(Legendary) Voodoo Idea, Broken Hull

Here you can find all Voodoo card suggestions that have been disapproved

(Legendary) Voodoo Idea, Broken Hull

Postby Grimrock Litless » Tue May 31, 2016 4:00 pm

Name : Broken Hull
(Legendary)
(16 turns)
(6 Hours)
Enchantment-Ship
Target Ship gains 4% - 6% damage per hour. When the damage is 96% or higher, on the next tick, the target ship sinks.
Starting damage must be higher then 40% damage.

Edited the damage gain per hour and starting damage, also edited the rarity.
Last edited by Grimrock Litless on Fri Jun 03, 2016 1:09 pm, edited 4 times in total.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: (Rare) Voodoo Idea, Broken Hull

Postby Bmw » Tue May 31, 2016 4:02 pm

Guluere wrote:Name : Broken Hull
(Rare)
(16 turns)
(12 Hours)
Enchantment-Ship
Target Ship gains 4% - 5% damage per hour. The damage can go beyond 100%, when that happens the target ship sinks.



this is pretty much swarm of worms
User avatar
Bmw
 
Posts: 1535
Joined: Sun Mar 20, 2016 2:43 am

Re: (Rare) Voodoo Idea, Broken Hull

Postby Grimrock Litless » Tue May 31, 2016 4:02 pm

Bmw wrote:
Guluere wrote:Name : Broken Hull
(Rare)
(16 turns)
(12 Hours)
Enchantment-Ship
Target Ship gains 4% - 5% damage per hour. The damage can go beyond 100%, when that happens the target ship sinks.



this is pretty much swarm of worms


Yes but this is for only 1 ship, and the ship sinks after some time.

And also, that was some fast posting.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: (Rare) Voodoo Idea, Broken Hull

Postby Haron » Tue May 31, 2016 4:10 pm

I have one concern: Would it be possible to damage a ship first with fire ship or kraken, then use this card, to instantly sink a ship? It would probably be a cheaper way to sink ships than the current way of ten Leviathans. Is that the intention of the card?
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1926
Joined: Tue Mar 29, 2016 10:04 am

Re: (Rare) Voodoo Idea, Broken Hull

Postby Grimrock Litless » Tue May 31, 2016 4:12 pm

Haron wrote:I have one concern: Would it be possible to damage a ship first with fire ship or kraken, then use this card, to instantly sink a ship? It would probably be a cheaper way to sink ships than the current way of ten Leviathans. Is that the intention of the card?


Yes that was originally going to be a part of it, but a counter must be made.

Also edited some stuff, and i also want opinion.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: (Rare) Voodoo Idea, Broken Hull

Postby Bmw » Tue May 31, 2016 4:19 pm

Guluere wrote:
Bmw wrote:
Guluere wrote:Name : Broken Hull
(Rare)
(16 turns)
(12 Hours)
Enchantment-Ship
Target Ship gains 4% - 5% damage per hour. The damage can go beyond 100%, when that happens the target ship sinks.



this is pretty much swarm of worms


Yes but this is for only 1 ship, and the ship sinks after some time.

And also, that was some fast posting.


it was fast posting because i found your thing a few seconds after you posted and went right to typing
User avatar
Bmw
 
Posts: 1535
Joined: Sun Mar 20, 2016 2:43 am

Re: (Rare) Voodoo Idea, Broken Hull

Postby DezNutz » Tue May 31, 2016 4:38 pm

Guluere wrote:Name : Broken Hull
(Rare)
(16 turns)
(12 Hours)
Enchantment-Ship
Target Ship gains 4% - 5% damage per hour. When the damage is 96% or higher, on the next tick, the target ship sinks.
Starting damage must be between 20% - 40% damage already.


A constant rate of 4% - 5% damage based on its current max HP value.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7074
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: (Rare) Voodoo Idea, Broken Hull

Postby Grimrock Litless » Wed Jun 01, 2016 6:10 am

Deznutz wrote:
Guluere wrote:Name : Broken Hull
(Rare)
(16 turns)
(12 Hours)
Enchantment-Ship
Target Ship gains 4% - 5% damage per hour. When the damage is 96% or higher, on the next tick, the target ship sinks.
Starting damage must be between 20% - 40% damage already.


A constant rate of 4% - 5% damage based on its current max HP value.


Yes, its based on its max hp.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: (Rare) Voodoo Idea, Broken Hull

Postby Most Lee Harmless » Wed Jun 01, 2016 7:40 am

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.
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

Re: (Rare) Voodoo Idea, Broken Hull

Postby Haron » Wed Jun 01, 2016 7:52 am

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.
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1926
Joined: Tue Mar 29, 2016 10:04 am

Next

Return to Disapproved Cards

cron