• 3

    posted a message on Insane warrior and its boring 12-win brother

    It turns out 8 Lesser Mithril Spellstones with 7 weapons is slightly too much. :-)

    Posted in: The Arena
  • 4

    posted a message on New Legendary Card - Wrathion

    Just for people wondering about the math, say you have a one in three chance of drawing a dragon (7 out of 21 remaining cards) your expected number of draws is not 1.33 but rather:

    1 (chance of drawing first card)

    + 7/21 (chance of drawing second card)

    + 7/21 * 6/20 (third card)

    + 7/21 * 6/20 * 5/19 (fourth card)

    + 7/21 * 6/20 * 5/19 * 4/18 (and so on...)

    + 7/21 * 6/20 * 5/19 * 4/18 * 3/17

    + 7/21 * 6/20 * 5/19 * 4/18 * 3/17 * 2/16

    + 7/21 * 6/20 * 5/19 * 4/18 * 3/17 * 2/16 * 1/15

    or 1.47 cards on average. Still not terribly impressive, but certainly a bit better than just considering the 1 or 2 card scenario.

    Posted in: Card Discussion
  • 2

    posted a message on *CONFIRMED* 80% of my games i go secound
    Quote from utroc123 >>

    So first of all, this really shouldnt become a BabyRage thread, but its just so annoying. I started tracking my games because i was curious about how often i actually go secound. after 30 games i stopped. and out of those 30 games i went secound 24 times. in the arena run i made (10-2) i alone went secound 11 out of 12 games. I am just curious. Like how can that happen? i think it should be so that a guy who went first goes secound in the next game (and gets ofc matched against some one who went secound last game). i dont know if that would be possible, but i think it should be fair. its just such a huge deal. the one who goes secound needs to react to the opponents plays which is especially a big deal in mirror matches. for example a malygos or any combo deck mirror. the one who goes first can first summon the emperor, the one who goes secound needs to react to the emperor and cant play his own one unless he kept the coin which in most cases wont be the case because the coin just loses value each turn. so whats ur opinion on this? do you also feel like going secound way to many times? lets discuss about this because i really think its a huge deal. 

    The probability of going second at least 24 out of 30 times is the same as the probability of a coin coming up tails 24 times in 30 throws. That's 0.00715 or about 1 in 1,400.
    An important thing to note though is that there are a lot of possible factors that change this number and make it less extreme. Here are some:
    • Did you start counting at a random point and discard every data point before that? Or did you start counting after noticing how you had gone second an insane 4 times in a row (or something similar) and include those 4 counts in the result? In that case the data is only valid from your random starting point and you are really looking at a chance of 20 second starts out of 26 games or 0.0047 (1 in 214).
    • Did you stop counting at a predetermined 30 games or did you stop specifically because you noticed how extreme your data was? The math here is a bit more complicated, but in general if you keep collecting data until it becomes clearly significant and then stop (around) when you hit that point, you can easily make an unlikely event seem two or three times more unlikely than is expected to be when you go until a predetermined number of games. Similarly, if you want a bigger sample size, you cannot keep going from the data you have without correcting for multiple reporting points.
    • Do you think extremely good luck is a possible shocking outcome too? In that case going first 80% of the time would have been a significant result as well and you double the chance of one or the other happening compared to just one.
    • Publication bias: i.e. plenty of other people may have had the same feeling you did, checked for 20 games, found things about equal and not made a post about it, because "yep, it was about 50/50" isn't an interesting post.
    • Did you 'fudge' at any point to skew the data i.e.:
      • I had a disconnect on a game going first so I didn't count it because the going first didn't help me.
      • I went first on game 31 but I didn't include that game because 30 was a nice round number.
      • I forgot to check on one game but I'm pretty sure I went second, so I counted it. Or similarly: I'm pretty sure I went first on one game but I forgot to note it, so I didn't include it.

    Take all of those points together and while you may still have had an unlucky streak, it is not as unlikely as it seems.

    Posted in: Standard Format
  • 3

    posted a message on New Warrior Card - Tentacles for Arms

    zammE, you would be right if Tentacles for Arms read:

    Deathrattle: re-equip this weapon

    but the way it reads now, you need to pay 5 mana every time you re-equip it. Imagine how worthless Dreadsteed would be if it said:

    Deathrattle: add a Dreadsteed to your hand

    Posted in: Card Discussion
  • 1

    posted a message on New Warrior Card - Tentacles for Arms

    We all agree this card is horrible, and would still be horrible at 4 mana. The interesting question for me is:

    How strong would this card have been at 3 mana?

    I've heard some people say that would have made it insane, but I doubt it. We've seen plenty of cards before that have potentially infinite value:

    Anub'arak
    Malorne
    The Skeleton Knight
    Explorer's Hat

    It was argued for all of these that in slow enough control matches, they would be insane. It didn't pay off for any of them, even Malorne which has good stats for it's mana without the effect is unplayable.

    This weapon at 3 mana has terrible 'normal' stats for it's mana, compared to Fiery War Axe or even the unplayed King's Defender. So for Tentacles for Arms to be worth it, the replay-value at 3 mana would have to be so insane that you would want to play a crappy card for 3 mana over and over again. The problem is that the further along you get in the game, the weaker 2 attack becomes. If you replay this card for the first time at 6 or 7 mana, you're already facing either an aggro board that makes taking face damage very painful indeed and a tempo loss even more so, or a fellow control board that has no reason to be full of 2 HP targets. Everyone who has played rogue without weapon buffs knows how weak a low attack weapon is in a control match-up. On top of that, equipping this weapon stops you from playing stronger ones, since unlike the infinite value minions mentioned above, you can only have one weapon equipped at a time.

    In short, at 3-mana this stronger but more expensive rogue hero power for a class that has little synergy with it and indeed has anti-synergy because of the other weapons it uses, would still be too weak to become a staple card.

    At 4 mana, it would just be stupidly useless.

    At 5 mana, I doubt this will get an arena rating of over 10/100.

    Posted in: Card Discussion
  • 1

    posted a message on 12 Win Decklists.

    Twelve 12-win decks

    I had a lot of time to play this month and did 100 runs aiming for a 70% record over that amount of runs. I barely made it with a 70.4% winrate. Here are all twelve 12-win decks that I got in those 100 runs since december 30th: 2 rogues (including a 12-0); 2 paladins; 5 mages (including a 12-0); 2 warlocks and a druid.

    Some things to note across those decks:

    • Most of them had 2 to 4 one-drops.
    • Most of them had 7 or 8 two-drops, the ones that had less contained more one-drops.
    • All these decks contained at least 2 big threats (except for the 4 Flamestrike, 3 Frostbolt, 3 Fireball mage, but come on...), with North Sea Kraken being by far the most common, appearing 7 times.
    • All these decks contained card draw engines (like Cult Master) or multiple regular card draws.
    • A surprising amount of the decks lacked hard removal (including the 12-0 rogue which just had an Emperor Cobra, a 12-2 mage that didn't even have Fireball to clear, the 12-2 druid with one Starfire and a 12-2 warlock that had a single Soulfire as its biggest damage from hand).
    Posted in: The Arena
  • 4

    posted a message on Why do cards like The Skeleton Knight exist?

    There is one additional reason that The Skeleton Knight is bad. It is because when Blizzard introduce new mechanics, they tend to err on the side of caution. To understand why, we need to understand Blizzard's core philosophy on how cards should 'feel':

    We want to make as few changes to cards as possible. We do feel really strongly about this. It may be perceived as easy to make constant changes to cards in a digital space, but that doesn't necessarily make for the correct decision for a healthy game. Barring more flowery language or abstract game design concepts, it is actually really important to make your Hearthstone collection feel like a physical, tangible thing. Something that is yours. That you own and have put effort and time into. That you are proud of.

