Difference between revisions of "Game Code/Resolution System/Card Anatomy"

From Elder Tale Online MUSH
Jump to: navigation, search
(Created page with "=== Card Anatomy === {| class="wikitable" |- ! scope="col"| Rarity | This decides the cost, as well as the potency, of the overall card. In ascending order, they are: Common,...")
 
m
Line 16: Line 16:
 
! scope="row"| Hits
 
! scope="row"| Hits
 
| Seen on both Attack and Guard cards. It informs you how often the card calculates damage or guard-increase for. For example, if a card is a: 2x8 card, it means it does 8 damage, 2 times - for a total of 16. If you have a buff that gives you a +1 in Power, that would mean you would do 2x(8+1) damage. In other words, 18 damage. As a general rule, the higher the Hit Count, the lower the card's default damage. But they gain a low of potency through buffs.  
 
| Seen on both Attack and Guard cards. It informs you how often the card calculates damage or guard-increase for. For example, if a card is a: 2x8 card, it means it does 8 damage, 2 times - for a total of 16. If you have a buff that gives you a +1 in Power, that would mean you would do 2x(8+1) damage. In other words, 18 damage. As a general rule, the higher the Hit Count, the lower the card's default damage. But they gain a low of potency through buffs.  
 
+
<br/>
 
It is important to note that there are also '''Random''' Hit cards, and '''Area''' Hit cards. These do damage amongst multiple selected targets, with a maximum amount of targets equal to the amount of 'Hits' on the card.  
 
It is important to note that there are also '''Random''' Hit cards, and '''Area''' Hit cards. These do damage amongst multiple selected targets, with a maximum amount of targets equal to the amount of 'Hits' on the card.  
 
|}
 
|}

Revision as of 22:07, 9 September 2019

Card Anatomy

Rarity This decides the cost, as well as the potency, of the overall card. In ascending order, they are: Common, Uncommon, Rare, Epic.
Type Cards come in three types, which heavily inform the mechanics of a card. They are: Attack, Defense, and Utility. Attack cards generally do damage, Defense cards generally reduce damage, and Utility cards do things like Healing, Buffing, or Debuffing.
Requirements The required Concepts on your character.
Concepts The Concepts this card conveys. Some cards can convey a new Concept that your character doesn't have, but all of them convey the same Concepts as their Requirements by default. These Concepts are used to calculate your 'Concept Points' when you are doing a 'Project'.
Hits Seen on both Attack and Guard cards. It informs you how often the card calculates damage or guard-increase for. For example, if a card is a: 2x8 card, it means it does 8 damage, 2 times - for a total of 16. If you have a buff that gives you a +1 in Power, that would mean you would do 2x(8+1) damage. In other words, 18 damage. As a general rule, the higher the Hit Count, the lower the card's default damage. But they gain a low of potency through buffs.


It is important to note that there are also Random Hit cards, and Area Hit cards. These do damage amongst multiple selected targets, with a maximum amount of targets equal to the amount of 'Hits' on the card.