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<blockquote data-quote="jimmifett" data-source="post: 5465834" data-attributes="member: 55006"><p>Please, I'd like to see the math of how this is achieved. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>As I understand it, a great deal of organized play is LFR which already has rules in place to prevent deck construction abuse, and most of the bonuses either outright give you a +2, CA which is a +2, or movement to give you flanking which is CA, again +2. A plus +2 to attack is only a 10% increase in chance to hit. If you've already rolled high enough, that extra 10% was wasted (since you have to declare the use of the card at the beginning of the turn for most cards) and translates to no additional damage. CA would grant sneak attack bonus for rogue builds, but other rogue builds can get SA nearly every round anyway, so very little change there. You also need to factor in not being able to meet the trigger conditions on a given card in order to gain the bonus. Other cards that give defined damage increases appear to also have penalties to hit, for example -2 hit but +4 damage. That's a reduction by 10% hit chance for a d6 average of hit. I already did the math in another thread, but there is only 1 stroke of luck card that the player has the ability to trigger themselves, so it's utility in an organized play setting is limited.</p><p></p><p>I'm just not seeing the 50% increase per round, but I'm more than happy to be shown otherwise <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="jimmifett, post: 5465834, member: 55006"] Please, I'd like to see the math of how this is achieved. :) As I understand it, a great deal of organized play is LFR which already has rules in place to prevent deck construction abuse, and most of the bonuses either outright give you a +2, CA which is a +2, or movement to give you flanking which is CA, again +2. A plus +2 to attack is only a 10% increase in chance to hit. If you've already rolled high enough, that extra 10% was wasted (since you have to declare the use of the card at the beginning of the turn for most cards) and translates to no additional damage. CA would grant sneak attack bonus for rogue builds, but other rogue builds can get SA nearly every round anyway, so very little change there. You also need to factor in not being able to meet the trigger conditions on a given card in order to gain the bonus. Other cards that give defined damage increases appear to also have penalties to hit, for example -2 hit but +4 damage. That's a reduction by 10% hit chance for a d6 average of hit. I already did the math in another thread, but there is only 1 stroke of luck card that the player has the ability to trigger themselves, so it's utility in an organized play setting is limited. I'm just not seeing the 50% increase per round, but I'm more than happy to be shown otherwise :) [/QUOTE]
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