Miror B Posted April 28, 2016 Report Share Posted April 28, 2016 Disclaimer: This is a theoretical scenario with hypothetical events that you will never see in an actual game, I'm merely creating the biggest bullshit scenario for the sake of stupidity. Hypothetical scenario: Priest vs DruidPriest goes first, starting with Lorewalker Cho and 2 Flash HealsDruid goes second, starting with Lorewalker Choand Astral CommunionKey: When I say Class 1, that means that class's first turn. Thinks to keep in mind:Hearthstone has a 89 turn limit (45 turns for first player, 44 turns for second player), as such once we hit turn 89, we have to finish the experiment.Priest will draw Brann on their 5th turn, and Yogg Saron on their 6th turn. Any earlier will cause them to be discarded, and later will mean fewer spells played. Turn setup and play:Priest 1 - PassDruid 1 - PassPruist 4 cards, Druid 5 cards Priest 2 - Summon Lorewalker ChoDruid 2 - Summon Lorewalker Cho, then use coinPriest 6 cards (2 coins passed), Druid 4 cards Priest 3 - Coin, Coin, Flash Heal, Flash Heal (in any order)Druid 3 - Coin, Coin, Flash Heal, Astral Communion (Astral must be last).Priest 10 cards, Druid 0 cards Priest 4 - Coin, Coin, Flash Heal, Flash Heal, Astral CommunionDruid 4 - Flash Heal, Flash Heal, Flash Heal, Coin (Druid must not use any more cards here or the priest will overdraw)Priest 8 cards, Druid 5 Priest 5 - Brann (drawn for turn), 6 Flash Heals, then both coins (in this exact order)Druid 5 - 4 Flash Heals (no more)Priest 8, Druid 6 Priest 6 - Draw Yogg for turn (do not play), all 8 Flash HealsDruid 6 - 5 Flash Heals At this point, priest and druid should trade Flash Heals, healing up any Fatigue Damage they recieve. At 45 turns, the most Fatigue a player will take will be under 30 (Druid drawing 4 for hand, having a deck of 26 for 44 turns, Priest having a deck of 27 for 45 turns). Druid will only be able to heal 25 a turn, but Priest can heal 45 a turn, and can target the Druid to help when needed, preventing Fatigue Death, until. Priest 44 - Flash Heals as normalDruid 44 - Coin, Coin, Coin, Flash Heal, Flash Heal Priest 45 - All Coins, all Flash Heals, then Yogg-Saron On turn 7, Priest began playing 9 spells a turn. That will be 39 turns, x 9 spells per turn = 351 total spells played during those turns. Add the 8 from turn 6, the 8 from turn 5, 5 from turn 4 and 4 from turn 3 and you get 376 spells played over the entire game. Add in Brann, assuming the game doesn't force end in between battlecry activations, and Yogg-Saron will cast a total of 752 spells. Thanks Blizzard. (If I got any math wrong correct me, please) Link to comment Share on other sites More sharing options...
Brinolovania Posted April 28, 2016 Report Share Posted April 28, 2016 If I recall what I saw on Reddit, Yogg is hard capped at 64 spells or something like that, so this is actually impossible. Link to comment Share on other sites More sharing options...
Kyng Posted April 28, 2016 Report Share Posted April 28, 2016 If I recall what I saw on Reddit, Yogg is hard capped at 64 spells or something like that, so this is actually impossible.While it makes perfectly good sense, it still hurts. :c Link to comment Share on other sites More sharing options...
Miror B Posted April 28, 2016 Author Report Share Posted April 28, 2016 If I recall what I saw on Reddit, Yogg is hard capped at 64 spells or something like that, so this is actually impossible.funk that sheet I've already thought of a way to go higher ;-; I'm gonn a calculate anyway and assume it's not capped.EDIT: Turns out it's capped at 32, and you can do 64 with Brann.Fml, all this thinking for nothing. Link to comment Share on other sites More sharing options...
Brinolovania Posted April 28, 2016 Report Share Posted April 28, 2016 Sorry for crushing your dreams :c Link to comment Share on other sites More sharing options...
Miror B Posted April 28, 2016 Author Report Share Posted April 28, 2016 Sorry for crushing your dreams :cJust means they're learning from that 40 hour turn scenario involving 7 Velens buffed with Velen's Chosen to make 1 arcane missiles do 1280 damage. Link to comment Share on other sites More sharing options...
Althemia Posted April 28, 2016 Report Share Posted April 28, 2016 Yogg Saron is capped at 40 spells per battlecry, so it means you can only theoretically get higher with Brann or repeated uses of Yogg (ie shadowstep). Also I'm fairly certain it would just be a lot easier to play Cabalist Mage to get Yogg's spells way up there quickly. Link to comment Share on other sites More sharing options...
Miror B Posted April 28, 2016 Author Report Share Posted April 28, 2016 Yogg Saron is capped at 40 spells per battlecry, so it means you can only theoretically get higher with Brann or repeated uses of Yogg (ie shadowstep). Also I'm fairly certain it would just be a lot easier to play Cabalist Mage to get Yogg's spells way up there quickly.I would Assume Druid + Priest would be faster due to the use of Astral Communion to get to 10 mana by turn 4, allowing repeated use of 1 mana spells. Also I didn't use Innervates, which could theoretically get Cho and swap spells around even faster, allowing the Yogg player to have 10 mana an be playing 8+ spells by turn 3. That and Flash Heals help against fatigue and allow the players to extend the game for as long as the game will allow. Mage can't heal fast enough past turn 30 to compensate. Link to comment Share on other sites More sharing options...
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