Zulwar

08-09-2015, 10:31 PM

First, I distinguish between cards as Standard Resources (no card limit) and Special (4 card limit).

Second, I will draw your attention to the HEX website which describes playing Resources as the following:

http://i.imgur.com/kqdqRPW.jpg

Text version:

You can play one resource card a turn. When you play a resource card, three things happen:

You charge your champion. You'll expend these charges to trigger your champion's charge power throughout the game.

You gain one of five different thresholds: Wild, Blood, Ruby, Diamond, or Sapphire.

You gain a resource point.

Then, your resource card disappears. So what do Thresholds and and Resource Points do for you? They let you play all your other cards.

Why is this important? Let's look into some math for a Standard Constructed Deck of 60 cards.

On average, we'll assume it has 25 standard resource cards and 35 non-resource cards.

To keep it mathematically light, it is easy to just say that there are more non-resource than resource cards.

So, the chance to draw a non-resource card is higher.

Averages:

You have a 10.51% chance of having 0 or 1 Resource cards in your opening hand.

You have a 79.43% chance of having 2 to 4 Resource cards in your opening hand.

You have a 10.01% chance of having 5 to 7 Resources cards in your opening hand.

Where's the other .05%? Room for error.

So, what does this mean?

8 out of 10 opening hands with have 2 to 4 Resources.

In those games, you can be expected to play a < 1 / 1 > Resource every turn for 2 - 4 turns.

And now to why "Shard of _" special resources break this resource flow:

"Shard of _" cards give < 0 / 1 >, along with their normal bonuses.

Crackling Vortex is a powerful card and many decks include it, so let's change our theoretical deck to accommodate:

60 cards, 25 resource (21 standard, 4 special).

Also, let's assume a dual-threshold deck, so 4 "Shard of _" cards:

60 cards, 25 resource (17 standard, 8 special).

"But Crackling Vortex gives < 1 / 1>" I hear you say.

Yes, it does, but it also gives no threshold.

Why is this important?

Delayed early game resources.

Okay, we have our 60-card deck, our special resources and we're ready to go.

Turn 1:

But wait, you say your three opening resources were Crackling Vortex, Shard of ___, and a standard resource?

You play your Standard Resource so you can play a 1 mana cost troop.

Too bad, it looks like you have to choose whether you want threshold or usable mana for turn 2.

Turn 2:

Okay, all is not lost, except your first draw has a 58.5% chance to be a non-resource, and it is.

Turn 2, you play your Shard of __ card and hope to play Crackling Vortex for turn 3 < 3 / 3 > mana.

Your oppponent; however, plays gets his 2 mana troop on the board.

Turn 3:

You draw another non-resource card because there is still a 58% chance of drawing non-resource cards.

You play Crackling Vortex and now you can use 3 mana, except you are now relying on top-decking a resource

next turn with a 57% chance of drawing any non-resource.

You cry, "But wait, that's just an example of a bad draw for only 1 game".

Theoretically, you should only have a 13.33% chance of drawing your less-than-optimal special resource cards in your opening hand; however, after averaging many test draws, it appears not to be the case.

Although I will not claim to know the scripting logic of the game, I propose the following:

Opening hands "try" (loosely being the keyword) to generate at least one Resource.

The resource it chooses does not differentiate between Standard or Special.

Here is the radical idea:

Let's assume it tries to generate -two- resources, but it doesn't care what they are. What happens?

25 Resources, 8 of which are special.

You now have a 32% chance to pull your special Resource into your opening hand on your first draw.

Assuming you pull one special resource, you still have a 29.16% chance to pull ANOTHER special Resource.

Of that ~30% chance, you have a 50% chance (4x Shard of ___, 4x Crackling Vortex) to draw a DELAYED mana Resource (Shard of ____ < 0 / 1 >).

You have the potential to have delayed mana until Turn 3.

My only proposal is thus:

Change "Shard of ___" cards to give < 1 / 1 > instead of < 0 / 1 > and to prevent abuse, change the opening hand draw script to treat Special Resources as regular cards so they aren't abused in opening hands.

If I have made a data mistake, I will admit it. Please point it out, thanks.

