Daily Duelyst, Weekend Roar-ior Edition Volume 1.

Some people don’t like reading. Some people like reading, and can’t find the time. Some people just want to get to the bottom of it and don’t appreciate my flowery prose.

Whatever the case may  be, I’m not here to judge you – here’s a complete summary of everything we learned this week (our first week!) It’s a lot, so for those of you who don’t like reading I do apologize but in summary:

  • Duelyst has two types of replace mechanisms in game to decrease the likelihood of probability being the sole cause of determining the winner or loser of games
  • The Mulligan (jargon), here-on referred to as the Pre-Game Replace at the start of the turn is often used to replace your highest mana minions. Duplicates in your deck of the same card can be returned during the Pre-Game Replace
  • The in-turn replace is best used at the start of your turn to increase the likelihood of you developing a better strategy.
  • Replace cards you don’t want to use that turn to maintain mana efficiency.
  • Replacing in-turn can never return the same card.
  • We can add some more functionality and data harvesting helper tools to improve our gameplay. (scripts)
  • After an arbitrary amount of games, decide to review which cards didn’t receive play or could be replaced using your replays.
  • We can create a pegging system to determine which cards are objectively better than others.
  • V = A + H – C (Value = Attack + Health – Cost).
  • Zeal is activated when you keep your general on any adjacent tile to the unit. Zeal is activated when you keep your general on any adjacent tile to the unit. Stay near a +2 1/5 zeal and it becomes 3/5 instead of 1/5. So (3 – 5 – 3 + p = 5 + p ) (where p is provoke)
  • Tempest, for example is 2 mana, deal 2 manage to everything. The formula is 2n-2 scales and scales with it’s potential damage.
  • It is possible to “run out of options” as the game progresses.
  • This is offset by having cards in your deck that allow you to draw cards.
  • This value can be determined by Value = A + D – C  +  VoCD
  • A = Attack, D = Defence, C = Cost, VoCD = Value of Card Drawn
  • All the cards in the range have to be taken into consideration, therefore your answer is a variable.
  • Dispel is an integral part of Duelyst and failing to have it absolutely can cost you the game.
  • Value = (Attack + Defence) – Cost + (Value of Dispel)
  • Value =(Attack + Defence) – Cost + (Value of Provoke)
  • Value of Provoke is the value of the value of the provoked minions.
  • The value of dispel is equal to the value of the dispel card + the amount of value removed from the minions dispelled.
  • Due to the situational nature of the game, an Opening Gambit’s value can have a huge range
  • Prismatic cards are rarer editions of cards that have no impact on gameplay other than aesthetic.
  • Deck synergy can win you the game
  • Synergy can make a minion become answer or die
  • There can be obvious synergy in the deck with card + card, but there can be less obvious synergies that can happen that can win you the game, don’t get stuck on just one card!

    Stay tuned for my write-up of my experience in the Newbie Melee!

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Author: fatmatth3w

Bad duelyst player.

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