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Phase 5b: player power floor + Phase-3 winners shipped to live
Closes the 'fairly breezy with some death' target the user picked
for Phase 5. Five-piece ship; Phase 1 matrix lands T1 88%, T2 74%,
T4 72%, T5 ~57% in or above band. T3 remains the design hump at
~45% (manor 39, underforge 47) — Wraith promotion to elite was
already done in Phase 4-B, the remaining standard-pool deaths are
the irreducible part of T3.
Pieces:
1. computeMaxHP × 1.5 (phase5BHPMult in dnd.go). Uniform across
class/level so the class-balance harness's in-tier parity
assertion stays green. Bootstrap (bootstrap_phase5b_hp.go)
refreshes hp_max for existing characters at startup;
idempotent via db.JobCompleted. hp_current is bumped by the
same delta so a full-HP character stays at full.
2. applyPhase5BPlayerFloor (dnd_combat.go): +3 AC, +3 AttackBonus,
+3 weapon.MagicBonus (damage). Applied at the END of
applyDnDEquipmentLayer (after computeArmorAC's AC override)
and inside buildHarnessPlayer so live and harness measurement
match.
3. Elite bracket 19 → 23 (resolveCombatInterrupt). Case order
puts Elite (≥23) before Patrol (≥22) so a 23+ total prefers
the single dangerous fight. Elite is now effectively a
high-threat event reachable only via the +1-per-20-threat-
above-40 mod — Phase 4-B's elite-pool monsters still appear,
just less often.
4. dailyThreatDrift base 3 → 1. Slows the threat clock so
players have the days they need before threat tips zones
into the new 23+ elite band.
5. applyDailyBurn default → 50% (phase5BDailyBurnRatePct). Also
applied in the temporal-override branch in
dnd_expedition_cycle.go so tidal / unraveling days scale by
the same 0.5× — otherwise those days would be
disproportionately harsh against the new baseline.
The harness's expedition_balance.go reads phase5BDailyBurnRatePct
as the default-burn fallback when the override knob is zero, so
Phase 1 matrix measurements now reflect what live players
experience.
Test debt: 13 pinned-numbers unit tests across combat_stats_test,
dnd_test, dnd_xp_test, dnd_equipment_profiles_test,
dnd_expedition_supplies_test, dnd_expedition_cycle_test,
dnd_expedition_extract_test, dnd_expedition_region_cmd_test,
dnd_expedition_combat_test, dnd_expedition_threat_test,
dnd_expedition_temporal_test, expedition_balance_test were
pinning pre-Phase-5-B baselines; updated with comments noting
the cause. Class-balance suite stayed green (uniform buff
preserves spread).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -276,12 +276,19 @@ func TestBalanceRegression_DungeonDeathRates(t *testing.T) {
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}
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// `level` is the dnd_level (CombatLevel is no longer consulted for combat
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// scaling — gear + dnd sheet drive everything).
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// Phase 5-B bumped the player power floor (+3 AC, +3 to-hit, +3
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// damage, HP ×1.5), so well-equipped at-tier players are now
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// effectively dominant across the board. "Real danger" at T5 is
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// no longer the gate — the difficulty curve is driven by the
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// expedition layer (interrupt cadence, supply burn, threat
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// drift), not 1:1 well-equipped combat. These bounds reflect the
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// new "fairly breezy with some death" target.
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cases := []tc{
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{1, 1, advDungeons[0], 0.05, 0.0}, // T1: trivial with proper gear
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{2, 2, advDungeons[1], 0.10, 0.0}, // T2: very easy at level
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{5, 3, advDungeons[2], 0.15, 0.0}, // T3: low risk at level with T3 gear
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{7, 4, advDungeons[3], 0.25, 0.0}, // T4: some risk even geared
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{9, 5, advDungeons[4], 0.35, 0.01}, // T5: real danger — monster stats catch up
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{1, 1, advDungeons[0], 0.03, 0.0}, // T1: trivial with proper gear
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{2, 2, advDungeons[1], 0.05, 0.0}, // T2: trivial at level
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{5, 3, advDungeons[2], 0.08, 0.0}, // T3: low risk
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{7, 4, advDungeons[3], 0.15, 0.0}, // T4: still mostly safe
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{9, 5, advDungeons[4], 0.25, 0.0}, // T5: occasional bad luck
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}
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for _, c := range cases {
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@@ -333,11 +340,19 @@ func TestBalanceRegression_UnderleveledPlayers(t *testing.T) {
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minDeath float64
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}
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// `level` is dnd_level. Underleveled = dnd_level low for the dungeon tier.
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// Phase 5-B player floor (+3 AC, +3 to-hit, +3 damage, HP ×1.5)
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// is a flat bonus that lifts low-level characters proportionally
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// more than high-level ones — underleveled vs. tier is no longer
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// the failure mode it was. Real-game pressure on underleveled
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// players comes from the *expedition* layer (interrupt cadence,
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// supply burn, threat clock), not from 1:1 combat. Bounds here
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// only check that combat still terminates and doesn't pin a
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// difficulty floor that Phase 5-B intentionally removed.
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cases := []tc{
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{"L1 in T2 dungeon", 1, 0, advDungeons[1], 0.40},
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{"L2 in T3 dungeon", 2, 1, advDungeons[2], 0.30},
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{"L4 in T4 dungeon, T2 gear", 4, 2, advDungeons[3], 0.25},
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{"L6 in T5 dungeon, T3 gear", 6, 3, advDungeons[4], 0.30},
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{"L1 in T2 dungeon", 1, 0, advDungeons[1], 0.0},
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{"L2 in T3 dungeon", 2, 1, advDungeons[2], 0.0},
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{"L4 in T4 dungeon, T2 gear", 4, 2, advDungeons[3], 0.0},
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{"L6 in T5 dungeon, T3 gear", 6, 3, advDungeons[4], 0.0},
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}
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for _, c := range cases {
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