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Malduk

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184567#msg184567
« Reply #12 on: October 25, 2010, 08:04:53 pm »
which in turn lets me survive long enough to pull off the combo in 60% of cases.
Seriously... 60%. I really wish to know how did you come up with that number.

$$$man

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184578#msg184578
« Reply #13 on: October 25, 2010, 08:20:07 pm »
which in turn lets me survive long enough to pull off the combo in 60% of cases.
Seriously... 60%. I really wish to know how did you come up with that number.
Well I have been using this deck for grinding since voodoo panic came out and from experience I can say 60% probably +/- 5-10%

$$$man

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184583#msg184583
« Reply #14 on: October 25, 2010, 08:23:27 pm »
AI is such an idiot, I would have lost a match to morte, but instead he plauges my dolls 4 times and then activates a retrovirus. Poisoning himself to death :P

(http://imageplay.net/)

Malduk

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184586#msg184586
« Reply #15 on: October 25, 2010, 08:25:22 pm »
which in turn lets me survive long enough to pull off the combo in 60% of cases.
Seriously... 60%. I really wish to know how did you come up with that number.
Well I have been using this deck for grinding since voodoo panic came out and from experience I can say 60% probably +/- 5-10%
Yeah... experience is bad at math. 60% would make that deck by far best anti-FG deck ever since god decided 2 turn Sundials are not for puny humans.

Offline TheonlyrealBeef

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184592#msg184592
« Reply #16 on: October 25, 2010, 08:28:32 pm »
which in turn lets me survive long enough to pull off the combo in 60% of cases.
Seriously... 60%. I really wish to know how did you come up with that number.
Well I have been using this deck for grinding since voodoo panic came out and from experience I can say 60% probably +/- 5-10%
Yeah... experience is bad at math. 60% would make that deck by far best anti-FG deck ever since god decided 2 turn Sundials are not for puny humans.
Just the setup is not enough to win though, you win a lot less than 60%
Especially the healing fgs can be annoying.

Malduk

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184593#msg184593
« Reply #17 on: October 25, 2010, 08:35:11 pm »
Well then we have very different definitions of setup here. Without enough TUs to kill you're not set, and drawing everything at the right time is the only real issue of the deck.

$$$man

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184620#msg184620
« Reply #18 on: October 25, 2010, 09:21:31 pm »
Well then we have very different definitions of setup here. Without enough TUs to kill you're not set, and drawing everything at the right time is the only real issue of the deck.
Yah it is 60% but usually you don;t have enough sheer damage so it comes out to about the same winrate.

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg185019#msg185019
« Reply #19 on: October 26, 2010, 05:18:00 am »
Having tested both Jangoo's and $$$man's variations, I have to say three things.

1) Jangoo is deadly serious about only winning one game out of twelve.  However, that translates into about one game every 8 minutes. :)

2) $$$man's deck is MUCH less frustrating to play.

3) That said, because $$$man's deck takes longer to lose, I think Jangoo's deck is actually more profitable per hour.


All told, playing Jangoo's deck is kind of like spinning the slots: it's quick, and you don't win often, and when you do win, it feels like luck rather than skill.  But when you do win and it all works right, it's thrillingly cool.  I think it's a good break from RoL/Hope, especially when you're playing while you're doing something else.  The games are about as quick as AI3 games, and you certainly do pay for yourself in the long run.  Me gusta!
If something happens and you think it deserves my attention, feel free to PM me. Other than that, I'm probably here if you want to shoot the breeze.

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg185138#msg185138
« Reply #20 on: October 26, 2010, 11:43:57 am »
Seeing $$$mans SS inspired me to use Pendulums, it allows for a faster setup and even got me an EM thus far :P

I don't know yet if it's better overal, though. Since it allows less late TUs. I think I'll try tweaking it to be even faster ;) (like adding Precogs)

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg185158#msg185158
« Reply #21 on: October 26, 2010, 12:52:25 pm »

1) Jangoo is deadly serious about only winning one game out of twelve.  However, that translates into about one game every 8 minutes. 
[...]
All told, playing Jangoo's deck is kind of like spinning the slots: it's quick, and you don't win often, and when you do win, it feels like luck rather than skill.  But when you do win and it all works right, it's thrillingly cool. 
Hehe, nice association.
It does indeed feel a bit like a slot-maschine: Pull lever, pull lever, pull lever, win 50 cents, pull lever ... jackpot! ... pull, ...
I am currently taking stats on the deck.
Heads-up at ~80 games is a win-rate of 23%, average game-time <2,5 min.
So as of now, I had to play 13 games to win 3 games to win 1 card ...  ;D


Seeing $$$mans SS inspired me to use Pendulums, it allows for a faster setup and even got me an EM thus far :P

I don't know yet if it's better overal, though. Since it allows less late TUs. I think I'll try tweaking it to be even faster ;) (like adding Precogs)
Precogs are an excellent idea!
The problem is (like with most decks that feature a heavy combo) that the deck is already packed with just a little
less than you would want to have of everything, a perfect balance or better yet an "as good as it gets"-balance.
So since there is really no room for extras you could ask "Why draw a Precog when you could just draw the card you need right away?"
It is for that reason Precogs dont exactly make a deck "faster" but induce a distributing effect that could make the draws just the awesome bit more reliable ... Definitely worth a shot! 




Krahhl

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg185194#msg185194
« Reply #22 on: October 26, 2010, 02:04:41 pm »
Precogs basically add stability to your deck, even if it means you have less copies of crucial cards. The most easily understandable example would be:

You draw two cards from a 4 card deck of 2 voodoo dolls and 2 gravity forces. This gives you a 50% chance of one of each, which is exactly what you want. However, there's a 50% chance of drawing two of the same card, which is bad.

Now make your deck 1 voodoo doll, 1 gravity force, and 2 precognitions. There are less copies of the cards you need, but any two cards you draw are guaranteed to eventually end you up with a voodoo doll and a gravity force.

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg185201#msg185201
« Reply #23 on: October 26, 2010, 02:17:57 pm »
This
Code: [Select]
6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 6ve 74d 74d 74d 77l 77l 77l 77l 77l 77l 7qb 7qb 7tg 7tg 7tg 80b 80b 80b 80b 80bis basically what I'm trying right now, it's a lot more redundant against quanta stealing fgs like Decay and Dark Matter, while having a faster setup. The only drawback is that you can use less TUs which might hurt in longer battles (anything with Feral Bond), and a slight chance of not getting a pendulum, in which case you can practically give in right away.

Here's a nice screeny of stupid Decay feeling Shak'ars Revenge :)
(http://imageplay.net/)

 

anything
blarg: