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combat: revive the caster sustained-cantrip floor in the turn engine
The arcane-blaster "sustained floor" passives (CantripPerRound, DamageBonus, FlatDmgStart from casterBlasterFloor) were built for the swing-based engine (SimulateCombat, combat_engine.go:590). But every live expedition auto-resolves through the turn engine (autoDriveCombat -> session -> combat_turn_engine), where casters autocast every turn and never weapon-swing -- so CantripPerRound never fired and DamageBonus was inert. Casters fought at bare cantrip dice (~4d10~=22 at L20) instead of their intended floor, in sim AND in prod. This is why every caster damage dial read as a dead lever across the whole rebaseline. Fix (combat_cmd.go): bridge the already-computed CantripPerRound into the turn-engine damage-cantrip cast, hit-gated (only lift a cast that already connected, so the ~35% miss variance survives and the floor isn't a guaranteed flat hammer). Self-targeting: only Mage/Sorcerer/Warlock carry a nonzero CantripPerRound -- martials swing (untouched), cleric/bard/druid have floor 0. Tuning (dnd_passives.go): casterCantripBase 9 -> 3, now a live, class-specific lever. Mage/Sorcerer take base 3; Warlock passes 0 (its bare-dice cantrip plus a structural edge already lands it mid-band, so an added floor overshoots). Removed the dead casterHPPerLevel rider (it inflated the truncation-fraction denominator without adding startable HP -- a bug). Also lands the deterministic-seeding infra (sim_seed.go + simIntN/simFloat64 threading) used to read these deltas out of the process-seed noise; prod is byte-identical (unseeded -> package rand). Confirmation (expedition-sim, L20 T5 dragons_lair+abyss_portal, n=250): casters now in the 35-45 floor -- sorcerer 39, mage 38, warlock 36; martial leaders undisturbed (rogue 68, druid 66, ranger 65, fighter 64, ... paladin 55).
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@@ -318,8 +318,16 @@ func applyClassBaselineStats(c *DnDCharacter) {
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 16, 13, 15, 8, 12, 10
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case ClassRogue, ClassRanger:
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 10, 16, 14, 12, 13, 8
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case ClassMage, ClassSorcerer:
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case ClassMage:
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 8, 14, 13, 16, 12, 10
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case ClassSorcerer:
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// Sorcerer is a CHA caster (spellcastingMod → CHA), so its 16 goes in
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// CHA, not INT. Previously it shared the Mage's INT-heavy array, which
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// left the synthetic sorcerer casting at CHA mod 0 — every CHA-scaled
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// ability (cantrip, Innate Sorcery, spell DCs) ran crippled and sorc
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// trailed the field in every sweep. Prod players always placed 16 in
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// CHA; this makes the sim's sorcerer match a real one.
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 8, 14, 13, 10, 12, 16
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case ClassCleric, ClassDruid:
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 12, 10, 14, 8, 16, 13
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case ClassBard, ClassWarlock:
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