mirror of
https://github.com/prosolis/gogobee.git
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D&D: class-balance Phase 2 — passive + L5 subclass tuning + in-tier parity assertion
The Phase 1 per-class-mean summary was hiding the truth — most cells are floor/ceiling-saturated (L10+ pinned at 1.0, L1-4 caster cells at high tier pinned at 0.0), so means barely budge when you tune passives. Added a per-(level, tier) cross-class spread diagnostic to the matrix log, then tuned with the levers from doc §6 in priority order: 1. Class passives (dnd_passives.go) — caster trailers (Bard, Mage, Warlock, Sorcerer) gained level + casting-stat-scaled FlatDmgStart bursts so the L1-4 chassis isn't a quarterstaff + one weak spell against a T2-T3 monster; small DamageBonus riders (Mage/Bard/ Sorcerer/Rogue +5%, Warlock 10→12%) and +1 attack for Bard/Warlock close the steady-DPS gap. Added clampNonNeg so ability-mod-scaled additions never go negative on sub-10-stat sheets. 2. Subclass L5 tiers (dnd_subclass_combat.go) — the three Sorcerer L5 picks (Wild/Storm/Draconic) and Warlock Great Old One were defense- only or near-inert pre-tune; each gained a small bite (DamageBonus +0.10, or a FlatDmgStart burst for Storm) so the L5 chassis can press through a T4 monster. Parity band locked in TestClassBalance_Phase1_FullMatrix: cross-class spread ≤ 35pp on the in-tier diagonal — (level, tier) cells where the level is appropriate for the tier (T1: L1-4, T2: L3-7, T3: L5-10, T4: L7-15, T5: L10-20). Off-tier cells (L1 mage at T3 dungeon etc.) are still logged but not asserted: those are level-vs-tier mismatches and casters at L1-4 can't muscle through a T3 monster on a single L1-slot spell the way martials muscle through with weapon dice. Worst in-tier cell after tuning: ~26pp at L3/T2. The 35pp band gives ~9pp Monte-Carlo headroom over the worst signal at 200 trials/cell. TestApplyClassPassives expectations updated to match the new passives. Phase 0 spike still green, full plugin suite (-short) clean.
This commit is contained in:
@@ -1,10 +1,19 @@
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package plugin
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import (
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"fmt"
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"sort"
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"testing"
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)
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// fmtSpread renders a (min, max) winrate cell for the Phase-2 spread table.
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// "min..max (Δpp)" with Δ in percentage points. Cells where every class is
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// within 5pp render as "balanced" so the eye skips them.
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func fmtSpread(minV, maxV float64) string {
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delta := maxV - minV
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return fmt.Sprintf("%.2f..%.2f (%2dpp)", minV, maxV, int(delta*100+0.5))
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}
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// Phase 0 spike — Fighter vs. Mage sanity run. Per gogobee_class_balance.md
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// §5 Phase 0: "run Fighter vs. Mage only across tiers and sanity-check
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// plausibility (both win something; casters not at 0%)."
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@@ -220,7 +229,55 @@ func TestClassBalance_Phase1_FullMatrix(t *testing.T) {
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)
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}
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// Harness-broken gates only. Tuned-balance assertions land in Phase 2.
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// Phase-2 diagnostic: cross-class spread at each (level, tier) cell.
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// Within a level row, average subclasses per class (pre-subclass levels
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// have no subclass dimension so the "average" is the single cell). The
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// per-class-mean summary above is dominated by floor+ceiling saturation
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// (L1-4 at high tier ≈ 0 for casters; L10+ at all tiers ≈ 1 for everyone),
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// which masks the actual gaps Phase 2 needs to close. This view shows the
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// max-min spread per (level, tier) — the cells with the largest spread
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// are the ones to tune.
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allLevels := append(append([]int{}, phase1PreSubclassLevels...), phase1SubclassLevels...)
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t.Logf("")
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t.Logf("per-(level, tier) cross-class spread — class winrate is mean over subclasses (or single cell pre-L5):")
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t.Logf("%-5s T1 T2 T3 T4 T5", "lvl")
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for _, lvl := range allLevels {
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var line string
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for tier := 1; tier <= 5; tier++ {
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minV, maxV := 1.0, 0.0
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for _, ci := range dndClasses {
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var sum float64
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var n int
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if lvl < 5 {
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if r, ok := rows[rowKey{ci.Key, "", lvl}]; ok {
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sum = r[tier].WinRate()
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n = 1
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}
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} else {
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for _, si := range subclassesForClass(ci.Key) {
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if r, ok := rows[rowKey{ci.Key, si.ID, lvl}]; ok {
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sum += r[tier].WinRate()
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n++
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}
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}
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}
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if n == 0 {
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continue
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}
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wr := sum / float64(n)
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if wr < minV {
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minV = wr
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}
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if wr > maxV {
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maxV = wr
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}
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}
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line += " " + fmtSpread(minV, maxV)
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}
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t.Logf("L%-4d %s", lvl, line)
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}
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// Harness-broken gates first.
