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Offline Absol

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1059204#msg1059204
« Reply #156 on: April 12, 2013, 02:31:12 pm »
5.] :gravity Catapulting a :death poisoned creature transfers poison counters to your opponent. (not sure if only a % of the poison counter is transferred)
Catapulting a purified creature gives poison counters equal to purify counters. And yes, the counter transferred is 100%.
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Offline Chapuz

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1059207#msg1059207
« Reply #157 on: April 12, 2013, 02:42:25 pm »
5.] :gravity Catapulting a :death poisoned creature transfers poison counters to your opponent. (not sure if only a % of the poison counter is transferred)
Catapulting a purified creature gives poison counters equal to purify counters. And yes, the counter transferred is 100%.
New SoSa+reflective counter: Pury + Catapult. Wat.
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Offline Absol

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1059397#msg1059397
« Reply #158 on: April 13, 2013, 03:00:24 am »
5.] :gravity Catapulting a :death poisoned creature transfers poison counters to your opponent. (not sure if only a % of the poison counter is transferred)
Catapulting a purified creature gives poison counters equal to purify counters. And yes, the counter transferred is 100%.
New SoSa+reflective counter: Pury + Catapult. Wat.
Actually, it's like the purify counter on the creature turns into poison counter the instant before it was catapulted. Still doesn't counter SoSa.
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Offline atless

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1087875#msg1087875
« Reply #159 on: July 19, 2013, 05:58:29 pm »
Hi all this is my first post, as I just started 2 weeks ago.

I don't think these 2 were mentioned:

Dune Scorpion:
Cards played by opponent ONLY, will raise the poison damage.

Stone Skin:
Raising your life to or above 100 BUT not 'having' 'Max' life at the time of a victory will NOT result in the 'Elemental Master' bonus. (Not sure if this is working as intended...)

Had a few more but they are evading recollection atm...

Happy gaming.
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Offline dragonsdemesne

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1087879#msg1087879
« Reply #160 on: July 19, 2013, 06:19:36 pm »
The stoneskin thing is working as intended.  You will get more electrum for winning with, say, 156/157 hp than for having 99/100, but it won't be on par with an EM.  An EM will double your electrum.  I forget exactly how it worked, but I think every 4hp (current, not max) you have over 100 earns another 1% electrum or something like that.  Winning with 99/100 hp is the same as winning with 99/500 hp.  Also, 500hp is the most you can have ever.  (same with AI) 

Offline bripod

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1087893#msg1087893
« Reply #161 on: July 19, 2013, 08:58:39 pm »
Disclaimer: This applies to AI games and I have no idea if PvP1&2 are the same as I do not play PvP1 or 2.
Someone else can use this to see if it applies.


Ok, from what I've seen in my study of >100hp games, I can deduce (to the best of the 100's of games I've played and took notes on) there are 2 multipliers that can come into play.

First off, we have to look at Electrum earned in a match. AI1-5 and Arena have a Base Payout (AI3 for example has a BP of 20 :electrum at 100hp's)
You earn a percentage of that BP depending on how many HP's you have left at the end of the game.

From here, multiplier #1 kicks in. I call this the Hit Point Multiplier (HPx)

Hit Points     Multiplier
100              1x
200              1.5x
300              2x
400              2.5x
500              3x

The multiplier actually can be inbetween these as a direct percentage of HP's that fall between the given numbers.
So ending the game with 360 HP's will be between 2x and 2.5x (to tired to do the math right now so do it yourself)

After this the Second Multiplier kicks in, the Elemental Master Multiplier (EMx)
If you finish with 100% of your HP's you get an additional 2x multiplier. Nothing more, nothing less. It's a yes or no type situation.

Score gained from an AI win is 1/2 of the Electrum earned.
(and for some reason I wanna say that it's the score before the EM bonus but it's been a while since I did this study so I'm not too sure of that.)

At any rate, that's what I've gathered so far. Maybe this will help someone gain further insight on this matter.
« Last Edit: July 19, 2013, 11:39:31 pm by bripod »

Offline patrickmaier

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1089404#msg1089404
« Reply #162 on: July 28, 2013, 03:28:47 pm »
bonewall is rival by adrenaline,adrenaline and poison are rivals.
vampire and adrenaline are friends
adrenaline is friend with 3 hp and 8 hp


Offline Blacksmith

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1089406#msg1089406
« Reply #163 on: July 28, 2013, 03:33:13 pm »
Someone schould gather all the things again. There are serveral things missing in the main post.
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Offline AlexQ

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1145911#msg1145911
« Reply #164 on: July 16, 2014, 03:01:36 pm »

  • Fate egg can turn into any creature - even a fate egg ;-)
  • Malignant Cells do not make an identical copy of the original cell. They make a brand new cell each turn.
    Newly spawned malignant cells will also attack during the turn they were spawned.

  • Empathic Bond will heal you for every creature on your side, even if its frozen, poisoned,... You will be healed as your creatures attack.