    Other TCG/CCGs may errata or outright ban/restrict cards, but they're not going to come over to your house, kick down your door, tear the card out of your hand, and rip it up in front of your eyes. In a digital world where my hyperbole gets out of control, we can do that. We don't like to do that. It feels really bad, and even worse for someone that may play Hearthstone less often or doesn't watch the latest news as closely as many players here do.[1]

    Given that Blizzard doesn't want to change cards unless they have to, they are faced with the question: which is worse, a card that completely distorts the meta because it is too powerful in the right deck, or a card that doesn't get played? Looking at the effect of cards where they ended up on the wrong side of that equation like Undertaker, Grim Patron and arguably Mysterious Challenger or Mad Scientist, it is not surprising that they go for the safer option.

    More importantly, a weak card that is interesting enough to experiment with does something else: it gives Blizzard information about how strong a mechanic is when used in real decks and how fun it is to play with. For example, the generally weak Gang Up provided information on the power of shuffling cards into a deck, a mechanic now seen in more playable cards like Entomb and Forgotten Torch. Similarly, Far Sight showed that Unstable Portal could be as cost efficient as it is without being broken.

    In fact, the same thing is going on with new cards now. Cards like Explorer's Hat, Excavated Evil and Curse of Rafaam have likely been balanced conservatively, because they potentially do something new and insane. However, introducing them now gives Blizzard a chance to see the effect of the cards in many thousands of games and collect a ton of statistics. These in turn allow them to design possible future cards using similar mechanics in the secure knowledge that they won't break the game.

    Posted in: Card Discussion
  • 4

    posted a message on Control Warrior or Freeze Mage

    Both decks can be powerful, both decks play for the late game and have long games and both decks involve having a fairly large hand size and managing your resources well. I would say the three main differences are:

    • As much as it has powerful removal spells and weapons, control warrior still plays on the board. A lot of your power comes from playing strong minions (especially in the late game) and actually beating your opponent with them. Freeze mage on the other hand basically has you loosing from turn one, with an incredibly impressive array of tools to delay that inevitable death while you cycle your decks into specific finishers like Alexstrasza with spells to kill them before they break through all of your defenses. In particular, this means that control warrior will feel more similar to midrange paladin and freeze mage will feel completely different.
    • Freeze mage is a deck that can be countered. Cards like Reno Jackson, Kezan Mystic and Flare as well as abilities that grant armor can truly break its main strategy and force you to go for a fatigue game, which is incredibly hard to pull off. This means in a bad meta, freeze mage can be hopeless, while control warrior has bad match-ups, but nothing that truly break the deck. This might change if Blizzard ever releases an anti-armor tech card.
    • Freeze mage is a very stable deck, while control warrior is a more flexible one. Ultimately, almost every card in freeze mage gives you something you absolutely need. You cannot take out Alexstrasza, Doomsayer, Frost Nova, Ice Block or really almost any of its cards, because the deck fundamentally doesn't work without them. You really can't play the deck well until your card collection is virtually complete. Control warrior meanwhile has many powerful cards, but few of them are essential. I wouldn't want to play the deck without Slam, Shieldmaiden, Sylvanas Windrunner or Dr. Boom, but missing any one of those cards still allows the deck to function with a reasonable replacement. This also means that control warrior has more room for tech cards like Big Game Hunter, Harrison Jones or Whirlwind.

    In summary, I would say that control warrior is a more reliable and flexible deck that has remained a strong force in almost any meta because of its powerful defensive and removal tools and fairly straightforward power plays. Freeze mage meanwhile is a deck that has a more unconventional playstyle and the potential to be more overwhelmingly powerful in the right meta, but one that has more counters and less consistent match-ups, making it more of a meta call. If you're looking for something new and interesting to play that is a truly different experience from midrange paladin, then freeze mage is the deck for you. If you're looking for a second reliable high quality control deck that is closer to what you know, control warrior is the deck of choice.

