Starts at 1x mult
+0.2x mult per hand played
-0.3x mult per hand discarded
Pops (self destructs) if mult exceeds 2.5x mult
1 messages · Page 1 of 1 (latest)
Starts at 1x mult
+0.2x mult per hand played
-0.3x mult per hand discarded
Pops (self destructs) if mult exceeds 2.5x mult
This unironically sounds super fun. Incredible idea ❤️
i like this
It's an interesting idea, balancing the mult to make sure it never exceeds 2.5x
at first I saw this as xmult grimbo but the popping feature makes this a cool balancing act
nooooo not maths
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)
Yeah that’d probably be fair because it’s not always going to be working at full capacity
It should be common instead of uncommon, max mult should be 3x, and discards should reduce mult by 0.2x instead of 0.3x
Will discards of the Hook count?
Probably, as it does for ramen and green joker
Hell no that would be broken as hell
The joker is fine as is
Honestly the joker is broken as it already is
Question, what do you think makes it broken rn
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.
Sometimes it’ll just pop, and that’s awesome
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.
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.
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.
1 : up until 1.1 where we'll get 3 discards again in blue+ stake hopefully, there is an unbalance between hands (4) and discards (2)
thus you can't have the same number of 0.x ........
oh wait
I thought it was multiplicative
anyway my point still stands that discards being more effective than hands is a good thing
I was thinking you would take your current mult and then do x1.2 or x0.7 to it
and that was way more math-y but also very cool
The speculation lies in the “overpoweredness” of 3x as opposed to 2.5x. Not the ideal range.
Not if the second paragraph is the case as in here #1362490888353222799 message
burglar pretty much killing it is a funny angle
I think that’d be a little too chaotic and non-vanilla friendly though would be fun in a modded context potentially
it's not really chaotic but it sure is too much math for vanilla
I make joker sprites ✨
I don't know which one I like better
With the silly egg faces or without?
With
make one of the balloons sad to have a bit of variance?
Sock and balloonskin
Oh yeah I can do that; I like the sound of that
?
yeah thats good
Does the implementation attempt to bypass floating point issues? Or does it just directly add and subtract from xmult?
Currently I’m just adding and subtracting directly while utilizing a small epsilon value for conditional checks to account for a margin of error; would you perchance have an alternative solution?
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
huh seems like a fun concept to play around
That's creative and fun as hell
@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.