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N3/P8: scale the enemy's action economy to the party
A party of N used to face one enemy swing a round against a single seat, so
each member absorbed ~1/N² of the solo incoming and cleared 100% of every T5
cell. The enemy now takes enemyActionsThisRound() attack-actions, each
re-targeted at a fresh standing seat, in both combat engines:
- auto-resolve (simulatePartyRound): enemyRoundSwings loops the actions,
re-rolling each target's pet procs.
- turn engine (stepEnemyTurn): enemyAttackAction resolves one full SRD
multiattack per action; step() no longer blanket-stamps the enemy turn to
one seat, since a party's enemy now hits several.
The action count is a fractional expectation realised as a per-round coin-flip
(2.4 for a duo, 2N-1 for N>=3), because the integer lever is too coarse at small
N -- against a duo, 2 actions is a ~91% faceroll and 3 a ~45% grinder, with
nothing between. A light party-only enemy HP scalar (x1.15) trims the martial
ceiling that action count alone leaves at 100%.
Solo is exempt on both levers (1 action, no RNG draw; x1.0 HP), so
TestCombatCharacterization is byte-identical and the d8prereq corpus still
compares. Sim band (party of 3, T5, HP scaled): fighter 70->90%, cleric-led
27->72% -- monotonic by party size, no composition worse than soloing.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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@@ -64,6 +64,12 @@ func simulateParty(players []Combatant, enemy Combatant, phases []CombatPhase) P
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}
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func simulatePartyWithRNG(players []Combatant, enemy Combatant, phases []CombatPhase, rng *rand.Rand) PartyCombatResult {
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// Party-only: bump the enemy's max HP so the fight lasts long enough for the
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// scaled action economy to actually threaten each member. Solo is unchanged
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// (scale 1.0), so SimulateCombat and the golden do not move.
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if len(players) > 1 {
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enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, len(players))
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}
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enemyStart := enemy.Stats.MaxHP
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if enemy.Stats.StartHP > 0 && enemy.Stats.StartHP < enemy.Stats.MaxHP {
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enemyStart = enemy.Stats.StartHP
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@@ -289,6 +295,129 @@ func roundInitiative(st *combatState, enemy *Combatant, phase *CombatPhase) []in
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return order
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}
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// enemyActionsThisRound is how many attack-actions the enemy takes this round
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// against the seated roster. Solo returns 1 without drawing from the RNG, so both
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// combat engines collapse to their pre-party behaviour and the characterization
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// golden and d8prereq corpus do not move.
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//
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// A party's action budget is a *fractional expectation* (partyActionExpectation),
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// realised as floor(exp) actions plus one more with probability frac(exp). The
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// fraction matters because the action lever is coarse: against a party of two, an
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// integer 2 actions is a 100% faceroll and 3 is brutal (~45%), with nothing
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// between — a per-round coin-flip for the extra action is the only way to land
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// the band in the gap. The single draw is taken only for a party, so the solo RNG
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// stream is untouched.
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func enemyActionsThisRound(st *combatState) int {
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n := len(st.actors)
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if n < 2 {
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return 1
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}
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exp := partyActionExpectation(n)
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base := int(exp)
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if frac := exp - float64(base); frac > 0 && st.randFloat() < frac {
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base++
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}
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return base
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}
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// partyActionExpectation is the expected number of enemy attack-actions per round
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// against a party of n. A single enemy swing (the pre-P8 behaviour) let each
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// member absorb ~1/N² of the solo incoming and cleared 100% of T5; the sim band
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// landed the martial-leader target only near ~2N actions, and HP alone can't touch
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// a martial (fighter stays at 100% even at enemy HP ×1.6). So the enemy's action
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// economy is the load-bearing lever, and it is fractional so a two-person party
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// lands between soloing and a trio instead of snapping to one of two integers
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// (against a duo, an integer 2 actions is a ~91% faceroll and 3 is a ~45% meat
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// grinder — 2.4 sits fighter+cleric at ~75%, between solo 70% and trio 90%).
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//
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// N≥3 follows 2N−1, the point that gave fighter ~90% / cleric-led ~72% at
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// HP ×1.15. The whole curve is monotonic by party size and never drops a
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// composition below its solo clear rate — bringing a friend is never a penalty.
