Friday, December 1, 2023

 I am a recent PhD graduate eager to transition into the engineering industry, bringing with me seven years of dedicated research experience in developing AI methods for high-speed circuit simulation. My expertise lies in proposing innovative ideas and solving diverse challenges, often necessitating the exploration and testing of alternative methods to enhance results.

I would be grateful for an opportunity to interview and further discuss how my background aligns with the requirements of the role. I look forward to the possibility of contributing to your team.

Friday, March 3, 2017

TOP 8 LOCAL WITH EIDOLON KAIJU SHADDOLL

DECK LIST

Main Deck (42)

# Monsters (24)
1x Black Luster Soldier - Envoy of the Beginning
3x Kumongous, the Sticky String Kaiju
2x Shaddoll Beast
1x Photon Trasher
1x Shaddoll Dragon
2x Shaddoll Squamata
1x Armageddon Knight
3x Aleister the Eidolon Summoner
2x Shaddoll Hedgehog
2x Shaddoll Falco
3x Maxx "C"
3x Effect Veiler

# Spell (20)
1x Harpie's Feather Duster
1x Reinforcement of the Army
3x Shaddoll Fusion
3x Terraforming
2x Eidolon Summoning Magic
1x Foolish Burial
1x El Shaddoll Fusion
2x Twin Twister
1x Super Polymerization
3x Magic Reckless Circle


Extra Deck (15)

# Fusion (12)
1x Elysion the Eidolon Beast
2x El Shaddoll Shekhinaga
2x Merkabah the Eidolon Beast
2x Magallanica the Eidolon Beast
2x El Shaddoll Winda
2x Calligula the Eidolon Beast

# Xyz (3)
1x Number S39: Utopia the Lightning
1x Number 39: Utopia
1x Evilswarm Exciton Knight

I will not be posting side deck as I didn't prepare my side deck well in this event. I will not go in details for each of my match because I don't actually remember all the details during the match, but I will try my best to recall them.

1st Round : Me Vs Pure Zoodiac Beast (oo-)
Game 1: I went second because I lost the dice battle and draw double Maxx "C" during the first turn. Maxx "C" stun him for a turn then I activated Shaddoll Fusion during my turn and lock him out using Winda and Merkabah.

Game 2: His Anti-Spell Fragrance did stun me for a while. However, he overextended when I dropped Maxx "C" on him, giving me 3 draws. I managed to Exciton him next turn and controlled the game from there.

2nd Round : Me Vs Pure Zoodiac Beast (oxo)
Game 1: I went second and drew double Shaddoll Fusion. He solemn-ed the first one but I managed to activate the second Shaddoll Fusion. He then tried to pop my Aleister because he thought that Summoning Magic can only banish Aleister on the field. When I summon Merkabah plus Winda he just scooped.

Game 2: I forgot what happened but I lost.

Game 3: It was pretty back and forth game, he ran out of Drancia late game and I dropped BLS on him and won.

3rd Round: Me Vs Lightsworn (oo-)
Game 1: I use Maxx "C" to stun him on his first turn, and summon double Merkabah next turn. He scooped.

Game 2: He tried to summon Lightning on my double Merkabah field. I then used veiler on Lightning and he decided to hold his attack and end his turn. I Kaiju-ed the Lightning away and OTK him.

4th Round: Me vs True King Zoodiac (xx-)
Game 1: No out to Master Peace. I quicky scooped.

Game 2: Same as game 1, but I managed to survive longer, still doesn't make any difference.

5th Round: Me vs Pure Zoodiac (oxx)
Game 1: It was very tense game and we were running out of resource at the end. I manage to super poly-ed his 4400 ATK Bullhorn into Elysion and won.

Game 2: He summoned Drancia plus Emeral, then set 3. I activate Harpie's immediately during my turn and he responded with Imperial Order. With a lot of dead spells in my hand, I scooped right away.

Game 3: He used Dimensional Barrier 3 times this game, there is nothing I can do.


