Balance pass: damage-per-energy grid + power-card upgrade scaling
CardUpgrade.cs:
CardUpgrade.cs:
- Per-attack status-application powers (Blood Frenzy / Pyromania / Toxicologist / etc.) now scale +1 per tier — previously copied through unchanged, making ++ a pure cost-reduction.
- Per-turn power buffs (turnStartBlock / turnStartShield / blockPerCard / shieldPerCard / blockPerAttack / stripShieldOnAttack / turnStartSpikes) scale +1 per tier so Shield Offense + Armor Stacking paths grow on upgrade.
- powerFirstAttackBonusPct scales +10% per tier.
CardDatabase.cs — broad balance pass against a fixed numerical grid:
- 0-cost: ~4-5 dmg / 3-4 blk / 5-6 shd
- 1-cost: 7-8 / 5-7 / 8-10
- 2-cost: 14-16 / 10-14 / 16-20
- 3-cost: 21-24 / 15-21 / 24-30
- Uncommon +20%, Rare +50% on top of base
- AoE at ~75% of single-target for same cost+rarity
39 cards adjusted. Notable fixes:
- Rend (Rare AoE): 8 → 16 dmg (was massively underpowered)
- Flame Wave (Uncommon AoE): 5 → 13 dmg
- Decimator + Executioner normalized to 16+8 frontBonus each
- Iron Will raised to 6 block so it dominates Shake It Off as intended by rarity
- 0-cost damage cards (Nick / Ember / Tox Dart) normalized to 4 dmg across all three classes
- Starter Parry / Spark / Riposte / Pommel Strike bumped into target range so starter decks feel correct for class identity
Power / consume / conditional-payoff / damageEqualsBlock / damageEqualsShield cards left alone per design — their math is throughput-based or derived and doesn’t fit a per-play energy grid.
Card reference sheet regenerated.
Co-Authored-By: Claude Opus 4.7 (1M context) [email protected]
Commit 14e2a1b by astafford8488.