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func partyActionExpectation(n int) float64 {
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switch {
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case n < 2:
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return 1
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case n == 2:
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return 2.4
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default:
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return float64(2*n - 1)
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}
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}
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// partyEnemyHPScale is the party-only multiplier on the enemy's max HP. Solo
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// (roster < 2) returns 1.0, so the solo path — and the characterization golden
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// and the d8prereq corpus — is byte-for-byte untouched. With the action economy
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// fixed, each member now takes ~1 swing a round, so a longer fight is more
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// cumulative exposure per member: HP became a live difficulty lever exactly the
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// way P6e predicted it would once the enemy stopped swinging only once.
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//
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// 1.15 is where the P8 sim sweep landed the band: with 2N−1 actions, a party of
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// three clears the T5 martial-leader band at ~89% (fighter) / ~67% (cleric-led),
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// clearly safer than soloing (70% / 27%) but with real TPKs and member deaths —
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// not the 100% faceroll a single enemy swing produced.
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func partyEnemyHPScale(rosterSize int) float64 {
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if rosterSize < 2 {
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return 1.0
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}
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return 1.15
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}
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// scaledEnemyMaxHP applies the party HP scalar to a base max-HP with one rounding
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// rule, so every call site (the auto-resolve engine, the party session's initial
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// persist, and the per-turn rebuild) agrees on the same number.
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func scaledEnemyMaxHP(baseMaxHP, rosterSize int) int {
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return int(float64(baseMaxHP) * partyEnemyHPScale(rosterSize))
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}
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// enemyRoundSwings resolves the enemy's attacks for one round of the auto-resolve
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// engine. A solo roster takes exactly one swing at its single seat, reusing the
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// round's already-rolled target and pet procs, so its RNG stream and event log are
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// byte-for-byte the pre-P8 engine's. A party faces enemyActionsThisRound() swings,
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// each re-targeted at a random standing seat with that seat's own pet procs, so the
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// damage is spread across the roster instead of pinning the round's first target.
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//
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// abilityDealtDamage means a cleave/lifesteal already spent the enemy's first
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// action this round, so one fewer swing follows — for solo that collapses to the
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// old "the ability stands in for the attack" skip. Returns true if the fight is
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// decided.
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func enemyRoundSwings(st *combatState, enemy *Combatant, phase *CombatPhase, seats []CombatResult,
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target int, abilityDealtDamage, petWhiff, petDeflect, sporeMiss bool) bool {
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swings := enemyActionsThisRound(st)
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reuseFirst := !abilityDealtDamage
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if abilityDealtDamage {
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swings--
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}
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for k := 0; k < swings; k++ {
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tgt := target
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sw, sd, sp := petWhiff, petDeflect, sporeMiss
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if !(reuseFirst && k == 0) {
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// A fresh target for every swing past the first: re-pick among the
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// standing seats and roll that seat's own pet procs. This branch never
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// runs for a solo roster, so it adds no draws to the solo stream.
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var alive bool
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if tgt, alive = enemyTargetSeat(st); !alive {
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return combatOver(st)
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}
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st.seat(tgt)
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sw = st.c.Mods.PetWhiffProc > 0 && st.randFloat() < st.c.Mods.PetWhiffProc
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sd = st.c.Mods.PetDeflectProc > 0 && st.randFloat() < st.c.Mods.PetDeflectProc
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if sd {
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seats[tgt].PetDeflected = true
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}
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sp = st.sporeRounds > 0 && st.randFloat() < 0.15
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}
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st.seat(tgt)
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mark := len(st.events)
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over := resolveEnemyAttack(st, st.c, enemy, phase, &seats[tgt], sw, sd, sp)
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stampEventSeats(st, mark, tgt)
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if over && combatOver(st) {
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return true
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}
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}
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return false
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}
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// simulatePartyRound runs one round for the whole roster. Returns true if the
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// fight is over.
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func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, seats []CombatResult) bool {
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@@ -383,14 +512,7 @@ func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, s
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// via Mods.InitiativeBias — +X means they go first more often.
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for _, s := range roundInitiative(st, enemy, phase) {
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if s == enemySeat {
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if abilityDealtDamage {
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continue
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}
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st.seat(target)
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mark := len(st.events)
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over := resolveEnemyAttack(st, st.c, enemy, phase, &seats[target], petWhiff, petDeflect, sporeMiss)
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stampEventSeats(st, mark, target)
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if over && combatOver(st) {
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if enemyRoundSwings(st, enemy, phase, seats, target, abilityDealtDamage, petWhiff, petDeflect, sporeMiss) {
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return true
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}
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continue
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