Hm… If the Champions were given two items that match their affinities, then they would gain the [+25%] damage boost twice, which is gives them a base of [1.5x] damage.
However, if you take Healer’s “weakness” to account, wouldn’t this mean that the Healer will be able to deal [1.3x] damage against any other Champions while holding two Support and/or Magical items?
It’s still useless since the base dice is [1d10], but at least it is above [1.0x].
Meanwhile, if there is no Healer in the field, and a Champion has equipped two items of matching affinity, while fighting a Champion they are stronger against, then their [Strength Boost] would be [1.75x]… Hm… It’s not impressive enough.
In the end, it’s all about the Items after all. From what I understand, Defensive items don’t break, so even though the Champions would have to rely on RNG to receive as little damage as possible, they would still be able to reduce the incoming attacks indefinitely.
Meanwhile, the “Affinity items” can give [NdX] dice, which is what the players should rely on in order to kill their opponents’ Champions. As an extreme example, a [100d1] is just a certain-death Affinity item.
In reality, an Affinity item with a [3d8] stat would already have an expected average damage of [13.5]. (Rogue’s EAD is [16.5] because critical hits deal double damage). Add that to Rogue’s average of [16.5], and you would get an average of [30] damage. Add the [1.75x] [Strength Boost] on top of that, and you would get [52.5] damage, basically on your way of two-shotting any Champion in your way.
In reality, even Rogue’s [3d8] would already have an expected average damage of [13.5]. (Rogue’s EAD is [16.5] because critical hits deal double damage).
…by the way @Aelin, do rolls from Affinity items also deal double damage if they are critical?