Blood Pact

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Blood Pact

Post by Howie Feltersnatch on April 13th 2010, 2:01 pm

http://www.progenitor-softworks.com/ew/index.php?title=Blood_Pact


  • 3 Spirit on yourself
  • +4 to melee (ongoing)
  • Curse: +2 to melee (ongoing) each turn until the end of
    the fight


Does this mean +6 total melee buff or

turn 1 after play = +4+2
turn 2 = +4+2+2
turn 3 = +6+2+2+2

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Re: Blood Pact

Post by Xyel on April 13th 2010, 3:49 pm

You get +4 ongoing and +2 ongoing for every turn/action. So 4 6 8 10 12...etc Its as imba as it gets.

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Re: Blood Pact

Post by Tabernacle on April 13th 2010, 4:58 pm

And unlike auras, this one triggers on extra actions.

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Re: Blood Pact

Post by Haagenti on September 30th 2010, 11:34 pm

EA dizziness doesn't seem to slow down this guy:

http://www.estiah.com/character/combat/replay/id/28714872/owner/65787

So I quess it's something like a deck of 5x blood pact, 5-10x damage charms and 30-35 EAs
Works surprisingly well Very Happy
Even better if he'd throw some slash and thrust there instead

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Re: Blood Pact

Post by lessigfan on September 30th 2010, 11:43 pm

Geez, that's brutal.

He does have an awesome avatar though - cave story is among the best games I've played.

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Re: Blood Pact

Post by Howie Feltersnatch on September 30th 2010, 11:58 pm

I tried that, still more or less run it. It's VERY dependent on when you pull Blood Pacts. If he didn't get 3 out early, you would have won easy...and more than likely he doesn't have the stats for slash and thrust, my assassin does not.

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Boost Statistics

Post by Novacat on January 11th 2011, 10:44 pm

Some statistics comparing Blood Pacts and Release Karma

Average damage over N rounds for n Blood Pact and (N-n) single attack charms



Average damage over N rounds for n Release Karma and (N-n) single attack charms



Given the above assumptions, the number of rounds N for which damage is the same is always 15.5. So, for a deck composed of only single attack charms and boosts, Release Karma will do more damage if there are 10 attack charms or less and Blood Pact will if there are 11 or more.

This makes Blood Pact a superior charm, as any deck designed for less than 15 rounds should use EAs and one shot boosts. Obvious exclusions include when willpower and spirit are desirable, when opposed by banes which would require the use of a cleanse charm, or when certainty is desired as Blood Pact has a large standard deviation on damage due to its quadratic order dependence on its triggering time.

More statistics to come!


Last edited by Novacat on January 12th 2011, 6:50 pm; edited 1 time in total (Reason for editing : gramatical error)
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Re: Blood Pact

Post by Novacat on February 26th 2011, 2:03 pm

The forum states that Blood Pact will be weakened in the newest update by having the effect consumed by playing an extra action as well. This eliminates any fast damage BP-EA decks, including my PvP deck.
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Re: Blood Pact

Post by Howie Feltersnatch on February 26th 2011, 9:14 pm

Kills most of my decks Evil or Very Mad

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Re: Blood Pact

Post by lessigfan on February 27th 2011, 12:13 am

Howie Feltersnatch wrote:Kills most of my decks Evil or Very Mad
As primarily a spirit user, I'm pleased by the change, though fewer EAs mean banes will be weaker. And I'm bummed Furious Revenge is quite a bit weaker now.

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Re: Blood Pact

Post by Howie Feltersnatch on February 27th 2011, 1:49 am

lessigfan wrote: As primarily a spirit user, I'm pleased by the change, though fewer EAs mean banes will be weaker. And I'm bummed Furious Revenge is quite a bit weaker now.

Fewer EAs, more willpower (since BP will be replaced with release karma) will make spirit weaker. Overall winner is magic!

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Re: Blood Pact

Post by lessigfan on February 27th 2011, 10:36 am

Howie Feltersnatch wrote:Fewer EAs, more willpower (since BP will be replaced with release karma) will make spirit weaker. Overall winner is magic!
Xyel rejoices Smile

I expect people will either use just as many EAs and RK, or they'll dump all EAs and use BP. Against those still using BP, death spin will be really great because it'll purge BP. Against those with EAs and RK, spirit banes will still be OK, though certainly weaker (though maybe people will pack less will because they don't have self-spirit charms, who knows).

But yeah, pyros are the big winners.

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Re: Blood Pact

Post by Xyel on February 27th 2011, 6:06 pm

the biggest winners are aura builds because now they dont have to be afraid of melee overpowering them over time.

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Re: Blood Pact

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