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Offline furballdn

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg447802#msg447802
« Reply #120 on: January 11, 2012, 01:05:27 am »
Isn't Chaos Power's minimum buff +1/+1, not +0/+0?
[...]
-SoR + Fate Egg = one hatch, 2 creatures at once; SoR + Deja Vu = castable 2x, loses skill at second use
Not now, Deja Vu only creates one copy. Fate Egg still creates 2 creatures
[...]
-Chaos Power's buff range is between  +0|+0 and +5|+5 and favors hp over attack
Where have you read that Chaos Power favors hp over attack ?
-Butterfly Effect and Mitosis causes summoning sickness to the target creature
 I tried it and can falsify that. If you use Mitosis or Butterfly Effect on a creature , which shouldn´t have summoning sickness (2nd turn), it can use the skill immediately
[...]
Stand corrected. Twice. Like a boss. To whoever read my huge wall of text, listen to the corrections, they're right  :D :D

>on the dejavu, that's a pretty sad change :|
>yea, chaos power's minimum is +1|+1, it'd be pointless if you can get +0|+0, chaos power's hp>attack is pretty noticeable if you try buffing a spark/gemfinder a few times..
not totally sure about it, but it seems like that's the case
>sorry about mitosis, but the BE, i'm still pretty unsure if AI just doesn't use it OR it really causes summoning sickness..

once again, thank you for pointing out errors  :-* :-*
Could anyone please explain me what summoning sickness is? O_O
The state where your creatures cannot activate abilities which require manual activation on the turn they are played/summoned.  Examples:  Otyugh, Lycanthrope, Forest Spirit cannot activate their abilities on the turn they are played.
I thought no creature can do it, except of course if you use SoR.
Using SoR on a creature only gets rid of summoning sickness if it's :time.

black rat

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg452317#msg452317
« Reply #121 on: January 24, 2012, 05:18:22 pm »
if the enemy plays a vampire (4 atk), then eclipse it gets plus 2 attack (6atk). if you antimatter the vamire (-6) and after that destroy the eclipse, he looses two atk (-8)

Offline Chapuz

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg452407#msg452407
« Reply #122 on: January 24, 2012, 08:54:30 pm »
if the enemy plays a vampire (4 atk), then eclipse it gets plus 2 attack (6atk). if you antimatter the vamire (-6) and after that destroy the eclipse, he looses two atk (-8)
Yeah, but that's absolutely logic.
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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg452416#msg452416
« Reply #123 on: January 24, 2012, 09:11:24 pm »
it is!
as is "Reverse timing a mummy will not put it on top of your deck." or other facts, which makes them not less helpful
but i didnt think it would work this way (never really pondered about it), but saw it in a game today and thought there may be other, who didnt know