CLOSING THOUGHTS

I think the right time to drop Maxx "C" against Zoodiac is when they drop their first Xyz. Then, they will have to stop there or give me a draw by summoning Drancia. Whatever case it is, my Shaddoll Fusion gains the option to fuse from my deck. Effect Veiler is not really that great in this format. But it can be useful to Veiler their Daigusto Emeral to stop the recycling. But the opponent can just chain Drancia to pop their own emeral anyway. I am still considering to replace 3 copies of Effect Veiler with Psy-Framegear Gamma. I can't really afford to buy Ghost Ogre since it is about RM 60 per piece. I once consider to take out my Exciton Knight for Castel or Emeral, but I made my decision to stick with it after this local. Exciton allows unexpected comeback and most people don't even expect it anyway because they are trying too hard to stop the fusion summon. Since the Link format is coming, If I were to call some MVPs in my deck, I will have to say:

1) Super Polymerization
2) Shaddoll Fusion + El Shaddoll Winda
3) Merkabah the Eidolon Beast

I will probably stop huge card investment for a while since Link format is coming. Let's wait out and see. If I have some free time I will update this blog again. GoodBye










Wednesday, January 25, 2017

Card Design and Power Creep

If we were to think of a single set that completely change the game, what would it be? The answer for me is definitely Duelist Alliance. Why is it so? Because it introduces a new concept, everything replaces themselves. Maybe it is not entirely true to claim that Duelist Alliance introduced the concept of floating because cards like Sangan and Witch of the Black Forest existed long time ago. However, at the time of Sangan, floating is done reactively most of the time, where you normal summon or set it, wait for it to be destroyed, then trigger its effect. If your Sangan is fortunate enough to survive a turn, then you can use it as the tribute material for a high level monster, then trigger its effect. Either way, the self replacing process is slow but very good at that time. Actually the word floating also can be apply to cards with on summon effect, which means they already generate advantage when they are summoned so we don't have to care that much whether they are destroyed or not. For example, even though your opponent destroy your Elemental Hero Stratos, but he already replaces himself when you activates his effect to search for another hero.

Most of the Duelist Alliance archetypes are capable of summoning their boss monster without sacrifice their card advantage because every materials can replace themselves, and often thinning their deck at the same time. I am a long time Shaddoll player, so in this article I'll mostly use Shaddoll as an example. In a traditional fusion summon, you will need at least 2 monsters and a fusion spell. In terms of card advantage, you give up 3 cards to perform fusion summon of a fusion monster, that is technically a minus 2. That is why fusions are so bad during their initial release. However, if you resolve Shaddoll Fusion, even without using the "fuse from deck" part, the play is technically a minus 0 if you fusion summon El Shaddoll Winda and El Shaddoll Construct, and minus 1 for every fusion monsters of other attributes. And considering that almost all of the main deck Shaddoll monsters except dragon, have the effect that give you more cards when being sent to the graveyard, you can summon your fusion monsters first turn, the sit on the back of their oppressive effect. The effect that gives you more cards to work with is always more reliable than the effect that take away cards from your opponent because it will always do the same thing going first or second. Duelist Alliance not only introduces several archetypes that promote the use of floating boss monster, but also promote the use of boss monster usable on either first or second turn.

if you pay attention to the card text, you will see the design trend that attached to it. Most of the monsters of that era normally have 2 or 3 effects, but you can only activates one of the effect, and you can only activate that effect once per turn. I call this type of restriction "hard once per turn pick one effect".A Single monster can be given multiple effects that can be used in multiple situations, expanding the number of options. This type of design trend can be traced back to the era of Dragon Rulers, which also have this kind of "hard once per turn pick one effect" type of effects. Other duelist Alliance archetype such as Burning Abyss and Satellarknight also have this type of restriction. 

Let me ask you a question, what is the best Shaddoll main deck monster? You will probably have an answer right now. Then the next question is, how much better is the best Shaddoll main deck monster compared to the second best Shaddoll main deck monster?  Probably not that much. This is because all of them are created at nearly equal quality, and running all of them seems to be the most logical choice (except Shaddoll Hound). Because if you run all of 5 of them ( again except Hound ), and each of them has 2 effects which gives you 10 options to choose from. Even the worst card going first, Shaddoll Dragon is still being used at 1 copy due to it can provide additional options for player to work with. This is an important characteristic which will be compared to more recent deck later.  

I am going to hold pendulum design for later discussion, we will just be focusing on non-pendulum cards. After the long review about the previous trend or pattern in card design, what is the point of this article? Sorry if I sound too boring and repetitive, if you feel boring that is probably because I am talking about things that you already know. This paragraph will be focusing on the changes as we move along from set to set, this type of restriction called "hard once per turn pick one effect" is being removed from design and change to  "hard once per turn for every effect" when Nekroz became the most dominant archetype. Every Nekroz monster has 2 effects, one effect that activates in hand and another effect that activates on field, and you can activate both effects in a single turn. This is a very slight powercreep, but it is not a big deal as at one point, both Shaddoll and Nekroz has a very close amount of tops, suggesting that they can still beat each other even though Nekroz is a stronger deck. 

