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Messages - nitrodavid

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16
Rules Discussion / Re: Defense + Block
« on: July 18, 2013, 10:52:43 PM »
consider the case of force orb/sword vs cobra reflexes vs block

 force orb/sword and CR give the creature a defence while block acts LIKE a defence.

 force orb/sword states it can be used while incapacitated while CR cannot.

 the difference is when a creature gains a defence (force o/s or CR) it is not used
while incap, so the force o/s has to state it can be used on the card.

 while treating as a defence (block) does not equal gaining a defence
 

17
Rules Discussion / Re: Defense + Block
« on: July 18, 2013, 09:56:41 PM »
you can only use 1 defence. means you have the choice between

the creatures defence
 or
the block defence.

one is controlled by creature while other is a compulsory enchantment.

18
General Discussion / Re: Harmonize?
« on: July 18, 2013, 09:51:20 PM »
from the rule book codex p41

"enchantments, equipment, creatures and conjurations which become objects in the game"

simply any spell or creature (including Mage) that is played and stays on the table (including equipment) are objects.

 harmonize has Mage bind because you can choose to bind it to non mage objects or pay extra 2 mana to bind to mage.

eg battle forge is an object with channel you can attach harmonize to it for 4 mana which would increase its total channel to 2.

I think you are confusing magebind (extra mana to target a mage)

19
Custom Cards / Re: Creature Card Ideas: Holy School
« on: July 18, 2013, 08:31:12 PM »
I am always up for another angel.

 I can't wait till there are enough cards for me to build books of angels with all 7 damage types
 flame, hydro, light, lightning, poison, psychic and wind.

35 points of angels is overkill buy I don't care

20
Rules Discussion / Re: Defense + Block
« on: July 18, 2013, 08:01:18 PM »
stun is a condition that causes the effect of incapacitated.

 incapacitated says a creature can't use a defence.

 the defence given by block is a defence but is not used by the creature.

enchantments are spells controlled by the mage. (who can also cast quick non-attack spells even while incapacitated)

21
General Discussion / handicap system advice
« on: July 18, 2013, 07:46:29 PM »
(I don't know if this is alternate play or general)

I am in a spot right now where I am really the only person amongst my personal friends who can play magewars well. to be honest I don't think I am that good a player just I own the game so I have much more games under my belt.

 when I ask my brothers and friends they reply "its not fun playing mage wars between a person who plays on league and players who don't own the game"
this is a problem because it limits all my training to league games only.

so I would like some thoughts to a handicap system.

 here is what I propose (note only for casual games)

"a handicap system that increases the channel of the lesser skilled player"

this system will be applied only when one player is significantly more skilled then the other player

 the practicalities work like this.

every game the lower skilled player looses he gains 1 channel for his next game. when he wins he looses 1 channel (you can never get less then 0 handy capped channel).

when you are uncertain of who is the better player (ie you think your even) you both have the handicap of the lowest person. the looser gains the handicap.

you keep your relative handicap based on the last time you played that person.


assume there are 3 regular players
David (owner of game)
Stephen (2nd most skilled player)
Anthony (weakest of 3)

the handicap will start at
D, 0
s, 1
A, 1

D beats S , S was weaker so gains handy
D 0
S 2
A 1 (note A hasn't played so we don't know his handicap)

S vs A, although A has a lesser handicap we don't know who is stronger so give them both 2 handicap. S wins this game

D 0
S 2
A 3

now I think I can word the rules better so only the difference in handicap is given in channel but I think you get the idea.

once a handicapped person is more powerful then the uncapped person they will start to win games and they will hover around their real handicap level. as they also be better players their handicap will also drop.

the reason why you don't get below 0 handicap is so even the better player can practice "plays" that they can use in real games

what are your thoughts and advice on making a handicap system for local groups of friends.

22
Spellbook Design and Construction / Re: Metagaming with 4golem.bok
« on: July 18, 2013, 03:55:39 AM »
sorry for the slow add, but this is finally on my complete book list

23
Custom Cards / Re: Creature Card Ideas: Holy School
« on: July 18, 2013, 01:52:21 AM »
do you think the range of heat wave should be (1-1). I would consider (0-1) because of the following reasons

- samandril has a similar ranged ability which is 0-1
- as she is flying unless she looses the flying trait she will always ignore minimum ranged attack distance (from rule book)

24
the example I used was bind decoy to a wand you want the other mage to waste energy dispelling

25
sounds fair. we are having our first tournament in Australia next month so I would like to read the new comp rules you are suggesting. I may end up volunteering to referee for games I am not involved in.

26
Rules Discussion / Re: Some questions about few things
« on: July 15, 2013, 06:42:48 PM »
I also believe a finite life living creature can be the target of a heal spell, it can't receive any life. you go through all the steps apart from removing damage on the dice.

a practical example is "lay hands" let's you heal and remove condition tokens. you would:
declared spell
pay mana
roll 12 dice (but not remove damage, this would remove tainted)
select as many conditions to remove
pay the removal cost
end of spell

27
I used a brute force to calculate my "ideal dice roll" where I did a method similar to you brute force (19683 rows). it outputs a 20x10 table (1-20 dice, 0-9 armour).
this is a big file so I just refer all my other sheets to the value on this instead of copying it.
although for simplicity you can just assume 1 armour reduced damage by 0.5 until 1/2 dice number and get 99% accuracy.

28
I am not a programmer only an engineer so I'm not exactly sure what my method is classified as.

 in this particular attack spell damage calculator I have all the attack spells and how much damage they do to a generic target with a arbitrary armour value.
then accounting for bonus damage through flame.
then I add there versatility by adding daze/stun values. this is a very simple one.
then a simple comparison to there mana cost to find the efficiency.

I believe my biggest one "battle simulator" would be classified as a brute tree because all 53 creatures vs each other (53x53 battle calculations)

29
League / Tournament Play / Re: Suggested Rule change for cons
« on: July 14, 2013, 10:42:30 PM »
so the first game of mage wars I had that lasted 8 hours is to long for tournaments?

30
strange is a better word because you only get that efficiency when all the following conditions are met
1. wall of thorns placed
2. jet stream lvl 6 non flying creature
3. no ranged defence on creature
4. no imovability
5. no armour

not saying it still won't be good against a lower lvl creature with armour just it will have an average to below average efficiency.

 from my excel.
for 1 wall and 1 push to mage (lvl 6) you have. 75% push chance gives

9.5/9 damage/mana efficiency (0 armour)
(9.5, 7.4, 5.2, 4.8)/9 for armour (0,1,2,3+)

9.5/9 is approx as efficient as the current most efficent spell damage (flame blast  5.3/5 damage/mana efficiency)
but flame blast has better efficiency from 1+ armour.

 now if you consider the cases for lower lvl monsters the efficiency drops drastically, most attack spells beat it in efficiency from lvl 5 down. (or 6 with 2 armour).

now consider you can push them twice.

that gives
1.46, 1.13, 0.8 DME for lvl 6 0,1,2 armour. 1.2 DME lvl 5 0 armour
1 DME lvl 4 0 armour

so if you can jet stream twice while wall is still up you do get enough efficiency to warrent its use on creatures lvl 4-6 and even lvl 6 creatures with 2 armour.

then finally if you can push more then twice jet stream is the most efficient and alternatively if you use it on lower lvl or more armour you have average to worst efficiency

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