Offline OdinVanguard

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg452426#msg452426
« Reply #124 on: January 24, 2012, 10:00:18 pm »
Awesome thread! There are a lot of cards and abilities with effects / side effects that aren't explained completely. Wish I had seen some of these when I first started playing. I've found a few things out that weren't mentioned in the original post.
-Apologies for lacking organization as in the original post. Trying to do so got a bit too confusing-
*Voodoo will affect weapons that are immaterial (morning glory or weapons w/ protect artifact). This makes voodoo dolls very useful against such weapons.
*When copying a voodoo doll, if the doll being copy is damaged the one that is made will also be damaged. Interestingly this results in dealing corresponding damage to the opponent. This damage is based on the difference between the dolls current and maximum life. E.g. if you hit a doll w/ basalisk blood, and zap it down to 1 hp then copy it, the copy will do 35 damage! (20 +15)
*Spells w/ effects based on remaining quanta will subtract quanta FIRST then calculate the effect (so if you cast firebolt w/ 10 quanta it only sees 7 since it costs 3)
*Rage potion says it causes +5/-5, but it doesn't actually change max hit points, it just does damage. You can heal the creature back to full if it survives. Same for accelerate.
*Lobotomize will remove the momentum effect but not the adrenaline effect.
*Animate weapon and flying weapon will give different weapons different numbers of hitpoints. Titan and pulverizer are the two toughest. Vampire stilleto and daggers are the weakest... there's probably a table out there somewhere. It's worthwhile looking this up if you plan on using the spell a lot in a deck.
*Catapults will deal extra damage for frozen creatures... but for some reason this doesnt seem to work right on creatures hit with congeal, the upped version
*Pheonix will turn into a malignant cell instead of ash due to alfatoxin.
*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull. They also will still trigger venom when doing so. I.e. a scorpion with -1 damage acts as if it has momentum.
*The guard ability on vanadium warriors will actually heal creatures if the warden has a negative damage value.
*Devourer's devour ability is affected by adrenaline but only a max of 2 times even if it attacks more than that. Dito for venomous creatures.
*Devour cannot be removed by lobotomize. It can however be stopped by freezing or delaying the devourer.
*A Copy of a creature that has doubled its damage with dive will be treated as if it had the upgraded damage as its normal damage. This can be used to successively double damage. This doesn't seem to work with sky blitz however, in fact, if you arent careful it can undo all your hard work.
*Timing butterfly effect is tricky. The creature can use the destroy ability immediately providing that:
  1) It has not already used an ability this turn
  2) It was not just cast this turn
  3) It has not been lobotomized (I'm not sure on this but I think it will have to wait even if lobotomized several turns ago)

Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

suxerz

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg452435#msg452435
« Reply #125 on: January 24, 2012, 10:26:49 pm »
Most are true, but there some are not quite right. My notes in yellow below.

*Animate weapon and flying weapon will give different weapons different numbers of hitpoints. Titan and pulverizer are the two toughest.
It has nothing to do with Animate weapon or Flying weapon; all weapons have their own specific HP.  ;) You can check the wiki for the details.

*Catapults will deal extra damage for frozen creatures... but for some reason this doesnt seem to work right on creatures hit with congeal, the upped version
It should not. Frozen or congealed creatures will deal the same damage when flung by catapult. The bonus is 50%. If you are sure it doesn't happen with Congeal, take a screenshot and post it in the Report a bug section. >_<

*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull.
Not all shields. Specifically three shields behave differently: Dimensional shield (all antimattered creatures), Wings (if the antimattered creature is not airborne) and Gravity shield (if the antimattered creature has more than 5 HP). My explanation is probably flawed, it's better that you test them in the trainer.

*The guard ability on vanadium warriors will actually heal creatures if the warden has a negative damage value.
Technically, it increased the target creature's max HP. But yeah, it heals them.

*Timing butterfly effect is tricky. The creature can use the destroy ability immediately providing that:
  1) It has not already used an ability this turn
  2) It was not just cast this turn
  3) It has not been lobotomized (I'm not sure on this but I think it will have to wait even if lobotomized several turns ago) Yep, you only have to wait for one turn. This behaviour also applies to Mitosis.

Offline OdinVanguard

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg452443#msg452443
« Reply #126 on: January 24, 2012, 10:45:04 pm »
Most are true, but there some are not quite right. My notes in yellow below.

*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull.
Not all shields. Specifically three shields behave differently: Dimensional shield (all antimattered creatures), Wings (if the antimattered creature is not airborne) and Gravity shield (if the antimattered creature has more than 5 HP). My explanation is probably flawed, it's better that you test them in the trainer.

You are right on grav shield, but I just tried dim shield in trainer and it does indeed get bypassed. I believe wings will too since it uses the same "miss" mechanic to prevent damage. This is also true for dusk mantle and fog shield which also convert attacks to misses (i've seen this in action many times using a dusk mantle / antimatter / liquid shadow half blood hunter deck). All shields that convert an attack to a miss get bypassed by antimatter.

