So how important are they compared one to another, not having power is bad not having damage bad too.
8/1 vs 1/8
1:1 feels generous
1+ (power) : 1 (damage) but how much exactly if player face with the decision to take 6/6 or 7/5 i bet most will take the 7/5 but, would they over it the 8/4 9/3 10/2 11/1 of possible just for example by ignoring damage
So whats your opinion on power : damage ?
If you are to distribute points from 8 9 10 11 12 13 14 overall points at you will how would you do it ?
Make example of situations where you would take a lower overall stat card in favor of another less favourably distributed one ? ( the more extreme the better )
( note: -power is about 33-50% more useful then + power not considering immunity to it, at average power 7 vs 7 reducing 2 power or adding 3 to your own is about the same )
7/1 vs 1/8 , 6/8 vs 8/5 ?
8/1 vs 5/5 vs 3/8 ?
I think each have different thresholds... base 6, base 7 and base 8 power characters play very, very differently. There is a large difference between 6 and 7 power, but there is an EVEN GREATER power gap between 7 and 8. Several of the best characters particularly power reducers, prey on 7 power, for instance Olga, Robb Cr and Edwin and basically all of All Stars, but 8 power characters have far better matchups in these cases, fewer characters take down 8 power characters, and have much more favorable matchups against SOA/ SOB.
I think the threshold in damage is 4 base damage. Damage is the difference between winning and losing in the normal situation where the players split the rounds 2 each. 4 damage is roughly the "average." A character with 3 or less damage is a liability because if you win with them, you have to make up for the damage somehow, either with a high damage (usually low power character) or with Fury (3 pills for +2 damage). Regardless it costs precious pills. So really you have these categories:
3 or less = liability
4 = average
5-6 = slight advantage (forces them to fury, or -3 pills)
7+ = double advantage (forces them to win 3)
For 5*: The best are obviously 8/7, 8/6 and 7/7. However, the 8/5 and 7/6 5* that do get played tend to have great abilities to compensate
4*: 8/5, 8/4, then 7/5. 6/6 without a combat ability are unplayable.
3*: 8/4, 7/4. 3* characters with 3 or less damage are liabilities.
2*: Mostly liabilities.
I also have to add that this is why Fang Pi Clang is junk, since their 3* are either 7/3 or 6/4. 6/4 characters are simply liabilities and the Fang Pi Clang 7/3 or 8/3 are liabilities damage-wise against SOB and PCats. Fang Pi Clang need 7/4 characters.
I think its all clan placement & synergy. Elvis is a great combo w/ Spyke but that doesn't mean Bryan isnt good. They are on different clans so its hard to compare them. Also depends on the abilities like even though Lorreta has 1 DAM she can be a helpful win on round 1.
Yep 2hko scares are very rare these days, pressure clans lost alot of their edge
I don't think the formula gets higher than 1.5 p : 1 d, but power is more important for sure , of course will need testing if i take the time to go 1300+
Good example of a usual successful elo deck, high power, attack manips, stops ,and of course 2 sacrifice cards
@Elim Garak :
That deck was made before elo banned preevos and moved to 14 life. imho with 14 life, damage (especially unDRable damage) has become almost as important as power, and cards like Ector and Qubik are increasingly being used over tyd and gibson. My opinion is to have enough power to comfortably win 2 rounds out of 4, and then let your damage and DRs do the rest.