Thank you for your time,

Zulwar

Second, I will draw your attention to the HEX website which describes playing Resources as the following:

http://i.imgur.com/kqdqRPW.jpg

Text version:

You can play one resource card a turn. When you play a resource card, three things happen:

You charge your champion. You'll expend these charges to trigger your champion's charge power throughout the game.

You gain one of five different thresholds: Wild, Blood, Ruby, Diamond, or Sapphire.

You gain a resource point.

Then, your resource card disappears. So what do Thresholds and and Resource Points do for you? They let you play all your other cards.

Why is this important? Let's look into some math for a Standard Constructed Deck of 60 cards.

On average, we'll assume it has 25 standard resource cards and 35 non-resource cards.

To keep it mathematically light, it is easy to just say that there are more non-resource than resource cards.

So, the chance to draw a non-resource card is higher.

Averages:

You have a 10.51% chance of having 0 or 1 Resource cards in your opening hand.

You have a 79.43% chance of having 2 to 4 Resource cards in your opening hand.

You have a 10.01% chance of having 5 to 7 Resources cards in your opening hand.

Where's the other .05%? Room for error.

So, what does this mean?

8 out of 10 opening hands with have 2 to 4 Resources.

In those games, you can be expected to play a < 1 / 1 > Resource every turn for 2 - 4 turns.

And now to why "Shard of _" special resources break this resource flow:

"Shard of _" cards give < 0 / 1 >, along with their normal bonuses.

Crackling Vortex is a powerful card and many decks include it, so let's change our theoretical deck to accommodate:

60 cards, 25 resource (21 standard, 4 special).

Also, let's assume a dual-threshold deck, so 4 "Shard of _" cards:

60 cards, 25 resource (17 standard, 8 special).

"But Crackling Vortex gives < 1 / 1>" I hear you say.

Yes, it does, but it also gives no threshold.

Why is this important?

Delayed early game resources.

Okay, we have our 60-card deck, our special resources and we're ready to go.

Turn 1:

But wait, you say your three opening resources were Crackling Vortex, Shard of ___, and a standard resource?

You play your Standard Resource so you can play a 1 mana cost troop.

Too bad, it looks like you have to choose whether you want threshold or usable mana for turn 2.

Turn 2:

Okay, all is not lost, except your first draw has a 58.5% chance to be a non-resource, and it is.

Turn 2, you play your Shard of __ card and hope to play Crackling Vortex for turn 3 < 3 / 3 > mana.

Your oppponent; however, plays gets his 2 mana troop on the board.

Turn 3:

You draw another non-resource card because there is still a 58% chance of drawing non-resource cards.

You play Crackling Vortex and now you can use 3 mana, except you are now relying on top-decking a resource

next turn with a 57% chance of drawing any non-resource.

You cry, "But wait, that's just an example of a bad draw for only 1 game".

Theoretically, you should only have a 13.33% chance of drawing your less-than-optimal special resource cards in your opening hand; however, after averaging many test draws, it appears not to be the case.

Although I will not claim to know the scripting logic of the game, I propose the following:

Opening hands "try" (loosely being the keyword) to generate at least one Resource.

The resource it chooses does not differentiate between Standard or Special.

Here is the radical idea:

Let's assume it tries to generate -two- resources, but it doesn't care what they are. What happens?

25 Resources, 8 of which are special.

You now have a 32% chance to pull your special Resource into your opening hand on your first draw.

Assuming you pull one special resource, you still have a 29.16% chance to pull ANOTHER special Resource.

Of that ~30% chance, you have a 50% chance (4x Shard of ___, 4x Crackling Vortex) to draw a DELAYED mana Resource (Shard of ____ < 0 / 1 >).

You have the potential to have delayed mana until Turn 3.

My only proposal is thus:

Change "Shard of ___" cards to give < 1 / 1 > instead of < 0 / 1 > and to prevent abuse, change the opening hand draw script to treat Special Resources as regular cards so they aren't abused in opening hands.

If I have made a data mistake, I will admit it. Please point it out, thanks.

Thank you for your time,

Zulwar