Jump to content

Welcome to Yugioh Card Maker Forum
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. This message will be removed once you have signed in.
Login to Account Create an Account



Member Since 12 Jun 2014
Member ID: 756,728
Currently Viewing Community Index
Offline Last Active 32 minutes ago

[COMPARISON] Number 15: Gimmick Puppet Giant Grinder

16 June 2018 - 02:38 AM

Number 15: Gimmick Puppet Giant Grinder [TCG/OCG]
DARK - Rank 8 - Machine/Xyz/Effect - 1500/2500
2 Level 8 monsters
Up to twice per turn, during your Main Phase 1: You can detach 1 Xyz Material from this card, then target 1 Special Summoned monster your opponent controls; destroy that target, then, if the destroyed monster was an Xyz monster; inflict damage to your opponent equal to its ATK.

Number 15: Gimmick Puppet Giant Grinder [ANIME]
DARK - Rank 8 - Machine/Xyz/Effect - 1500/2500
2 Level 8 monsters
Cannot be destroyed by battle, except by "Number" monsters. You can detach 1 Xyz Material from this card: Destroy all other Xyz monsters on the field, and inflict damage to your opponent equal to their combined ATK.

So, what's the damage, in YCM's opinion? From how I see it, Giant Grinder could potentially have been a godsend in a format populated with Xyz spam, like Zoo or PePe, and the Number clause is actually relevant given Grinder's relatively low stats, in case you wanted to get extra damage in that just barely isn't enough to get the kill. That said, being able to pop any Special Summoned monster is what made IRL Grinder such a good toolbox card in its heyday, so the utility tradeoff is pretty massive. All in all, a solid Number both in and out of ZeXal.

Kengensei - Face the Imperial Wrath!

12 June 2018 - 03:43 AM

Welcome, one and all, to the fourth AGM group project, released on my fourth anniversary on this site!


So, the base gimmick of being an aggro archetype with focus on a named primary boss does make Kengensei a bit bricky by nature . . . until we wound up with two straight E-Calls and a slightly restricted Lonefire for the archetype, helping get to that named boss incredibly quickly. The Fusion/Xyz double focus was a bit odd, and I wish we had more than two Fusions, but I think we worked through it decently well.

Main Deck Monsters




Game Balance - Help?

09 June 2018 - 12:18 AM

So, it's no secret that I am trying to work on several video game designs at once, but the one closest to being completed is an Action RPG/RTS hybrid, which has been my pet project for a while.

However, I have already noticed that some stats matter a bit more than others, which makes me worry about trying to tweak balance before the game is released so we don't have any one strategy that is outright superior to all others.

So, the stats and how they work first, before my concerns.

HP is HP, functions just like it does in any other game.

STR is your primary attacking stat, which also determines how often physically-induced status conditions (think how Body Slam has a chance to paralyze) will trigger if you're using an appropriate attack or weapon.

END is a total defense stat, governing all damage you take from any kind of attack. It also determines a character's maximum inventory space, so your tanks double as pack mules.

MAG is magic, obviously, handling the effectiveness of magical attacks, healing spells, barriers, etc. It's not a finite resource, as the attacks themselves have cooldowns, and occasionally side effects if the spells are devastating enough.

RFX is an evasion/accuracy stat, pure and simple. The calculation for every attack adds both units' RFX together, and if the result is less than or equal to the attacker's RFX, the attack connects.

FOC is a critical hit stat, rolled the same way RFX is. It also increases the range of ranged attacks, and lets a given character see farther into the fog of war.

AGI is a speed stat, which makes a character run and attack faster.

Now, my issue is that builds that focus on RFX and AGI are kinda busted, meaning that you can just focus skill points obtained through level-up into just those two, and your characters are so hard to damage that your party straight-up takes no damage, and most of your other stats don't matter besides being barely strong enough to do 1 damage at minimum with standard attacks. This means that a character who has both those stats at a high enough level (you recruit one roughly halfway through the game) can just solo most of the battles in the game.

Any suggestions?

Q & A with the Draconus #8!

06 June 2018 - 10:59 PM


Your name?
Dragon/snake + lord/king + (3^3 × 11)

Why not AMA?
I prefer the classics, thank you.

Ask away.

Tunnelin' Desperado - Dastardly Devils Digging Deeper Ditches!

06 June 2018 - 10:45 PM


The gimmick was actually really interesting to work with, considering how Graveyard effects that exist only for stacking purposes are hard to do. Hell, I don't even think I did all that good a job at trying to make the field effects the focus, because you've got a Card Trader and a Reload for hand fixing purposes, the healing is sorta relevant thanks to KoA's end of match procedures, an Upstart during your opponent's Draw Phase can net you extra necessary resources, and an actual, solid stun effect for a single card can make a game.

The Level 4s and the Level 6 have names after the first letter of the direction they dig tunnels in, and the Level 5 monsters' names start with the first letter of the name of the US state that is furthest in that direction (northeast is Maine, southeast is Florida).

If I'm going to make more support, it's probably going to be more backrow- I'll leave an H name and an A name to the other AGM members if they so desire to make support.