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It's probably no coincidence that I'm mostly playing things that like piercing or the magics that count Will as most important.
On a side note, I don't think going over the top in a stat a good idea. Especially if there is no close breaking point. Average stats will serve you better than extreme stats. As you will at some point need to diversify your build elements or end up fighting enemies you can't harm with the one element you overspecialized into. But of course that's up to you.
The description of stat upgrades is backwards, and I think it's because of a good change to the game. It no longer costs double to increase a starting stat above 16, but it now costs 2 LP to increase it above 16. This means it's more important to pick a stat (or two if you really need to) to get all the way to 18 even at the cost of others, for the long run.
"For example I am back in the corner. Without much AP to use Actions. I have an Echo in effect that gives +7 Healing synergy for 3 more Turns. But several expensive cards and an Echo card that deals 1-2 Slashing Damage to an enemy for 3 Turns. What you think is my play?
I use the 1-2 Damage dealing card on *Me*. True for the next 3 turns, I get 1-2 Slashing Damage, but the previous Action in the stack will keep passing on that precious +7 Healing effect.
So in a sense I got myself a free 3-turn regeneration system, that will keep me alive while replenishing my AP and hoping for better draws."
But if you are waiting for better draws, couldn't you play the 1-2 Damage dealing card on the beefiest Enemy instead? That way, you inflict 1-2 Slashing Damage, and the previous Action in the stack will keep passing on that precious +7 Healing effect to you, even though the enemy was the card's target.
At least, I think that is how the healing rules work nowadays...
Ok so, Synergy refers to a base value. When you add it to a card all relevant bonuses apply retroactively. In this case the card level. So you draw 1 (focus) + Card focus (0) + Card Level (1 in case of your dagger)
You can read more about Synergy and find some more examples in the in-game Rulebook. But in nutshell the higher the card level the better the synergy result.
AP/Turn = (Initial AP / 2) + (Level * Mult) + 1;
Mult=0.5 by default.
I am human shadow with 5 piercing. 1 from race, 1 from class, 1 from perk. And +2 from 19 agility + 11 strength.
I am trying to calculate how much more agility i need for another +1 piercing. It is 4 more agility points that i need or 8 strength, correct?
I have some doubts because it seems you can never get enough stats to go past +3 from stats alone in anything really. You have to rely on class and race, unless it's modded somehow.