  • The damage inflicted by Fire Lance,Drain Life, Ice Bolt is calculated before the actual cost for the spell is subtracted. They have base damage and for the calculations of  the additional damageyour quanta amount will rounded down
  • Creatures with Adrenaline will trigger some effects multiple times. Adrenaline gives the creature multiple turns, not just multiple attacks. This can be an effective way to take down bonewalls, generate more quanta(with creatures that generate quanta each turn) or use other abilities that are activated upon their turn/attack (puffer fish will only have a max of 2 attacks/turns, same for Devourer)
    Adrenalined creatures will be affected multiple times by firewall and poison.
    Creatures with great than 15 attack power will not gain extra turns from Adrenaline.
    Adrenalined Malignant Cells will duplicate multiple times per turn.

Respectively
  • Fate Egg: I believe fate egg cannot turn into fate egg, scarab, and a couple other creatures.
  • Malignant Cell: Newly spawned cells will only attack if they are in a zone which takes it's turn attacking after the original (which is usually but not always the case).
  • Empathetic Bond: Does not heal as creatures attack, it heals after all creature attacks, when the permanents' effects are activating.
  • Fire Bolt, Drain Life, Ice Bolt: (your wording is a little confusing here) The damage is simply equal to quanta/10 always rounded up. Calulated before the cost for the card is subtracted from your quanta total. Additional note: Fahrenheit also rounds up (but is calculated by quanta/5), Stone Skin on the other hand adds to your max HP based on your quanta total AFTER subtracting for its cost.
  • Adrenaline: Puffer fish, scorpions, & other poisonous creatures (as well as devourers) do get their full number (potentially 4) attacks, but their effects only activate on the first and third attack. (EDIT:Higurashi pointed out that the effects activate on their first and last attack) i.e. a Forest Scorpion with adrenaline will deal 4 damage (1 damage 4 times) but only poison twice. Additional note: Adrenaline is also a good way of getting through being frozen or delayed.

EDIT: Higurashi explained below the calculation for damage from Ice / Fire Bolt & Drain Life:
Base damage plus extra damage for each 10 quanta accumulated makes sense but is not what is sounds like based on the card text. My equivalent way of thinking about it (which came from reading card text & experience) is that it deals damage equal to your amount of quanta divided by 10, always rounded up. The only exception to my rule is when the quanta is a multiple of 10, where it hits one more time than I expect. Either way works, it's just a matter of how you want to think about it.
« Last Edit: July 16, 2014, 03:45:59 pm by AlexQ »

Offline Higurashi

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1145914#msg1145914
« Reply #165 on: July 16, 2014, 03:17:23 pm »
Bond healing order was changed a while back as part of a bug fix revolving around Poison damage and Antimatter healing. When you're responding to a post from 2010, some things are bound to have changed x)

Drain Life and Ice Bolt do 2 base damage and add 2 per 10 accumulated quanta. Ice Bolt's chance of freezing is a base 30% with +5% per point of damage. This means a 2 quanta Ice Bolt has 40% of freezing a weapon or creature, a 10 quanta Ice Bolt has 50% and a 60 quanta Ice Bolt will have 100% chance. Fire Bolt has a base damage of 3 and adds 3 per 10 quanta.

The creature exceptions in the Adrenaline equation perform their abilities on the first and last turn only.
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Offline MasterofPun

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1225026#msg1225026
« Reply #166 on: February 24, 2016, 03:41:58 pm »
You misspelled "consumed" in the permanents area. Great post! Lots of things I wish I had known when I started!
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Offline OneManJack

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Re: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg1247974#msg1247974
« Reply #167 on: October 04, 2016, 05:37:59 pm »
This guide is an excellent help to newcomers, but there's a specific interaction that I've run into that multiple times that wasn't on the list...

1. There's a difference between a monster Buff and a monster Effect. Things like Divine Blessing, which alter the creature's stats, are buffs that can stack. Gravity Pull, Momentum, Immortality, and Adrenaline are all buffs, in the sense that they all stack. Monster effects however, work a bit differently. A creature can only have 1 effect/skill at a time, and if a creature already has a creature effect, giving it a new effect will remove the old one.

Examples. In a life deck, you have the scorpion, whose effect is to inflict poison on each attack. Giving the Scorpion Adrenaline will cause him to inflict multiple poison counters per turn. Giving a Scorpion the "Mitosis"ability will remove its venom effect (New scorpions made through mitosis will still have poison though.)

In a gravity deck, a Gravity shard destroys permanents to gain +0/15. Giving the shard the "Acceleration" effect will remove the ability to destroy permanents and heal itself (Though, a 0-30 with acceleration is a force to be reckoned with.) On the other hand, giving the shard Gravity Pull will -not- remove its health increase/destruction effect, allowing you to have a meatshield that heals for 15 damage per turn whilst stripping the enemy's field of all permanents (Both are useful.) Similarly, Ortyugh's "Devour" skill is unaffected by Momentum or Gravity pull, but will be removed by Acceleration.

 

blarg: