(Legendary) Voodoo Idea, Broken Hull

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Re: (Rare) Voodoo Idea, Broken Hull

Postby Most Lee Harmless » Wed Jun 01, 2016 11:30 am

Haron wrote:Rapid? It's still instant. Just before the hour, I cast kraken (giving the ship around 50% damage), then Broken hull, then another kraken (giving the ship 99% damage). At the top of the hour, the ship sinks. Just as if I had used ten leviathans. I assumed that was the PURPOSE of the card, though?

It would be an expensive card, since that and two krakens can do what ten leviathans can. I'd think it would be worth around 8 leviathans. I guess if you want more ships to be sunk, such a card might achieve that purpose.


I was understating the speed : not all would think to plan the hit as you describe, plus some stuff is best not described in public lest our enemies decide to use it on us :)
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Re: (Rare) Voodoo Idea, Broken Hull

Postby Grimrock Litless » Wed Jun 01, 2016 11:33 am

Danik wrote:I think this is far too rapid : not all players can check-in through-out the day, so could return to find a major ship lost.
If additional damage is also inflicted, via battle, kraken or fire-ship, a lvl10 ship could actually be sunk in no time at all, all it would require is to get it to 96% and wait for the tick to sink it.
Thats 10 levi's worth of damage so 16 turns (versus 80 for 10 levi's) is way too cheap for such a powerful card.


Its too rapid, I think so too. So any ideas on how to slow it?
Hmm, what about 1% damage per hour?
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Re: (Rare) Voodoo Idea, Broken Hull

Postby Most Lee Harmless » Wed Jun 01, 2016 11:44 am

I think the problem with it is the 'sink at full damage' clause : there are already cards which can take damage up to 99% but wont sink it : this card allows the last push over the edge in which a lvl10 ship can be sunk : It would thus be feasable to sink an entire sotl:10 fleet without firing a single shot considerably cheaper than using 50 Leviathans (400 turns).
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Re: (Rare) Voodoo Idea, Broken Hull

Postby DezNutz » Wed Jun 01, 2016 12:10 pm

Danik wrote:I think the problem with it is the 'sink at full damage' clause : there are already cards which can take damage up to 99% but wont sink it : this card allows the last push over the edge in which a lvl10 ship can be sunk : It would thus be feasable to sink an entire sotl:10 fleet without firing a single shot considerably cheaper than using 50 Leviathans (400 turns).

I agree, way to powerful for so little. I think if converted to a super-voodoo card for the witch hut, this would be a great add. Would still need to add a casting restriction, like only so many can be cast in a 24 hour period.
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Re: (Rare) Voodoo Idea, Broken Hull

Postby Grimrock Litless » Wed Jun 01, 2016 12:24 pm

Deznutz wrote:
Danik wrote:I think the problem with it is the 'sink at full damage' clause : there are already cards which can take damage up to 99% but wont sink it : this card allows the last push over the edge in which a lvl10 ship can be sunk : It would thus be feasable to sink an entire sotl:10 fleet without firing a single shot considerably cheaper than using 50 Leviathans (400 turns).

I agree, way to powerful for so little. I think if converted to a super-voodoo card for the witch hut, this would be a great add. Would still need to add a casting restriction, like only so many can be cast in a 24 hour period.


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Re: (Rare) Voodoo Idea, Broken Hull

Postby Meliva » Wed Jun 01, 2016 8:26 pm

maybe make it to where like call leviathan it doesn't sink, but just reduces a level for every hour its at 99% and doesn't get repaird. that way the player would have a chance to save the ship if they are online, and if you manage to hit them with it while they are offline it could potentially sink a powerful ship or at least cripple it.
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Re: (Rare) Voodoo Idea, Broken Hull

Postby Colton » Thu Jun 02, 2016 3:46 am

Name: Broken Hull
(Rare)
(20 turns)
(x*2 Hours)
Enchantment-Ship
Target Ship gains 4% damage per hour, for a max of (x*4)% total damage. Only available to be cast when target ship is below 60% (cannot sink target ship).

*Where x=turns invested on cast, x cannot be greater than 10.

If x=10, then the ideal ship damage before cast would be 59%, leaving the target ship at 99% if the ship is left untreated. The balance to this card, however, lies in the hours formula. If you wish to get the ship to the ideal 99%, you must wait 20 hours, which is ample time for an active player to respond to the threat. This formula means that for the maximum effect, one must balance the number of turns invested to make the striking time short enough to go unseen while also getting an effective damage rate. ~Just an idea.~
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Re: (Rare) Voodoo Idea, Broken Hull

Postby Most Lee Harmless » Thu Jun 02, 2016 7:14 am

How will this be better than Swarm of Worms which will do the same (take a ship to 99% damage) just as fast for fewer turns?
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Re: (Rare) Voodoo Idea, Broken Hull

Postby Colton » Thu Jun 02, 2016 3:06 pm

This card would only affect one ship, and has a more strategic thinking process before casting. It will not necessarily be BETTER than Swarm of Worms, but it will offer it's own benefits that SoW cannot. Also, the turns required on the card will need to go down, 20 is a bit high and if used on a more active player, the card will pretty much be wasted. However, that is also where the strategy comes in.
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Re: (Rare) Voodoo Idea, Broken Hull

Postby Most Lee Harmless » Thu Jun 02, 2016 4:08 pm

I fail to see any strategic benefit in only damaging one ship at a higher cost that damaging the targets whole ship count?
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