Honestly speaking, I love those time not only because decks are fun to play, it is also because power creep can be easily prevented just by releasing new archetype that has similar power level, but do things a little differently than the previous top deck. For example, when Shaddoll was the best deck, other extra deck strategies were absolute because Shaddoll Fusion punishes those who rely entirely on their extra deck boss, and El Shaddoll Winda can basically prevent the opponent from ever summoning a Xyz or a Synchro monster again. Then Konami decided to release Nekroz, a deck that punishes the use of extra deck but do not use extra deck itself. Nekroz is a hard counter to Shaddoll, so Shaddoll switched from OTK play style to playing control build with hand trap such as Effect Veiler in order to compete. Is Nekroz as a deck more powerful than Shaddoll? Definitely yes, but not by that much. If we were still in that era, and we assume that we were in an alternate time line that Konami never release EMEM ( or PEPE in TCG ) , but they release another archetype that counters the play style of Nekroz and Shaddoll but has a relatively similar power level to them, then hit them slightly if necessary ( but still playable at competitive level ), the meta would be evolving smoothly where the old deck would change their build to fight the new deck. But we know this will never happen because Konami is a business and they need to rotate out old product.       

I would also like to talk a little bit about pendulum card design. Pendulum card are actually easier to balanced than non-pendulum card. Why I say so? It is because we have more things to work with. The first one being their level. We can give them certain level which makes them not pendulum summonable or to remove certain synergy in their respective deck/archetype. For example, can you imagine how broken it is if Performapal Monkeyboard is Level 4? Other things we can use for balance are pendulum effect, pendulum scale and monster effect. I have not seen any pendulum monster with both its pendulum effect and monster effect to be amazingly great. The only few cards close to that is actually Performage Plushfire and Eccentric Archfiend. Performapal Monkeyboard actually has terrible monster effect, terrible level, meaningless type and attribute, and significant restriction when you look at it. The real restriction to the pendulum cards is space on the card board. There is only so many words you can print if you want all of them to be readable. There is almost no way to include those 'hard once per turn pick one effect" type of effects for pendulum monster. Combining with the fact that Konami decided to hit all the generic good pendulum support after the EMEM era, I believe that pendulum will be fine and balance in the near future. 

Recently, more and more archetype with only a few insanely good card, but with all the other support being unusable are becoming more and more common. For example, the Zoodiac Beast gave us the Zoodiac Beast Molmorat, Zoodiac Beast Viper being insanely good, but all other main deck Zoodiac Beast being subpar.Some other archetype like Phantom Knight, Speedroid, and Predplant also having the same story. This type of card design allow player to build a deck consist of the best card from different archetypes since all of them can "ignite" the whole engine just from one key card, allowing player to basically "compress" the whole engine into minimal size, the fill the deck size with other engine and generic good card. For example the famous SR PK Fire deck that top multiple YCS are created with this type of mindset. Even in OCG, decks like Eidolon Windwitch Artifact, Eidolon Zoodiac, Zoodiac True King start to take over the competition. Is this power creep in action? In my opinion, yes it is. And if you notice the card text, they no longer keep  the "hard once per turn" card text on most of the card. Zoodiac Beast Molmorat would be pretty balanced if it has that restriction. 

One card should never do that much for you. When a single Zoodiac Molmorat and result in 2 Rank 4 and one search, that is something wrong with the card design no matter how you look at it. The same goes for one card undestroyable Crystal Wing Synchro Dragon without using normal summon. I have given enough example, now let's go back to the root. How to prevent power creep and still sell cards? Maybe the history has shown us the answer. Just release a new deck, that do things differently than the previous top deck, but with similar power level. Then the old deck will adapt and maybe a diverse meta will form again, creating a format with multiple tier 1 decks. Banlist  should still be use to balance the game but not only just to forcefully rotate out old decks. 

Sunday, September 27, 2015

6.86 Suggestion

STR HEROES


Huskar
Life Break now applys break

Lifestealer
Open Wounds mana cost reduced from 110 to 95/100/105/110
Level 1 Infest is no longer castable on ancient creep (level 2 and level 3 remain unchanged)

AGI HEROES


Lone Druid
Spirit Bear's bounty reduced from 300 to 150/200/250/300
Synergy now also increased Spirit Bear's armor by 1/2/3/4

Morphling 
Adaptive Strike no longer use a projectile if it deals maximum damage.

