Jeff Martin wrote: Since I am going to re-do the Wizards player cards next week to basically double the spell damage, then the need for the standard MEC is quite moot.
I worried initially about the impact of that on token 10 pack groups.
But then I did math:
TL;DR:
Token 10 pack type combat equipment 10 rounds of combat:
* Wizard does 71 damage in an adventure
* Barbarian does 94
* Monk does 71.5
Doubling the damage on the Wizard level 4 card takes Wizard up to:
58 guaranteed + 48 from skill tests + two AC-15 spells that do 36 each.
Seems about right to me at this tier (probably holds up deep into optimized rare builds as well - eventually the amount of stackable melee boosters might push the Monk back out front - but that's a different analysis).
Simple Analysis:
Wizard:
A level 4 Wizard in a loincloth has:
10 damage spells dealing: 29 guaranteed damage + 24 damage from skill tests + two AC-15 slides that do 18 each.
Assuming a 50% hit chance on the slides and passing all skill tests that 71 damage
Barbarian:
A level 4 Barbarian with a +1 Heavy Claymore (avg damage 7.2) and a fig leaf has:
+4 to hit, +7 to damage, can rage for another +4 in one room.
Let's guess on normal that +4 to hit is good enough to hit 50% of the time and crit 5% of the time.
3 rooms, 3, 3, 4 rounds per room.
6 rounds without rage = 6*14.2*(0.5+2*0.5) = 51
4 rounds with rage = 4*18.2*(0.5+2*0.05) = 43
Total: 94
Monk:
Let's give the Monk a +2 STR item and their bare hands (3.5 average damage)
+3 to hit, +3 to damage
Assuming a 45% hit chance per puck and a 5% crit chance per puck:
10 rounds * 2 pucks per round * 6.5 average damage * ( 0.45 + 2*0.5) = 71.5