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    posted a message on Amazon Coins Discussion Thread

     

    Quote from rolaran >>

    I bought 5000 Coins last week for 35€. But when i want to buy the Preorder-Pack it only shows the 49,99 Payment Method and not the Coin-Method. On other Packs the Coins are available. I do not need the Cardback, so is it possible that the Coins are available with the launch?

    I preordered with coins a few days ago (EU servers, ES amazon) . Maybe you should check again, because if you have the option to pay with amazon coins, then you should be able to preorder. Something is not right here. Do not wait until launch day if you want them

     

    Posted in: General Chat
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    posted a message on Amazon Coins Discussion Thread

    Hi, I noticed that, since yesterday, Hearthstone listed under games that give coins back on amazon https://www.amazon.com/s/ref=sr_pg_1?rh=n:2350149011,n:!2478760011,n:!2492217011,n:10238536011&ie=UTF8&qid=1509813546&ajr=2. The amazon page doesn't give any information about the deal itself, only that it exists, and it is applied to one or more in-app purchases.

    Also, on disguisedtoast webpage he mentions that the last deal started on 1Nov https://disguisedtoast.com/articles/27-how-to-get-cheaper-hearthstone-packs-with-amazon-coins. I didn't see any mention anywhere else though.

    I tried to pre-purchase, but 1-The button is not there yet on the Amazon version of Hearthstone for android and 2-The purchase of coins never finishes to load, so I can't get the coins for the moment (apparently they will send me an email when it is processed). 

    I'm on EU servers, so that would explain a certain delay. Has anyone on US been able to pre-purchase with amazon coins yet? Did you get coins back?

    Posted in: General Chat
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    posted a message on Collection statistics? Comparison?

    I don't understand why you want that information.

    Yes, I have Nat Pagle, and with that system you would know that 10% of users have Nat Pagle. But I got him in a pack, randomly. The system wouldn't tell the difference if i crafted it because it was good for every deck (nope), or was a key card of a certain deck (nope) or simply got him.

    The numbers you will probably see: the same % for every legendary. The amount of legendaries I crafted is very small vs the number I got in a pack. From 40 leg I have I crafted only 4. The best legendaries everybody crafts will have a veeeeery slightly greater %, but not enough to tell them apart from the random never-used legendaries obtained in packs.

    (Sorry for my english)

    Posted in: General Discussion
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    posted a message on New Priest Card - Embrace the Shadow

    Allows for board clears as soon as turn 2 if combined with Circle of healing. 

    Posted in: Card Discussion
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    posted a message on Corrupted Wisp, Deathwing and Animal Companion. Also Cho'gall!

    Well,Deathwing is already corrupted,so he cant be corrupted anymore,sooooo it might be a spell cataclysm themed.

    He can become good like ragnaros! "Deathwing, Builder of Worlds"
    Just, just... look at the art! he's clearly building a shelter for the homeless, and letting out a triumphant roar as he puts the last stone of the roof, congratulating himself for a job well done. 
    Posted in: General Discussion
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    posted a message on General number of packs needed for Old Gods Expansion

    Assuming the same rarity distribution as past expansions (37%-27%-20%-15%), and that you disenchant every golden card you get and every nongolden past 2 copies, 150 packs will get you on average:

    • 100 % of the commons (of those,  99% doubled, 1% singled)
    • 98.7 % of the rares (of those 93.3% doubled 5.4% singled)
    • 68.4 % of the epics (of those, 32% doubled, 36.3 % singled)
    • 27% of the legendaries
    • 8500-8700 Dust (from disenchanting 433 commons, 87 rares, 4 epics, 1 legend, 9 golden commons, 11 golden rares, 3 golden epics)

    I didn't consider the case when you get a golden card of which you didn't have the normal version, and decide to keep it instead of disenchanting it. Let me know if you want another simulation with different parameters, or want the formulas to try yourself.

    Posted in: General Discussion
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    posted a message on The Pepper Thread - Share your good vibes!

