oEtG Forum

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Turlututu

Pages: 1 2 3 ... 8
1
Events / Re: They were built, now play them: individual pvp event
« on: March 31, 2025, 03:14:30 am »
Spoiler for Plein:
#4 loses vs #21
#31 wins vs #12
#13 loses vs #7
#1 loses vs #8
#21 wins vs #20
Spoiler for Serprex:
#16 loses vs #1
#9 wins vs #25
#21 wins vs #4
#4 loses vs #14
#13 loses vs #7
Spoiler for BigDieck:
#4 wins vs #16
#11 loses vs #14
#31 wins vs [#1 or #25]
#16 wins vs #8
#20 wins vs #9
Spoiler for Timpa:
#30 wins vs #5
#13 loses vs #13
#1 loses vs #7
#16 loses vs #6
#21 wins vs #22

#21 (immorush) 3-0
#4 (mantis) 1-2
#16 (air/darkness stall) 1-2
#13 (death rush) 0-3
#31 (mono aether) 2-0
#1 (mono fire) 0-2
#9 (mono air UG) 1-0
#20 (devquake) 1-0
#30 (material+time bomb) 1-0
#11 (fire-emphasis material) 0-1

I tried to play each deck at least once. My submissions were #9 (mono air UG) and #10 (givesunblade).

2
Events / Re: They were built, now play them: individual pvp event
« on: March 29, 2025, 06:31:49 pm »
Turlututu 2 - 3 timpa

I believe that's all matches done for me

3
Events / Re: They were built, now play them: individual pvp event
« on: March 29, 2025, 04:54:14 pm »
Turlututu 4 - 1 BigDieck

4
Events / Re: They were built, now play them: individual pvp event
« on: March 23, 2025, 02:36:27 pm »
Turlututu 2-3 Serprex

5
General Game Discussion / Re: Silly Match Replays
« on: March 21, 2025, 06:12:14 am »
My theory is that the AI failed to account for its actual deck count (looked like 47 but was actually 23), or failed to account for your gravity-pulled creature, or both.

6
Events / Re: They were built, now play them: individual pvp event
« on: March 16, 2025, 10:08:38 am »
Turlututu 2-3 Plein
Spoiler for Hidden:
#4 lost vs #21
#31 won vs #12
#13 lost vs #7
#1 lost vs #8
#21 won vs #20

7
Events / Re: They were built, now play them: individual pvp event
« on: March 04, 2025, 04:12:09 pm »
Useful tool: https://etg.dek.im/aivai.htm

(keep in mind some decks will not be accurately simulated)

8
Game Bugs / Re: Is this how AM vampire should behave?
« on: March 01, 2025, 03:37:15 pm »
Which is how it works as long as there was a change in HP. It seems as though the game treats "HP went from [amount] to [same amount]" the same as "no damage / healing happened".

Similarly, you do not get healed when you bolt a Spark with Sadism in play (I just tested it).

I'm not saying that's how things should work, I'm just trying to figure out how it currently does work.

9
Game Bugs / Re: Is this how AM vampire should behave?
« on: March 01, 2025, 08:51:31 am »
AFAICT creatures and weapons attack in a specific order, with the weapon (in the weapon slot) always attacking last and the attacks resolving separately.

Also, according to my observations, vampires work as such: first they deal a batch of damage, then they heal you for that amount.

For example on ply 17:
1) The flying dagger with 1str deals 1 damage to you, then heals Gobbie to 163HP.
2) The flying dagger with -14str deals negative 14 damage to you (healing you to full life), then heals Gobbie for negative 14 HP, bringing it to 149HP — technically the dagger only healed you by 7HP (from 93 to 100), but the game treats the 14 damage/healing as a single batch regardless of outcome (AFAICT).
3) The non-flying dagger with -6str tries to deal negative 6 damage to you, but since you are already at full life nothing happens. Then Gobbie does not get healed, because no damage was dealt.

Basically, either you get healed at least a little and the opponent gets the full backlash, or you don't get healed and nothing happens.

10
Events / Re: They were built, now play them: individual pvp event
« on: February 26, 2025, 05:03:01 pm »
Participating

11
Events / Re: Deckbuilding Competition: If you build them they will play
« on: February 24, 2025, 12:54:47 pm »
Participating

12
Fixed Bugs / Re: Minotaur bypassing bonewall?
« on: February 16, 2025, 07:57:20 am »
Only strange thing I noticed from the replay was the minotaurs only attacking once regardless of hand count. This may be due to how their ability triggers (if it's "on hit, if big hand, 2nd attack", and they never hit, then they'll never attack again).

