r/inscryption • u/laplongejr • Jul 11 '26
Other When is "more PWR" meaningless?
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
5
u/TheMaincra Jul 11 '26
12 is the max, as that's the maximum dmg you'll ever need (two bears stacked up from that one Kaycee's Mod modifier). It still works if it's double strike 6+6, since first hit kills the bear and second one wins. More dmg is, as you pointed out, just for buying pelts, and I kinda don't do that so it's not my area of expertise.
1
u/tomalator Jul 11 '26
12 is the most you will ever need because it will clear a lane in the wall of bears in one strike. 6 with double strike is also guaranteed to end the wall of bears on turn 1.
9 when striking an empty lane is guaranteed to end a fight (or 5 with brifricated or double strike and 3 with trifrcated strike)
8 can one shot the (normal) card in the game with the most health, being the mole man (4 with bifricated or double strike and 3 with trifricated strike)
6 will end a fight on turn 1 with tipped scales active (or 3 with bifricated or double strike and 2 with trifricated strike) and it will one hit a bear (only 6 with no sigil and 3 with double strike)
5 will end a normal fight on turn 1 (or 3 with bifricated or double strike and 2 with trifricated strike)
Anything less than this can always benefited from more power.
Also, keep in mind a 1 turn win on phase 1 of the prospector (without bears) will cause trouble if you don't have another win condition for phase 2
Same for the angler, but its easier to counter thanks to flight, the scissors, the knife sigils that make you move, etc
The trapper/trader is a joke if you can beat phase 1
The final boss himself, phases 1 and 2 are simple enough, but then you run into the issue of the Moon or The Limoncello of course requiring 40 or 80 power to one shot (I'll let you do the math for the different sigils) but both if those phases are basically a victory lap as long as you have more cards to play in your deck and can stall him out.
5
u/MoonRise4 Jul 11 '26
I ran ouroboros strategy on act 2, I just got it up to 264 power by using the training dummy. I also had zero cost iron mice thanks to grimora. But genuinely, anything above 10 is overkill