    Today I logged in to see the 18 deck slots. They were there, as they should, but my happines came from an unexpected source. A button to go to the Collection from Ranked play window!  and it works both ways!!! This is one of those times when you don't want something until you see it

    Posted in: General Discussion
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    posted a message on Entomb on "Choose one" minions

    Thanks, good to know. Entomb is a very good card as-is, allowing to choose the druid version would be too much. 

    Posted in: Priest
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    posted a message on Entomb on "Choose one" minions

    The fact that the Druid of the claw and Ancient of war work differently despite their texts being the same is widely known. If you return an Ancient to your hand, you can choose the buff again, but if you return a druid of the claw, the stats are "fixed". Does the same happen with entomb? (i.e. Can I choose the version of Druid of the claw if I entomb it and draw it later?)

    I was playing vs a druid near fatigue and he played a druid of the claw in charge mode. If i could get a taunt next turn, i would win, but if it was fixed in charge mode i would lose. 

    Couldn't find anything on the advanced rulebook. Any of you faced that situation in a game?

     

     

    Posted in: Priest
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    posted a message on How many packs do you need to buy to "get" an expansion?

    To the OP: I found the "get the cards that are competitive" concept a bit vague. If you provide the number of commons, rares, etc you want from each set, and how many of them you already have, I can do the math and tell you the average packs needed. Here's an example. If:

    • You want every card in a set, at least one copy
    • You start from scratch (you have no cards from that set at the beginning)
    • Only packs from one expansion, with the size of GVG (123 cards)
    • If you have 3 goldes, disenchant one
    • If you have 3 normals, disenchant one.

    Then the evolution of your collection (one type of pack only) goes like this (% means cards you have at least one of)

     

    5  packs =  36.82% of commons, 14.22% of rares, 4.30% of epics, 1.05% of legends,3 dust on doubles
    10  packs =  60.61% of commons, 26.67% of rares, 8.45% of epics, 2.10% of legends,19 dust on doubles
    15  packs =  76.06% of commons, 37.57% of rares, 12.45% of epics, 3.14% of legends,53 dust on doubles
    20  packs =  86.19% of commons, 47.14% of rares, 16.30% of epics, 4.16% of legends,105 dust on doubles
    25  packs =  92.91% of commons, 55.55% of rares, 20.02% of epics, 5.18% of legends,175 dust on doubles
    30  packs =  97.46% of commons, 62.95% of rares, 23.61% of epics, 6.20% of legends,260 dust on doubles
    35  packs =  100.00% of commons, 69.47% of rares, 27.08% of epics, 7.20% of legends,358 dust on doubles
    40  packs =  100.00% of commons, 75.23% of rares, 30.42% of epics, 8.19% of legends,469 dust on doubles
    45  packs =  100.00% of commons, 80.34% of rares, 33.65% of epics, 9.18% of legends,589 dust on doubles
    50  packs =  100.00% of commons, 84.87% of rares, 36.76% of epics, 10.16% of legends,719 dust on doubles
    55  packs =  100.00% of commons, 88.91% of rares, 39.77% of epics, 11.13% of legends,858 dust on doubles
    60  packs =  100.00% of commons, 92.51% of rares, 42.68% of epics, 12.09% of legends,1004 dust on doubles
    65  packs =  100.00% of commons, 95.74% of rares, 45.48% of epics, 13.05% of legends,1156 dust on doubles
    70  packs =  100.00% of commons, 98.64% of rares, 48.19% of epics, 13.99% of legends,1316 dust on doubles
    75  packs =  100.00% of commons, 100.00% of rares, 50.81% of epics, 14.93% of legends,1481 dust on doubles
    80  packs =  100.00% of commons, 100.00% of rares, 53.33% of epics, 15.87% of legends,1652 dust on doubles

     

