Board Thread:Game Discussion/@comment-9200727-20130816201950/@comment-9200727-20130817010514

Procycle35 wrote: Just a wild guess..

Card 1 will win only because both card needed 5 turns to kill the other and card 1 attacked first. Assuming no weapon bonus or triple/critical attacks..

Card 1: Card 1 Atk 17 - Card 2 Def 7 = 10 damage per round

Card 2: Card 2 Atk 10 - Card 1 Def 2 = 8 damage per round

Don't know if this is how damage is calculated.. Just guessing :)

Great work, Procycle35.

Attack 1; Card 2's health will decrease to 32. Card 2's counter-attack will crease Card 1's health to 27. Attack 2: Card 2; health 22. Counter-attack 2; Card 1; health 19. Attack 3: Card 2; health 12. Counter-attack 3: Card 1; health 11. Attack 4: Card 2; health 2. Counter-attack 4: Card 1; health 3.

Each card required 5 attacks to kill the other. Therefore, whomever has first attack wins even though Card 2 is the better card statistically. Furthermore, this battle is absent critical hits and weapon bonuses which could make a weaker card a better "role" card ie. a "tank" card.

Boss creep has created a complex situation regarding player decks. Deck power is not as consistent because bosses are killing cards faster. How do you solve this problem? Introduce and flood players decks with "tank" cards. Why? To increase the longevity of a players deck allowing them to deal more damage due to survival. If Boss creep is countered by Rewards Cards power creep then older cards will become obsolete faster creating a worse issue. Most logical.