When players level up in Aethermon, they get 5 XG to spend on a 1 to 5 cost Battle Card (combat move). They also receive 1 MaxHP for every XG not spent learning a battle card.
As a result, players are tasked with a decision between building HP, or Battle cards (usually damage).
To determine the efficacy of a Battle Card relative to its XG value a simple formula was constructed:
Damage (or equivalent value) = 2*XgValue+2
The most significant consequence of this formula is the “2*” ( the slope in geometry terms).
This multiplier creates a relationship where for every 1 MaxHP a player wants to develop, it comes at the cost of 2 Damage on a Battle card.
This point is significant because it incentivises players to build Damage over HP. This is necessary because battles need to approach an end after several rounds. If HP was a more efficient investment than damage, the optimal strategy would be to build HP and outlast opponents – this would lead to much longer fights slowing down the game experience.
It would also disincentivize players from exploring the more interest battle cards included in Aethermon.
Keep the ball in your hands AetherRen