#Balloon Jonkler (uncommon)

1 messages · Page 1 of 1 (latest)

forest coyote
random sleet
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I like it

topaz sail
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This unironically sounds super fun. Incredible idea ❤️

radiant jackal
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It's an interesting idea, balancing the mult to make sure it never exceeds 2.5x

spice garden
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at first I saw this as xmult grimbo but the popping feature makes this a cool balancing act

deep fiber
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nooooo not maths

rich comet
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Yes but I would give it higher max xmult to make up for the fact that you have to balance it (standard x3 would be good)

forest coyote
ruby pollen
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It should be common instead of uncommon, max mult should be 3x, and discards should reduce mult by 0.2x instead of 0.3x

candid aurora
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Will discards of the Hook count?

ruby pollen
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Probably, as it does for ramen and green joker

radiant jackal
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The joker is fine as is

ruby pollen
forest coyote
ruby pollen
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Can be maintained at a cool 2.0-2.4x mult easily

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Also 2.5 just seems off to me

topaz sail
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The way it is, I don’t see it as broken at all. Optimally you can maintain it at 2.1-2.5x all the time, but that’s assuming that we play 3 hands and 2 discards every round. Realistically, you won’t be able to properly balance the mult condition. Say, for example, you take a look at the blinds and see that the water is coming up. In the rounds before you’ll have to make sure you’re scoring lines up to maintain the joker. It’ll definitely take a lot of thinking to make sure it doesn’t pop, and 3x may be too powerful while 2x may be underpowered. What I like so much about this idea is that it doesn’t restrict what hands he play. Where ramen more or less forces you into playing pairs/high card, the balloon could definitely be maintained while playing straights. I think it stands on its own as a solid uncommon xmult joker.

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Sometimes it’ll just pop, and that’s awesome

ruby pollen
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Since the optimal limit is really based on subjective speculation, I’m just going to say that a non-whole number limit just feels wrong, it would be better off at being 3x multi as opposed to 2.5x. I agree that 2x would be underwhelming, but I believe that 3x is not much stronger than 2.5x.

Also, I think it would be better if the increase and decrease in mult were the same as to be consistent with something like Grimbo. Keep it at 0.2 for slower scaling (up to 10 hands before using any discards), or 0.4 for faster but riskier scaling (5 hands before using any discards).

Also if popping is awesome just keep playing hands until the joker is destroyed. Then look for a new xmult joker.

topaz sail
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If you do the math on the optimal conditions we can keep the joker on, yes the ideal range you would play in is 2.1-2.5x. It is not pure speculation.

I think that the main gimmick of this joker is the unbalanced scaling. It creates a bit of variance to play around and is the root cause of why this joker would be tricky. Balancing the scaling is just making it a 2.5x (or 3x by your suggestion) xmult joker, which would be redundant as far as joker designs go.

The reason I’m saying popping is awesome is that it’s not always a guarantee that we can keep this joker. It introduces a really interesting challenge to play around that is fairly easy to mess up. Of course, we would want to keep xmult as long as possible if we can manage the condition.

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I love this idea so much because it feels like it fits right in with the game, it’s not too overpowered, it’s not at all underpowered, and it creates a new way to play the game. It sounds really fun.

deep fiber
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oh wait

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I thought it was multiplicative

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anyway my point still stands that discards being more effective than hands is a good thing

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I was thinking you would take your current mult and then do x1.2 or x0.7 to it

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and that was way more math-y but also very cool

ruby pollen
ruby pollen
devout sentinel
forest coyote
deep fiber
forest coyote
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I make joker sprites ✨

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I don't know which one I like better

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With the silly egg faces or without?

deep fiber
safe kelp
iron notch
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Sock and balloonskin

forest coyote
spice garden
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yeah thats good

forest coyote
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(buffed to 3x cap)

iron notch
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Does the implementation attempt to bypass floating point issues? Or does it just directly add and subtract from xmult?

forest coyote
iron notch
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Yeah, keep track of the tenths added and subtracted from the base mult as integers. Something like:


  config = { extra = {base_mult = 1, mult_gain = 0.1, times_gained = 0} },

  -- then later

  card.ability.extra.base_mult + card.ability.extra.mult_gain * card.ability.extra.times_gained
forest coyote
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Oh interesting I see

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That’s actually quite smart woah

vague cargo
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huh seems like a fun concept to play around

cobalt tiger
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That's creative and fun as hell

iron notch
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@forest coyote sorry, an exploit comes to mind: do you cap minimum base xmult at 1? If not, then with two copies and a lot of discards you can make two very highly negative balloons.

hidden coral
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negative xmult doesnt do anything anyways

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seen thru stencil with overfilled slots