Razor
Unstable Current movement speed bonus increased from 4/8/12/16% to 7/10/13/16%

Venomancer
Plague Ward hp rescaled from 75/200/325/400 to 100/200/325/400
Poison Nova radius increased from 575 to 625


Saturday, February 21, 2015

Microbot

Microbot Dragonfly
Level 1/DARK/Machine/Effect:
You can only use 1 of the following effects of "Microbot Dragonfly" per turn, and only once that turn.
1) If this card is in your hand or graveyard: You can discard 1 "Microbot" monster from your hand except this card; special summon this card.
2) You can banish 1 "Microbot" card from your graveyard; special summon 1 "Microbot" monster from your deck.
ATK 100/DEF 100

Microbot Scorpion
Level 1/DARK/Machine/Effect:
You can only use 1 of the following effects of "Microbot Scorpion" per turn, and only once that turn.
1) If this card is in your hand or graveyard: You can discard 1 "Microbot" monster from your hand except this card; special summon this card.
2) You can banish 1 "Microbot" card from your graveyard; add 1 "Microbot" monster from your deck to your hand.
Level 1/DARK/Machine/Effect:
You can only use 1 of the following effects of "Microbot Spider" per turn, and only once that turn.
1) If this card is in your hand or graveyard: You can discard 1 "Microbot" monster from your hand except this card; special summon this card.
2) You can banish up to 3 "Microbot" cards from your graveyard; Excavate equal number of cards from the top of your deck, then add 1 of them to your hand, after that, send the rest to your graveyard.
ATK 100/DEF 100

Microbot Mosquitoes
Level 1/DARK/Machine/Tuner/Effect:
You can only use 1 of the following effects of "Microbot Mosquitoes" per turn, and only once that turn.
1) If this card is in your hand or graveyard: You can discard 1 "Microbot" monster from your hand except this card; special summon this card.
2) You can banish up to 1 "Microbot" card from your graveyard; Increase the level of all face-up "Microbot" monsters you control by 1 until the end phase of this turn.
ATK 100/DEF 100

Microbot King Fisher
Level 1/DARK/Machine/Effect:
You can discard this card to add up to 2 "Microbot King Fisher" from your deck to your hand.
ATK 100/DEF 100

Microbot Crow
Level 1/DARK/Machine/Tuner/Effect:
You can only use each of the following effects of "Microbot Crow" per turn.
1) You can discard this card to banish 1 "Microbot" spell or trap card from your deck.
2) If this card in your graveyard is banished by a "Microbot" card's effect, you can target 1 banished "Microbot" card except "Microbot Crow"; add the target to your hand.
ATK 100/DEF 100

X-Microbot Chimera
Rank 1/DARK/Machine/Xyz/Effect:
2 level 1 Machine-type monster
This card gain 1000 ATK for each xyz material attached to it. Neither player can pendulum summon. During your standby phase: Detach 1 xyz material from this card. Once per turn, during either player's turn: You can detach 1 xyz material from this card; your opponent cannot add cards from their deck to their hand except by drawing them. Once per turn, this card cannot be destroy by battle. If this card has no xyz material attached to it, this card's effect is negated.
ATK 0/DEF 2000

X-Microbot Skull Dragon
Rank 1/DARK/Machine/Xyz/Effect:
3 level 1 Machine-type monster
This card gain 1000 ATK for each xyz material attached to it. Neither player can pendulum summon, also, effect of cards in pendulum zone are negated. During your standby phase: Detach 1 xyz material from this card. Once per turn, you can detach 1 xyz material from this card to target 1 monster that were special summoned from the extra deck; Shuffle it into the deck. Once per turn, this card cannot be destroy by battle. If this card has no xyz material attached to it, this card's effect is negated.
ATK 0/DEF 2000

X-Microbot Hydra
Level 4/DARK/Machine/Effect:
1 Machine-type Tuner + 1 or more non-Tuner monster
Neither player can pendulum summon. When this card is synchro summoned: You can add 1 banished "Microbot" card or 1"Microbot" card in your graveyard to your hand. Once per turn, this card cannot be destroyed by battle. During either player's turn, if this is in your graveyard: You can banish this card from your graveyard to target 1 face-up "X-Microbot" monster you control, it gains 1000 ATK until the end phase of this turn. 
ATK 2000/DEF 2000


X-Microbot Cerberus
Rank 2/DARK/Machine/Xyz/Effect:
2 or more level 2 Machine-type monster
You can also xyz summon "X-Microbot Cerberus" once per turn by using a "Microbot" xyz monster as xyz material except "X-Microbot Cerberus". (Xyz material attached to that monster also become xyz material on this card.) Neither player can pendulum summon. Once per turn, during either player's turn: You can detach 1 xyz material from this card to target 1 face-up spell or trap card; destroy that card. Once per turn, this card cannot be destroy by battle.
ATK 2000/DEF 2000

Gathering of Microbot
Quick Play Spell
Send the top card of your deck to the graveyard; special summon 1 "Microbot" monster from your deck, if you do, you cannot special summon monsters this turn except "Microbot" monster. You can only activate 1 "Gathering of Microbot" per turn.

Microbot Replacement Unit
Normal Spell
Discard up to 2 "Microbot" cards, then draw that the same number of cards + 1. You can only activate 1 "Microbot Replacement Unit" per turn.

Microbot Unity Blast
Normal Trap
If you control a face-up "Microbot" monster, banish 1 "Microbot" card from your graveyard to target 1 card on the field, Destroy that card.



Sunday, January 18, 2015

6.84 SUGGESTION

STR HERO

Alchemist
- Base armor increased by 1
- Chemical Rage now gives 200/400/600 bonus health during transformation


Axe
- Culling Blade kill move speed bonus rescaled from 40% to 20/30/40%
- Culling Blade kill attack speed bonus rescaled from 40 to 20/30/40
- Culling Blade kill speed duration reduced from 6 seconds to 4 seconds


 Beastmaster
- Inner Beast attack speed bonus increased from 15/25/35/45 to 25/35/45/55
- Aghanim's Scepter now increases the stun duration of Primal Roar by 1 second


Dragon Knight
- Elder Dragon Form bonus movement speed increased from 25 to 45
- Added Aghanim's Scepter effect:
// increases the level of Elder Dragon Form by 1
// added level 4 Elder Dragon Form
// Level 4: Gold Dragon, Shining Breath: apply negative buff which makes enemy miss 35% of their attack, slow movement speed by 30%, and attack speed by 20, of enemy units in Splash Attack range for 3 seconds, with Corrosive Breath added to the primary target. Further improve the cast range of Dragon Tail by 200, and makes Dragon Tail stun ignores Spell immunity.  


Lifestealer
- Open Wounds target now takes additional 15/20/25/30 damage from Lifestealer attack
- Infest cooldown reduced from 100 to 100/90/80 seconds


AGI HERO

Lone Druid
- Synergy now gives 2/4/6/8 bonus armor to Spirit Bear
- True Form bonus health increased from 250/400/600 to 250/450/650
- Battle Cry cooldown reduced from 60 to 45 seconds


Luna
- Lucent Beam damage increased from 75/150/225/300 to 110/180/240/300
- Eclipse cooldown reduced from 160/150/140 to 160/130/100 seconds


Sniper
- Shrapnel mana cost increased from 50 to 75
- Take Aim now is toggleable, when activated increase attack range by 175/250/325/400 and reduced sniper's normal damage by 20%  
- Assassinate projectile now carries sniper normal attack which will 100% tigger Headshot.


Vengeful Spirit
- Vengeance Aura Death Attack Damage Reduction reduced from 12/20/28/36% to 6/10/14/18%


INT HERO

Keeper of Light
- Illuminate level 4 duration increased from 5 to 6 seconds
- Mana Leak now has 0.5 second initial stun, and this 0.5 second is not included in the duration of this spell.

 
Outworld Devourer
- Base INT increased by 5


ITEM

Mask of Madness
- recipe cost increased by 200

Thursday, August 28, 2014

TCG SHADDOLL

Monster(22)
3x Shaddoll Beast
2x Shaddoll Squamata
2x Shaddoll Dragon
3x Shaddoll Hedgehog
2x Shaddoll Falco
3x White Dragon Wyverburster
2x Black Dragon Collapserpent
1x Black Luster Soldier - Envoy of the Beginning
1x Felice Lightsworn Archer
3x Mathematician

Spell(9)
3x Shaddoll Fusion
2x Mystical Space Typhoon
1x Allure of Darkness
1x Book of Moon
1x Foolish Burial
1x Soul Charge

Trap(9)
3x Sinister Shadow Games
1x Shaddoll Core 
2x Breakthrough Skill
1x Bottomless Trap Hole
1x Compulsory Evacuation Device
1x Solemn Warning

Extra(15)
3x El Shaddoll Construct
3x El Shaddoll Winda
1x Armades, Keeper of Boundaries
1x Goyo Guardian
1x Black Rose Dragon
1x Arcanite Magician
1x Leo, Keeper of the Sacred Tree
1x Castel, the Skyblaster Musketeer 
1x Evilswarm Exciton Knight
1x Number 101: Silent Honor ARK
1x Number 106: Giant Hand