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Mist shield / Mist shield

Lost in Nowhere

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Mist shield / Mist shield
Cost: 2 :water / 5 :water
Stats (if creature or weapon): N/A
Ability(ies):
  • unupgraded: "20% evade chance. Additive."
  • upgraded: "20% evade chance. Adds two stacks."
(am I doing this right?)

So, I made a thread for this thing.
The evasion chance stacks separately. If you have 8 stacks, it acts as if you have 8 separate 20% evasion chances, which ends up as a 83% evasion chance.
15%  is probably around the minimum the evade chance should be.
Spoiler for Evade chances:
Stacks5% each10% each15% each20% each
15%10%15%20%
29%19%27%36%
314%27%38%48%
418%34%47%59%
522%40%55%67%
626%46%62%73%
730%52%67%79%
833%56%72%83%
936%61%76%86%
1040%65%80%89%
« Last Edit: March 30, 2015, 06:20:44 pm by Lost in Nowhere »


OdinVanguard

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This seems to be correct. I made a post on the formula used to calculate this kind of thing a while back.

It can be given as:
EvadeChance(N) = 1 - (1-EvadeChance(1) )^N

Which seems to be what you have here.

A 15% chance seems good... maybe even as high as 20:
1   0.20
2   0.36
3   0.49
4   0.59
5   0.67
6   0.74
7   0.79
8   0.83
9   0.87
10   0.89
11   0.91
12   0.93

Cost wise, that would put it on par with a fog shield at 3 stacks and a dusk mantle at 5 stacks.

On average you can expect a focused deck to get out 1 to 2 by early game and about 2 to 3 of by mid game.

The water element makes for an interesting choice here. It means the unupped could potentially get splashed into almost any deck using GoO to power it.
« Last Edit: March 30, 2015, 05:23:32 pm by OdinVanguard »


OdinVanguard

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Don't forget to link this onto the "Post Cards for Polling Here" topic when you feel it is ready.

Considering there has already been quite a lot of talk on this idea in the past, it may be worth putting up right now.


Lost in Nowhere

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OdinVanguard

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  • ... Oxidants happen...
The tricky thing will come in balancing the low end evasion from the unupped with the higher end you gain from the upped.

Fippe seemed worried that 20% might be too good with upped providing 2 stacks... so maybe 18% might be a good compromise?
1   0.18
2   0.33
3   0.45
4   0.55
5   0.63
6   0.70
7   0.75
8   0.80
9   0.83
10   0.86
11   0.89
12   0.91
« Last Edit: March 30, 2015, 07:38:57 pm by OdinVanguard »


serprex

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Evasion is tricky. Feels both overwhelming & underwhelming at same time


Chapuz

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Would you pack a shield where you need 3 of them on play to be more effective than a Dusk Mantle? I wouldn't-


Fippe94

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Why not? I would (and already do) pack a shield where you need more than 3 of them to be more effective than a Titanium Shield, so...
Also the upped one adds 2 stacks, so you only need 2 of those.


OdinVanguard

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Why not? I would (and already do) pack a shield where you need more than 3 of them to be more effective than a Titanium Shield, so...
Also the upped one adds 2 stacks, so you only need 2 of those.
^ It all comes down to how much it costs, or more accurately, the quanta efficiency.

In the case of DR, 3 repulsors costs 6 :gravity total. This is on par with the 6 :earth cost of titanium shield... Of course, given that :gravity is easier to produce than :earth (thanks to inertia) definitely helps too.

The thing is, that even though it costs 3 cards to get the same level of shield, that shield can be built up over the course of the game. So it starts out low power early on when you have lots of HP and becomes more of an impenetrable wall later in the game when you are low on HP and need protection the most.

Honestly, I don't used the unupped version of repulsor that often... the upped version, however, is one of my favorite shields and I use it quite frequently. In fact, I often find myself packing regrade into pure unupped decks where I want to use repulsors. It may double the card cost, but thats worth it for the potential of getting a 12 DR shield by the end of the game... That thing stops friggin DRAGONS after all.

As another case in point, people use Hope frequently and it takes several other cards before it becomes really useful... but when you build a deck around it correctly, its a really solid defense.

All that said, however, I do agree with serprex that this is a tricky mechanic to balance properly and would probably require a lot of play testing and tweaking to make sure it doesn't end up UP in the low end or OP at the high end.
« Last Edit: June 22, 2015, 05:15:22 pm by OdinVanguard »