If the actual match went down differently than what the replay shows… maybe you got desynced?

13
New Card Suggestions / Symbiosis
« on: September 28, 2024, 08:44:54 am »
Symbiosis
5 :life
When a non-fungus creature you control dies, summon 2 spores.
When a fungus you control enters play, if you control 3+ non-fungi creatures, it gains adrenaline.

Symbiosis (upped)
4 :life
When a non-fungus creature you control dies, summon 2 toxic spores.
When a fungus you control enters play, if you control 3+ non-fungi creatures, it gains adrenaline.

("Fungi" are so far only Fungus, Toxic Fungus, and their respective spores.)
(Symbiosis is a mutually beneficial relationship between a host and a hosted organisms. Many mushrooms are symbiotic.)

14
Quests / Re: Slay the Pillar
« on: September 02, 2024, 04:32:12 pm »
I haven't played Slay the Spire, but your ideas remind me of the RPG map thing from the final (original) etg update.

Anyway, for an oetg-style "Adventure mode".
- No map or anything fancy of the sort, everything is done through text prompts and buttons.
- You start by picking a starter deck, much like when starting a new account.
- You only have one deck slot until you unlock more.
- You get to fight increasingly difficult community-submitted AI opponents.
- AI decks have variable stats, similar to arena decks but with more variables (e.g. upgrade count, deck count, various bonuses… ).
- The difficulty level of a deck is automatically calculated based on these stats (the more points you spend when making the deck, the higher the difficulty).
- The difficulty of AI decks will be further adjusted based on their win/loss ratio.
- Before a fight, an automatically generated message hints at the upcoming opponent's deck. For example:
- - "A weak (= low base HP) fire (= fire mark) elemental approaches. It looks creative (= high draw). Watch out for immolation and spark (= it has a lot of these two cards).
- - "A tough (= high base HP) chroma elemental approaches. It looks knowledgeable (= high deck count). Watch out for georesonator and nymph's tears.
- You would then have the option to fight now, or to first edit your deck.
- After winning a fight:
- - You gain a card.
- - You get to pick between fight or event.
- Every 3~6 wins (to be adjusted), you encounter a boss elemental — actually an opponent from a higher difficulty level.
- After beating the boss:
- - You gain a card, as always.
- - You get to pick one out of 2~3 random powerups (extra stats, "relic", etc.).
- - You move up to the next difficulty level (floor).
- If you lose the boss fight, you move back down to a lower difficulty level.
- Once you reach the highest difficulty level and win enough matches there, you get crowned conqueror of the pillar or whatever else works.
- Highest difficulty opponent would have maxed out stats and bonuses, making just beating one an event in itself.

15
Events / Re: Team Card Design: New Weapons
« on: August 26, 2024, 05:14:09 pm »
Deployed some adjustments:
1. Scepter of Ruling active cost raised by 1 & stats changed from 7|5/8|5 to 4|8
2. Unupped infested log also gets infect(2), & 3 attack, while upped costs 2
3. Sun Blade cost raised to 3, Mirage is 3|6 instead of 2|8
4. Amulet active cost raised from 1/0 to 2/1
5. Haunt gets removed from creatures when they die (specifically tones down scythekitty)
6. Cyberweapon cannot target players
After some quick PVE testing:
Scepter of Ruling nerf, Infested Log buff, Scyther nerf, Cyberweapon nerf: No complaints here.

Sun Blade berf: Upped cost was deserved, not so sure about the new Mirage stats. It's becoming a good idea to just give the blade away, and I don't know how to feel about that.
Or perhaps it's the healing vs shield combined with the higher strength that's the problem. The deck below has a great matchup vs dim shields, wings etc. 
0b4tf0252l045c7045f0035fr035lq035ut018po


Amulet nerf: People were using the skill? Just kidding. So far I have only been using the Amulet in mostly Time-based decks, so the extra skill cost has not mattered much. I also have not found much reason to "splash" the Amulet. Maybe the skill should be a different element altogether.

Pages: 1 2 3 ... 8