    Posted in: General Deck Building
  • 1

    posted a message on The League of Explorers: Arena Impact
    Quote from EchelonHD >>
    Tunnel Trogg has more ability to spiral out of control than Mana Wyrm, though, since you need a separate spell card for each of Mana Wyrm's +1 attack but one Earth Elemental can boost Tunnel Trogg to 4/3 proportions. 
    Tunnel Trogg is a much better late game card than Mana Wyrm but even early game you have an opportunity to drop cards like Lightning Bolt, Crackle, Stormforged Axe, and Totem Golem to boost it to Zombie Chow stats.
    Overall, I think Tunnel Trogg > Mana Wyrm. This is an easy 1, IMO, even when we're talking about Arena.
    The question for Tunnel Trogg versus Mana Wyrm of course is not just about the value it can get, but how likely you are to have cards that give that value. For mage, spells that you want to draft include:

    Meanwhile, shaman overload cards give:

    In short, both 1-drops are pretty close in terms of card choices and most of those cards will give comparable value too, with the most popular common cards overloading for only 1. On top of that, both sets of cards work well for protecting the 1-mana minion (being removal or taunts), and both are mostly fairly cheap cards that can follow directly after a turn 1 play of your minion. In short, it looks like Tunnel Trogg may indeed be a worthy competitor to Mana Wyrm.

    Posted in: The Arena
  • 1

    posted a message on Your experience in become legend

    I have been wanting to do this for a while, so I figured might as well do it here: I made a quick program that simulates hearthstone games played and determines, starting from rank 3 1-star how likely you are to drop to rank 6 and ragequit before hitting legend, and if you do hit legend without giving up in frustration, how many games it takes. See the (Fairly ugly) python script in the spoiler.

    # This program simulates hearthstone games with given base winrate and determines number of games to legend starting from rank 3 1-star

    import random

    rankFiveWinrate = 0.55 #55% chance to win games at rank 5
    runs = 0 #how often we've run the simulation to get to legend
    games = 0 #how many games were played on this climb to legend
    stars = 11 #starting stars with rank 5 0-stars being zero: we start at rank 3 1-star
    averageGames = 0 #tracks how many games on average it took to get to legend when we didn't drop below rank 5 first
    wins = 0 #tracks how many climbs got us to legend before dropping to rank 6
    fails = 0 # tracks how many climbs dropped us to rank 6 before getting legend

    #play one game and determine win(True) or loss(False) based on winrate
    def gameWin():
        winrate = rankFiveWinrate - ( int(stars/5) ) / 100 #winrate is reduced by 1% for each rank above 5
        result = random.random()
        if result <= winrate:
            return True
        else:
            return False

    #check if we have reached legend or rank 6
    def gamesLeft():
        if stars == 25:
            return False
        if stars == -1:
            return False
        else:
            return True

    while runs < 100000: #repeat the climb to legend this number of times
        while gamesLeft():
            if gameWin(): #gain a star on a win
                stars += 1
            else: #loose a star on a loss
                stars -= 1
            games += 1 #add a game played either way
        if stars == 25: #if we hit legend, record a win and adjust average games to legend
            if wins == 0:
                averageGames = games
            else:
                averageGames = ((averageGames * wins) + games) / (wins + 1.0)
            wins += 1
        if stars == -1: #if we dropped to rank 6, record a failure
            fails += 1
            
        runs += 1
        games = 0
        stars = 11

    #display results
    print(wins, " wins")
    print(fails, " fails")
    print(averageGames, "average games on winning runs")

    Some quick results:

    Starting from rank 3 with 1 star, if you have a 55% winrate at rank 5 (going down to 51% at rank 1) you can expect to drop down to rank 6 before hitting legend 17% of the time. For the other 83% of climbs, you will play an average of 180 games before getting there.

    If you have a 60% winrate at rank 5, dropping to 56% at rank 1, you will get to legend from rank 3 before dropping to rank 6 98.6% of the time and will only take a bit over 93 games on average.

    Get that winrate up to 70% (66% at rank 1) and you are basically guaranteed to hit legend without dropping down to rank 6 (over 99.99% chance) and it will only take you an average of 41 games.

    Think about that though: even with an insane winrate of over 2 wins per loss, it will still take more than 40 games to get those 14 stars. So I can only echo what everyone else has said: it is a grind.

    Posted in: General Discussion
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