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Re: Verdict | Judgement https://elementscommunity.org/forum/index.php?topic=41979.msg524580#msg524580
« Reply #24 on: July 23, 2012, 02:42:24 pm »
Card updated:
Damage | Damage Cap now at 12 | 30.
Spoiler for For those who are curious, here's the balancing process I used.:
Morning Star has 7 for 5 ::light .
Immaterial on-play is worth a +1 value for weapons. (8 base ATK for a 'prototype Mercy')
Damage cap acts like a requirement for 1 extra card to maximize this card's damage. Most players will run Short/Long Sword for this purpose (1 | 1 :rainbow , which basically means nothing ATM but it does mean -5 / -2 DMG with a prototype Mercy)

Morning Star takes 14 /13 turns to kill an opponent by itself for 5 :light +1 Card.
Prototype Mercy takes 8 turns to get down to 40 HP, and then Long Sword takes 7 more turns to get that HP down to zero for 5 | 4 :light + 1 :rainbow + 2 Cards. (15 turns)

(Mercy + Long Sword should be at least 1-2 turns ahead of an (upgraded) Morning Glory given the two-card requirement and lack of PC protection.)

1st Change : Lower Damage cap to 30.

Morning Star/Glory takes 14 /13 turns to kill an opponent by itself for 5 :light +1 Card.
Prototype Mercy takes 9 turns to get down to 30 HP, and then Long Sword takes 5 more turns to get that HP down to zero for 5 | 4 :light + 1 :rainbow + 2 Cards. (14 turns)

2nd Change : Raise Prototype's damage to 12.
Morning Star/Glory takes 14 /13 turns to kill an opponent by itself for 5 :light +1 Card.
Prototype Mercy takes 6 turns to get down to 30 HP, and then Short Sword takes 10 turns to get that HP down to zero for or 5 :light + 1 :rainbow + 2 Cards. (16 turns)
Prototype Mercy takes 6 turns to get down to 30 HP, and then Long Sword takes 5 more turns to get that HP down to zero for 4 :light + 1 :rainbow + 2 Cards. (11 turns)


 

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