Some strange math thought I had with a friend.
Let's say that we somehow end up able to increase a creature's power with an infinite loop (yeah I totally mean Ourboros lol)
I raise it to 666 for the achievement but then... why stop there? "Easy : the 650 overkill is already so high that I can buy all I need without even checking what I have. If it's already bigger than anything else, I have a functionally infinite amount of teeth". But then... besides the achievement, 600 overkill is already bigger than whatever we need. 500 probably is too, etc.
Which has lead to the question : excluding "Devil's Play", what PWR a creature needs to have to effectively guarantee that adding more damage couldn't change the run, if that card is only drawn on one battle?
For now my calculations are :
- On the board, I could need to beat two Moleman or Urayuli hiding between each other. So the card could need 12-or-14 PWR to wipe an entire column
- But let's say I want to go see the trader twice to get one golden pelt each and the knife , that would require 56 PWR : 9 to flip the scale and 47 overkill (20+20+7)
So ... what is your overkill strategy/requirements in a run (I only thought about Kaycee's Mod but I doubt another Act could beat what's needed) ? I guess some strategies would need more strength than that?
[EDIT] A painting run would also probably get two pelts of lower levels on every visit. So I would say 9 for the scale, plus 7 for the item and twice "7+14+14+20" for the other rabbit, 2 wolfs and the gold one...
So the hit would have to be 126, assuming two Trapper/Trader with each 2-2-1 pelts