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Mr. Fixer question: Tire Iron + Grease Monkey Fist

19 posts · 1204 views · started 2014-03-03 18:30 UTC
FL
Flintlock
2014-03-03 18:30 UTC
#1

Just curious, and I'm sure this question has been asked already and it's my failure to find it with the search function, but what is the ultimate damage type that Mr. Fixer outputs when you use Tire Iron and Grease Monkey Fist?  Tire Iron says his damage type turns into projectile. Grease Monkey says I get to pick what damage type I do. I am bolstering his Strike Power with both of them at the same time, so what is the verdict?

It would be too tempting to say Grease Monkey always wins so I always have my options available, but I do want to be fair here. Is this an issue of play order, with whatever card was played first taking precedence?

Again, apologies if I'm missing the answer on the board already. I may have had a herp derp moment with the search function here.

FO
Foote
2014-03-03 18:49 UTC
#2

Player choice

MT
Medic-Tank
2014-03-03 19:04 UTC
#3

Let's break it down in pieces classic play was apply the cards in the order they are played thus the damage type used to always be projectile if Tire Iron came out in second and your choice if Grease Monkey Fist was out second. But that's all in the past.

Now, both of those cards change damage type and well one would argue that trying to change the damage type occurs at the same time, thus by the OoO (Order of Operations ruling) you get to choose wich happens first. You now get to imagine your strike going from melee to range as it flies with the tire iron and the burst in flames if you like classic types or simply go with Rainbow Unicorn Lunar type of damage if it floats your boat. You also get the option of simply applying it in the order they fell on the table if you feel better this way cause in the end the choice is yours. The key component is to have fun...

FL
Flintlock
2014-03-03 19:23 UTC
#4

Thanks for the clarification, guys!

 

 

 

 

You've given me the manliest idea for Mr. Fixer fan art, I hope you realize.

MT
Medic-Tank
2014-03-03 20:27 UTC
#5

Thanks a lot and I do hope to see how that turns out.

GR
grysqrl
2014-03-03 21:26 UTC
#6

Alternately, you were holding the tire iron when it burst into flames, causing you to yelp and throw it away. It hits the villain by sheer coincidence.

PH
phantaskippy
2014-03-03 21:36 UTC
#7

Actually I believe that Order of Operations never affected this question.

 

Optional damage changes happen after static changes.

If Imbued Fire and Cramped Quarters combat are both out th players don't decide which to use, the last one to ener play overwrites the previous ones.

 

Static effects do not have timing, therefore they cannot activate Order rulings.

 

MA
Matchstickman
2014-03-03 22:26 UTC
#8

Order of entering play has nothing to do with anything anymore, except during the start and end of turns. Players always choose now.

PH
phantaskippy
2014-03-04 01:01 UTC
#9

That isn't true at all.

MA
Matchstickman
2014-03-04 02:54 UTC
#10

Except that it is.

I have no idea where "static changes come before choices" comes from, it's not in Spiff's FAQ.

SP
Spiff
2014-03-04 15:07 UTC
#11

Yeah, I don't know where that one came from either.

PH
phantaskippy
2014-03-04 15:21 UTC
#12

Static Effects do not have timing.  That is still official.  It has never been overruled.

It was also ruled that the last static change card is the one that you go by.

 

We also know that for cards entering play you can't choose to have an effect destroy Informant before her response activates.  So no, everything is not player choice.

Twist the Ether is an optional effect.  it can activate at any time that is a valid time to activate.  Anytime during the damage dealing process is valid, therefore Twist the ehter can activate at any time during that process.  So it never had to do with order of entering play.

FO
Foote
2014-03-04 15:37 UTC
#13

Sure it has. The exact moment when Christopher put up the new Order of Operations rule, which supercedes every notion of "static effect" any of us ever had.

Those static effects are simultaneous effects, as defined by how Fort/SHD interact under the OoO. 

You have to stop using "static effects". Its confusing and overly complicated when the OoO ruling was specifically put in place to make these questions easy. 

All simultaneous effects (save Start/End turn) are handled by player choice. Static Effects were always considered simultaneous, even before the OoO, we just didn't know how to handle them correctly. Now we do.

PH
phantaskippy
2014-03-04 16:03 UTC
#14

Those are bold enough statements to require a source.

"Static Effects" aren't some forum notion.  The term was first used by an Admin, and those static effects still work the same.

Hairtrigger vs. Gene-Bound Guard was never under the OoO, and it isn't now.  The static effect is in play, it just is.  It doesn't trigger or have timing.  

It was thought Informant would be a players choice thing too, but we found out differently.

FO
Foote
2014-03-04 16:22 UTC
#15

And when talking about Hairtrigger vs Gene-Bound, we came to the conclusion that we are not thinking about things correctly.

That was also a much different case than this. Here we are talking about 2 identical effects happening, and are unsure which one comes first. Lets call them "static" to appease you. Since they are both "static" and both are just "always on". You could say they are acting "simultaneously" since they are both always active. And what do we do with simultaneous effects? We go to the OoO.

This is much simpiler than you want to make it. The very fact that its an "ambiguous" situation at best puts it under the scope of the OoO by its own ruling.

PH
phantaskippy
2014-03-04 17:01 UTC
#16

I would have said the same thing about informant not that long ago.

FO
Foote
2014-03-04 17:06 UTC
#17

I don't disagree with you there. But I'm leaning more toward informant being a weird fringe case dealing with the always strange nature of one-shots. An exception to the rule rather than an example of it.

/shrug

PH
phantaskippy
2014-03-04 17:12 UTC
#18

I think that ruling says more about our idea of timing being wrong than anything else, which is why I can't throw out old official rulings when a new one doesn't explicitly overrule them.

 

Fortunately these fringe cases don't actually affect gameplay that much, or enjoyment of the game.

SE
Sefirit
2014-03-04 17:48 UTC
#19

If the new ruling doesn't replace the old, how do the interact?  Is there a specific situation for each?  Is the difference "static" vs "static" as opposed to "static" vs "triggered" or even "triggered" vs "triggered"?

Fort/SHD was the prime example of how "triggered" vs "static" are used according to player choice.  I believe there was a very formal Christopher ruling that you can apply each of those effects in the order of your choice.  Maybe someone can help me out with a link here.

Of course that doesn't answer my first question, it only says we know for sure how the "triggered" vs "static" works.