Congeal does seem to work right w/ catapult on trainer... must've been smokin something the other day. Sorry 'bout that.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

suxerz

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg452450#msg452450
« Reply #127 on: January 24, 2012, 11:04:34 pm »
Most are true, but there some are not quite right. My notes in yellow below.

*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull.
Not all shields. Specifically three shields behave differently: Dimensional shield (all antimattered creatures), Wings (if the antimattered creature is not airborne) and Gravity shield (if the antimattered creature has more than 5 HP). My explanation is probably flawed, it's better that you test them in the trainer.
You are right on grav shield, but I just tried dim shield in trainer and it does indeed get bypassed. I believe wings will too since it uses the same "miss" mechanic to prevent damage. This is also true for dusk mantle and fog shield which also convert attacks to misses (i've seen this in action many times using a dusk mantle / antimatter / liquid shadow half blood hunter deck). All shields that convert an attack to a miss get bypassed by antimatter.

I'll see if I can confirm congeal / catapult on the trainer and in game. If I'm right i'll post up a snapshot.
Hmm... I'm pretty sure I'm right; unless there were changes in the recent patch, you did something wrong or there's a bug.. again. Unfortunately I don't have the time to test this now. Here (http://elementscommunity.org/forum/index.php/topic,1484.msg167714#msg167714) is a post with screenshots related to what I'm trying to explain.

Offline OdinVanguard

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg452754#msg452754
« Reply #128 on: January 25, 2012, 10:17:43 pm »
Most are true, but there some are not quite right. My notes in yellow below.

*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull.
Not all shields. Specifically three shields behave differently: Dimensional shield (all antimattered creatures), Wings (if the antimattered creature is not airborne) and Gravity shield (if the antimattered creature has more than 5 HP). My explanation is probably flawed, it's better that you test them in the trainer.
You are right on grav shield, but I just tried dim shield in trainer and it does indeed get bypassed. I believe wings will too since it uses the same "miss" mechanic to prevent damage. This is also true for dusk mantle and fog shield which also convert attacks to misses (i've seen this in action many times using a dusk mantle / antimatter / liquid shadow half blood hunter deck). All shields that convert an attack to a miss get bypassed by antimatter.

I'll see if I can confirm congeal / catapult on the trainer and in game. If I'm right i'll post up a snapshot.
Hmm... I'm pretty sure I'm right; unless there were changes in the recent patch, you did something wrong or there's a bug.. again. Unfortunately I don't have the time to test this now. Here (http://elementscommunity.org/forum/index.php/topic,1484.msg167714#msg167714) is a post with screenshots related to what I'm trying to explain.
weird, I tried something similar with dune scorp + chaos power + AM vs dim shield. Waited to play anything till comp put shield up. Poison went through so it had to work... I will see if I can catch a screenshot this time.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline OdinVanguard

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg452760#msg452760
« Reply #129 on: January 25, 2012, 10:48:21 pm »
I got a screenshot of it. Clearly shows the AM'ed scorpion bypassing phase shield. Image attached.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

suxerz

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg452761#msg452761
« Reply #130 on: January 25, 2012, 10:49:28 pm »
Ooh! You're right. I just tested it as well. It seems that zanz has changed this in the recent patch. So, right now the only shields unaffected by AM are Wings (if non-airborne) and Gravity shield (if >5 HP). On the other hand, I'm not sure whether this is intended or not... But I do like this change on the dim shield. :D

Offline Higurashi

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg455695#msg455695
« Reply #131 on: February 01, 2012, 07:24:26 pm »
That's what I thought too, but this actually seems to be a field-related bug. In other words, your creatures will bypass opponent's Dims, but not the other way around. Like so:

:aether  http://elementscommunity.org/forum/guilds/991-thunderbolts-ho!-991/ :aether
Aether is the prime Element present in all things, providing space, connection and balance for all Elements to exist.
Aether represents the sense of joy and union, and the ultimate potential of all things.

 

blarg: