield, :destroy_shield_on_turn, :game
 
  def initialize(name, hp, card_hash)
    @card_hash = card_hash
    @name = name
    @hp = hp
  @shield = NO_SHIELD
  @quanta = @quanta_per_turn = @shield_cost = 0
    @creatures_in_play = []
    @cards = []
    @card_hash.each do |ca,n|
      @shield_cost = ca.cost if ca.is_a?(Shield)
      n.times{ @cards << ca.dup}
    end
    @cards = @cards.shuffle
  @cards = @cards.shuffle if cards[0..6].all?{|c| !c.is_a?(Pillar)}
  @cards.push(Dead.new)
  @hand = []
  7.times { draw }
  end
 
  def shield?
    shield != NO_SHIELD
  end
 
  def destroy_shield!
    self.shield = NO_SHIELD
  end
 
  def damage_per_turn
    creatures_in_play.inject(0){|acc,c| acc + c.damage }
  end
 
  def turn_count
    game.turn_count
  end
 
  def first?
    game.player1 == self
  end
 
  def draw
    hand << cards.shift
  end
 
  def turn(enemy)
    destroy_shield! if destroy_shield_on_turn == turn_count
    draw
  log inspect
  @hand.sort_by{|c| c.cast_order}.each{|c| c.try_cast(self, enemy) }
    log_print 'damage: '
  enemy.hp -= creatures_in_play.inject(0){|acc, c| acc + enemy.shield.call(c)}
    log "\n"
    creatures_in_play.each{|c| c.thaw }
  self.quanta += quanta_per_turn
    log inspect, "\n"
  end
 
  def quanta_for_creatures
    shield? || (@shield_cost <= quanta_per_turn) ? quanta : quanta - @shield_cost + quanta_per_turn
  end
 
  def deck_size
    cards.size - 1
  end
 
  def inspect
    #"~#{name} hp: #{hp}" q: #{quanta} cs: #{deck_size} c_in: #{creatures_in_play.inspect}~"
    "~#{name} hp: #{hp}  qpt: #{quanta_per_turn} q: #{quanta} cs: #{deck_size}
dpt: #{damage_per_turn} in play: #{creatures_in_play.inspect}
in hand: #{hand.inspect}~"
  end
 
  def to_s
    "#{name}(#{card_hash.inspect})"
  end
end

class Card
  def try_cast(me, enemy)
    cast!(me, enemy) if cast?(me, enemy)
  end
 
  def cast!(me, enemy)
    card_cast(me, enemy)
  me.hand.slice!(me.hand.index(self))
  end
 
  def to_s
    self.class.to_s
  end
 
  def dup
    self
  end
end

class Shield < Card
  attr_reader :cost
end

class Dead < Card
  def cast?(me, enemy);  true ; end
  def cast!(me, enemy); end;
  def cast_order; 0; end
end

class Pillar < Card
  def cast?(me, enemy); true ; end
  def card_cast(me, enemy)
    me.quanta_per_turn += 1
  end
 
  def cast_order; 0; end
end

class Creature < Card
  attr_accessor :health, :frozen
  def initialize(cost, damage, health)
    @cost, @damage, @health = cost, damage, health
    @frozen = 0
  end
  def cast?(me, enemy); me.quanta_for_creatures >= @cost; end
  def card_cast(me, enemy)
    me.quanta -= @cost
    me.creatures_in_play << self
  end
  def cast_order; 100 - damage; end
  def to_s
    "Creature(#{damage}|#{health})#{frozen? ? "f#{}" : ''}"
  end
 
  def damage
    @frozen > 0 ? 0 : @damage
  end
 
  def freeze(turns)
    @frozen = turns
  end
 
  def thaw; @frozen -= 1 if @frozen > 0; end
 
  def frozen?
    @frozen > 0
  end
 
  def dup
    self.class.new(@cost, @damage, @health)
  end
end

class Bolt < Card
  attr_accessor :cost, :damage
  def initialize(cost, damage)
    @cost, @damage = cost, damage
  end
  def cast?(me, enemy); me.quanta >= cost && enemy.creatures_in_play.detect{|cc| cc.health <= damage && !cc.frozen? }; end
  def card_cast(me, enemy)
    me.quanta -= cost
    target = enemy.creatures_in_play.sort_by{|cc| (cc.health > damage || cc.frozen? ? 1000 : 0) - cc.damage }.first
    log "Bolt!!!!! #{target}"   
    enemy.creatures_in_play.slice!(enemy.creatures_in_play.index(target))
  end
 
  def cast_order; 2; end
end

class Explosion < Card
  attr_accessor :cost
 
  def initialize(cost)
    @cost = cost
  end
 
  def cast?(me, enemy)
    me.quanta >= cost && enemy.shield != Player::NO_SHIELD &&
      # if the enemy's shield only has 1 turn left on it, don't destroy it, let it run out
      (
        (enemy.destroy_shield_on_turn != (me.first? ? me.turn_count: me.turn_count+1)) ||
        # unless you can kill in one turn
        (me.damage_per_turn > enemy.hp)
      )
  end
 
  def card_cast(me, enemy)
    me.quanta -= cost
    log "explosion!!!!!"
    enemy.destroy_shield!
  end
 
  def cast_order; 1; end
  def to_s; "Explosion(#{cost})"; end
end
 
class DimShield < Shield
  def initialize(lasting = 3, cost = 6)
    @cost = cost
    @lasting = lasting
  end

  def cast?(me, enemy); !me.shield? && me.quanta >= @cost && me.hp < 75; end
  def card_cast(me, enemy)
    me.quanta -= @cost
    log "dim shield!!!!!!!!!!!!! #{me.turn_count}"
    me.destroy_shield_on_turn = me.turn_count+@lasting
    me.shield = ->(c) { log_print '0,'; 0}
  end

  def cast_order; 1; end

  def to_s
    "DimShield(#{@lasting},#{@cost})"
  end
end

class DuskMantel < Shield
  def initialize(block = 0.5, cost = 6)
    @block, @cost = block, cost
  end
 
  def cast?(me, enemy); !me.shield? && me.quanta >= @block; end
  def card_cast(me, enemy)
    me.quanta -= @block
    log "dusk mantel(#{@block})!!!!!!!! ";
    me.shield = ->(c) { d = rand >= @block ? 0 : c.damage; log_print d, ','; d}
  end
  def cast_order; 1; end
end

class PfrShield < Shield
  def initialize(freeze = 0.3, reduce = 2, cost = 7)
    @freeze, @reduce, @cost = freeze, reduce, cost
  end
  def cast?(me, enemy); !me.shield? && me.quanta >= @cost; end
  def card_cast(me, enemy)
    me.quanta -= @cost
    log "Pfr(#{@freeze}, #{@reduce})!!!!!! ";
    me.shield = ->(c){
      d = c.damage - @reduce
      c.freeze(4) if d > 0 && rand < @freeze
      log_print "#{d > 0 ? d : 0}#{c.frozen > 0 ? "f#{c.frozen - 1}" : ''},"
      d
    }
  end
  def cast_order; 1; end
  def to_s; "PfrShield(#{@freeze},#{@reduce},#{@cost})"; end
end

class IceShield < PfrShield
  def initialize(freeze = 0.3, reduce = 1, cost = 6)
    super
  end
  def to_s; "IceShield(#{@freeze},#{@reduce},#{@cost})"; end
end

test_decks = [

 # ->() {Player.new('6dim-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 4, DimShield.new => 6, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('6dim      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 8, DimShield.new => 6)}, 
 # ->() {Player.new('6pfr-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 4, PfrShield.new => 6, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('6pfr      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 8, PfrShield.new => 6)},
 # ->() {Player.new('6ice-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 4, IceShield.new => 6, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('6ice      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 8, IceShield.new => 6)},
 
 # ->() {Player.new('5dim-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 5, DimShield.new => 5, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('5dim      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 9, DimShield.new => 5)},
 # ->() {Player.new('5pfr-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 5, PfrShield.new => 5, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('5pfr      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 9, PfrShield.new => 5)},
 # ->() {Player.new('5ice-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 5, IceShield.new => 5, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('5ice      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 9, IceShield.new => 5)},

 # ->() {Player.new('4dim-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 6, DimShield.new => 4, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('4dim      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 10, DimShield.new => 4)},
 # ->() {Player.new('4pfr-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 6, PfrShield.new => 4, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('4pfr      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 10, PfrShield.new => 4)},
 # ->() {Player.new('4ice-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 6, IceShield.new => 4, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('4ice      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 10, IceShield.new => 4)},
 
 # ->() {Player.new('3dim-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 7, DimShield.new => 3, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('3dim      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 11, DimShield.new => 3)},
 # ->() {Player.new('3pfr-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 7, PfrShield.new => 3, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('3pfr      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 11, PfrShield.new => 3)},
 # ->() {Player.new('3pfr-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 7, IceShield.new => 3, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('3ice      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 11, IceShield.new => 3)},

 # ->() {Player.new('2dim-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 8, DimShield.new => 2, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('2dim      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 12, DimShield.new => 2)},
 # ->() {Player.new('2pfr-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 8, PfrShield.new => 2, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('2pfr      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 12, PfrShield.new => 2)},
 # ->() {Player.new('2ice-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 8, IceShield.new => 2, Bolt.new(2,5) =>  4)},
 # ->() {Player.new('2ice      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 12, IceShield.new => 2)},
 