    Posted in: General Discussion
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    posted a message on 3500 gold = 3140 dust (buy Naxx before Standard)
    Quote from Abzeroth >>
    Holy crap! 100 dust a pack?! You're probably the luckiest player I know. The most I ever get is between 40 (1 rare)  and 60 (2 rares). 
    there are only so many commons and rares that you need to compete, that having 3140 dust would easily round out a deck with crafting.  
     I can confirm this. My last 189 packs I registered since TGT have an average of 100.9788 dust per pack. Yes, 58% of the packs are 40 dust worth, but if you get a legendary, that pack is worth 10-12 times more than the minimum. (4.2% of my packs contained a legendary BTW)
    But those dust values are the dust you get if you disenchant every card in the pack . That's not how collections work. Imagine you want to craft Jaraxxus (cost=1600), but before doing that, you buy a pack and get exactly that card. How much is that pack worth? Not 400 dust, because you would spend 1600 dust and no longer have the need. So if you get a card you want to craft, that card is worth full value, rather than disenchant value.
    So, to answer the OP: The value of 35 packs (3500g) depends on how many cards you already have. If you have all the cards (lucky you!) then a pack is worth 100g on average. If you have no cards of that set, each pack is worth aproximately 480 dust (every card is new, so everything you get is useful). If you have some of the cards, then something in between 100d and 480d.
    To sum up: Given the numbers, i would NEVER buy naxxramas to disenchant everything. What I would do is buy naxxxramas to use the cards in wild. Because I plan to play in wild, and those cards are pretty decent.
    Posted in: General Discussion
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    posted a message on What am I doing wrong?

    The time of the day you play is also a factor. In my country, playing from 19:00 to 2:00 is suicide. The best players usually play during those hours. Early in the morning you may find office workers playing one game during a bathroom break, instead of the college student who plays games until 6 a.m. and that is now asleep. Which one do you want as an opponent? If you want legend, there is no shame in avoiding opponents better than you and preying on weak ones. That's the only way you have to affect matchmaking, use it! (obviously consider your job/study obligations if you have them. I'll assume you're a sensible person)

    PS:

    Quote from iMPose >>
    • Anything above 60% is a very good winrate.  You might be tempted to think that playing perfectly = 100% winrate, but the game has too much RNG for that.  If someone advertises their deck as "85% winrate to Legend!," know that they A) are lying, B) got very lucky, C) are very practiced with the deck, D) legitimately broke the meta, which will quickly self-correct, or E) some combination of those

    I'd like to add F) They are ommiting the sample size. I can get a 75% winrate with my decks every day (if I only consider the last 4 games played, that is). Way more useful to me is that they said "Rank 20->legend in 400 games", you can't cherrypick that number as easily as percentages. 

    Posted in: General Discussion
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    posted a message on Math Problem
    Quote from klaassmeerkaas >>

    Nice explanation, very clear. I must admit that I'm (no longer) skilled enough in statistics to check whether you've covered every win condition. Did you take into account that for instance (3,6,0) is also a win condition?

     

    Yes, it is considered. To get to isntance (3,6,0) you can either come from (3,5,0) and hit minion B, or come from (2,6,0) and hit minion A. Both (3,5,0) and (2,6,0) are considered, and any instance of (3,6,0) would be included in them and would yield repeated cases. The reason I didn't analyze any higher win condition is because once you get to (3,5,0), anything that happens later results in victory. It doesn't mean that the game doesn't continue, only that further hits are irrelevant.

    Quote from klaassmeerkaas >>

    In any case I ran the simulation again, you'll find the source code in the spoiler below. I'm assuming that bouncing blades only stops when a minion dies and thus continues even when your opponent has 0 or negative health. I don't know for sure if this is the case but this is how it works with Coldlight Oracle (in fatigue): if the first drawn card is lethal, then the second card will still be drawn.

     

     Yes, the game lets the blade bounce even if one hero is dead. If there was an axe flinger on the enemy side, it could even result in the death of both heros, resulting in a draw. Not the case though.
     
    Quote from klaassmeerkaas >>

    I can verify the top two cases analytically quite easily, they seem to match which gives me quite some confidence that simulation is accurate. Unfortunately there seems to be a mismatch between the calculated value (15.05%) and the simulated one (23.63%). Any ideas what's the root cause? feel free to check my code for mistakes, I make those every now and then :)  

    Found the error.

    Don't worry, I revised your code and found nothing odd (and learned some matlab tricks along the way). The error was mine: i forgot the winning  scenarios (1,7,0) with last hit on minion B, (4,3,0) with last hit on minion A, and all its versions with different damages on Taurisan. Those cases would kill one axe flinger, yes, but the 2 damage would happen anyway and win. I'll asume those 8 cases add up to the 8% chance missing. If I have a moment during the weekend I'll update my results. 

