Talk:Card/@comment-4879294-20151205084204/@comment-4879294-20151206115710

DPS can only break double if the MAG exceeds the base MP cost; we certainly don't seem to be headed towards having an enemy that would allow us to break 200 MAG by a significant amount even if we end up being able to break it at all (which we will probably be able to do eventually). We'd need probably... at least 250 MAG to take advantage of Magic Amp's 3 with the Charge Ring 2. ... Hm. Magic Amp's 3 might be capable of causing a low-MP weapon to break double.... Well, at least more SP would be required too. That's less SP to invest into LP if more has to be used for MAG. It might make magical attackers a little more viable than 100% tanks in VS though. I'm still not feeling terribly concerned about that.

What I am worried about is how Memento Card (which I just added) would interact with Magic Amp's. That combo could easily become the new Bullet's + Quick's only deadlier. I'm really not sure how else to accomplish the desired effect for Memento though. As it currently stands, however, I'm worried that certain weapons like Thunder Whip 1 and Ice Ring 1 would become horribly unbalanced if both Magic Amp's and Memento found their way into the actual game, as the boosts of Magic Amp's and Memento would multiply with each other and then multiply with AT aura to boot 'cause letting AT aura diminish the effect of the Card would kind of ruin the point of the Card. Then again, that might just be a case of those two weapons becoming extremely epic weapons rather than unbalanced weapons. Even so, I'm still a little worried....