 ->() {Player.new('1dim-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 9, DimShield.new => 1, Bolt.new(2,5) =>  4)},
 ->() {Player.new('1dim      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 13, DimShield.new => 1)},
 ->() {Player.new('1pfr-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 9, PfrShield.new => 1, Bolt.new(2,5) =>  4)},
 ->() {Player.new('1pfr      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 13, PfrShield.new => 1)},
 ->() {Player.new('1ice-4bolt', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 9, IceShield.new => 1, Bolt.new(2,5) =>  4)},
 ->() {Player.new('1ice      ', 100.0, Pillar.new => 16, Creature.new(5,5,5) => 13, IceShield.new => 1)},

]
test_decks.each do |test_deck|
  damage = 0
  wins = 0
  losses = 0
  deck_outs = 0
  reps = 10000

  start = ->() {
    Game.new(
      #Player.new('rush', 10000, Pillar.new => 16, Creature.new(5,5,5) => 14),
      Player.new('blast', 10000, Pillar.new => 15, Creature.new(5,5,5) => 13, Explosion.new(3) => 2),
      test_deck.call
    )
  }

  reps.times do
    game = start.call
    game.turn until game.over?
    damage += 10000 - game.player1.hp
    wins += game.player1.hp <= 9900 ? 1 : 0
    losses += game.player1.hp > 9900 && game.player2.hp <= 0 ? 1 : 0
    deck_outs += game.player1.hp > 9900 && game.player2.hp > 0 ? 1 : 0
  end
 
  overkill = damage*1.0/reps
  win_p = wins*100.0/reps
  loss_p = losses*100.0/reps
  deck_out_p = deck_outs*100.0/reps

  puts "#{start.call.inspect} (#{reps} games)",
    "win%: #{win_p} loss%:#{loss_p} deckout%: #{deck_out_p} overkill: #{overkill}\n\n"
end

« Last Edit: April 03, 2013, 05:49:03 pm by jawdirk »

Offline Spidder

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1060843#msg1060843
« Reply #341 on: April 17, 2013, 05:42:36 pm »
As a noob trying to play bronze I'm forced to build my entire deck around countering this one card or not play arena at all. This is the very definition of unbalanced. Please nerf!

Offline omegareaper7

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1060844#msg1060844
« Reply #342 on: April 17, 2013, 05:47:39 pm »
As a noob trying to play bronze I'm forced to build my entire deck around countering this one card or not play arena at all. This is the very definition of unbalanced. Please nerf!
Provide reasons. Don't just say its overpowered because it beat your deck.
By that same logic, my deck beats mono aether 85% of the time, my deck is overpowered!
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Offline Spidder

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1060847#msg1060847
« Reply #343 on: April 17, 2013, 05:56:46 pm »
Fair enough. Dimensional shield can easily beat most early noob builds that depend on rush. People realize this so they all make monoaether builds for early arena for easy cash. This leads to new players coming up against nothing but monoaether in bronze. So they are forced to build their deck around countering this one specific card or not be competitive at all.

Nerfing this card would lead to 1. greater deck variety at lower level play and 2. more accesible pvp for new players.

Offline omegareaper7

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1060873#msg1060873
« Reply #344 on: April 17, 2013, 06:49:39 pm »
Except a lot of people don't build specifically to counter it. mono dark and grabbows are commonly used in bronze because they can lock down or rush just about anything.
Decks that lose to dime shields in unrestricted settings, not always but a lot of the times, are pretty poor.
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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1060874#msg1060874
« Reply #345 on: April 17, 2013, 06:52:50 pm »
The problems come in the competitive environment. In this war, at least, they have been key cards for most of or all the teams.
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Offline Spidder

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1060877#msg1060877
« Reply #346 on: April 17, 2013, 06:59:23 pm »
If this card is balanced then why does it get so much use in all levels of play? I don't see any other shield come up as frequently and with that many copies in a single deck... Nor is there any other shield with such a high cheese factor making you immune for 16+ turns when used back to back.

It really is an undefendable case and I don't understand why it hasn't been nerfed yet.

At least nerf the duration or cost so that you have SOME chance of winning against it without a hard counter.
« Last Edit: April 17, 2013, 07:01:46 pm by Spidder »

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Re: dimension sheild https://elementscommunity.org/forum/index.php?topic=42134.msg1060880#msg1060880
« Reply #347 on: April 17, 2013, 07:04:36 pm »
Dim Shield still needs a nerf, seriously, you can't always splash dim shield counters in a deck, as it stands now, you can deck out a 30 cards deck using only 6 dim shields if you can resist 5 turns at start and if your opponent has no dim shield counter.
I think it should last only 2 turns, so you can't chain it that easy, all combined with a lowered cost.
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