    Posted in: General Deck Building
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    posted a message on Math Problem

    Challenge accepted!

    Let me start by defining some word i will use.

    A scenario is the final situation when the spell stops or you win, describing how much total damage each minion took. There are winning scenarios (3 dmg to flinger A, 5 dmg to flinger B, 0 to Taurisan), losing scenarios (0 to A, 0 to B, 4 to Taurisan) and impossible scenarios (99 to A, etc)

    A sequence is a way of hitting the minions that leads to a scenario. I will say A when the hit is for the small flinger, B for the big flinger, and T for taurisan. Example: the sequence ABABABBB leads to scenario (3,5,0). There are other ways to arrive to (3,5,0) 

     

    Chances of a given scenario:

    The problem can be simplified knowing that all minions stay alive while the spell is running (Because if not, his death would stop the spell and you lose). So each minion has 1/3 chance of being hit, always. The chances of a scenario is:
    (Number of different sequences that lead to it)/3^(number of bounces required)
    For examples, the chances of getting to scenario (1,1,1) are 6/3^3=2/9 (6 sequences to arrive: ABT, ATB, BTA, BAT, TAB, TBA and 3 bounces long each)

     

    Number of sequences to a given scenario:

    Once you decide an scenario, the number of ways it can be reached is (! means factorial, and the formula comes from https://en.wikipedia.org/wiki/Permutation#Permutations_of_multisets):
    #Sequences= (# total hits)! / (#hits to A) ! · (#hits to B) ! · (#hits to T) !

    Sometimes a scenario requires that the last bounce falls into a specific minion (to avoid continuing counting after you already won). If that is the case, the last letter of the sequence is fixed, so is one less hit to randomize.

     

    Winning scenarios, and their chances:


    (3,5,0) = 8!/(3!·5!·3^8) = 56/6561
    (3,5,1), last hit to A = 8! / (2!·5!·1!·3^9) = 56/6561
    (3,5,1), last hit to B = 8! / (3!·4!·1!·3^9) = 280/19683
    (3,5,2), last hit to A = 9! / (2!·5!·2!·3^10) = 28/2187
    (3,5,2), last hit to B = 9! / (3!·4!·2!·3^10) = 140/6561
    (3,5,3), last hit to A = 10! / (2!·5!·3!·3^11) = 280/19683
    (3,5,3), last hit to B = 10! / (3!·4!·3!·3^11) = 1400/59049
    (2,6,0) = 8! / (2!·6!·3^8) = 28/6561
    (2,6,1), last hit to A = 8! / (1!·6!·1!·3^9) = 56/19683
    (2,6,1), last hit to B = 8! / (2!·5!·1!·3^9) = 56/6561
    (2,6,2), last hit to A = 9! / (1!·6!·2!·3^10) = 28/6561
    (2,6,2), last hit to B = 9! / (2!·5!·2!·3^10) = 28/2187
    (2,6,3), last hit to A = 10! / (1!·6!·3!·3^11) = 280/59049
    (2,6,3), last hit to B = 10! / (2!·5!·3!·3^11) = 280/19683

    TOTAL = 15.506%

    Conclusion:

    You are in a bad situation. It is more likely to get a legendary from a unstable portal!.

    Posted in: General Deck Building
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    posted a message on Ysera Gives Laughing Sister Everytime.

    Small sample size, but I filtered the replays I had from the last 900 games or so, to see wich dream cards were more frequent. The number of "games where X dreamcard was generated by me" was:

    Laughing sister 19
    Ysera awakens 14
    Emerald drake 27
    Dream 20
    Nightmare 30

    I don't know how to count individual dream cards generated, it would require me to join thousands of XML files into one.  Also, I don't know what the OP means by "lately", last week?

    Conclusion: I feel that laughing sister appears not more often, but in the worst moment possible. Unfortunately, my own data doesn't support that feeling. Gotta stick to the facts I guess

    Posted in: Card Discussion
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