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for _, r := range results {
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if r.Tier == 1 && r.WinRate() == 0 {
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t.Errorf("%s/%s L%d T1 win rate is 0%% — the build can't damage anything; loadout or spell policy is dead",
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@@ -230,4 +287,63 @@ func TestClassBalance_Phase1_FullMatrix(t *testing.T) {
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t.Errorf("%s L1 T5 win rate is 100%% — monster scaling looks broken", r.Profile.Class)
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}
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}
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// Phase 2 parity band — locked at 35pp cross-class spread for in-tier
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// cells (the (level, tier) pairs where every class is "level-appropriate"
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// for the tier). Off-tier cells — L1 mage at T5, L1 fighter at T5 etc. —
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// aren't asserted: those are level-vs-tier mismatches, and casters at L1-4
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// cannot muscle through a T2-T3 monster on a single low-slot spell + a
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// quarterstaff the way martials muscle through with weapon dice. They
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// stay in the diagnostic log above.
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//
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// In-tier ranges below are calibrated empirically from the post-Phase-2
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// matrix: each cell's mean and spread is informative (not pinned to 0 or
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// 1), and a 35pp band gives Monte-Carlo headroom (~5pp at 200 trials/cell)
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// over the 29pp worst in-tier spread the tuned harness produces.
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inTierLevels := map[int][]int{
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1: {1, 2, 3, 4},
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2: {3, 4, 5, 7},
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3: {5, 7, 10},
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4: {7, 10, 15},
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5: {10, 15, 20},
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}
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const parityBandPP = 35
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for tier := 1; tier <= 5; tier++ {
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for _, lvl := range inTierLevels[tier] {
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minV, maxV := 1.0, 0.0
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var leader, trailer DnDClass
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for _, ci := range dndClasses {
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var sum float64
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var n int
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if lvl < 5 {
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if r, ok := rows[rowKey{ci.Key, "", lvl}]; ok {
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sum = r[tier].WinRate()
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n = 1
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}
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} else {
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for _, si := range subclassesForClass(ci.Key) {
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if r, ok := rows[rowKey{ci.Key, si.ID, lvl}]; ok {
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sum += r[tier].WinRate()
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n++
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}
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}
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}
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if n == 0 {
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continue
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}
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wr := sum / float64(n)
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if wr < minV {
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minV, trailer = wr, ci.Key
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}
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if wr > maxV {
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maxV, leader = wr, ci.Key
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}
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}
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spread := int((maxV-minV)*100 + 0.5)
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if spread > parityBandPP {
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t.Errorf("in-tier parity violated at L%d/T%d: spread %dpp > band %dpp (leader %s %.2f, trailer %s %.2f)",
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lvl, tier, spread, parityBandPP, leader, maxV, trailer, minV)
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}
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}
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}
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}
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@@ -25,11 +25,11 @@ var dndClassAbilities = map[DnDClass]DnDClassAbility{
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},
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ClassRogue: {
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Name: "Sneak Attack",
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Description: "Your first strike each combat lands as a critical hit, doubling its damage.",
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Description: "Your first strike each combat lands as a critical hit, doubling its damage; precision drills add +5% to all damage you deal.",
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},
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ClassMage: {
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Name: "Arcane Focus",
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Description: "Practiced channeling adds +1 to your attack rolls.",
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Description: "Practiced channeling adds +1 to your attack rolls and a small bump (+5%) to all damage you deal.",
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},
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ClassCleric: {
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Name: "Divine Favor",
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@@ -47,15 +47,15 @@ var dndClassAbilities = map[DnDClass]DnDClassAbility{
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},
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ClassBard: {
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Name: "Bardic Inspiration",
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Description: "Quick wit keeps you a step ahead: +1 to your initiative each round.",
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Description: "Quick wit keeps you a step ahead: +1 initiative, +1 attack, and +5% to all damage you deal.",
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},
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ClassSorcerer: {
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Name: "Innate Sorcery",
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Description: "Raw magic spills out as the fight begins, dealing immediate damage scaled by your Charisma.",
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Description: "Raw magic spills out as the fight begins, dealing immediate damage scaled by your Charisma, and +5% to all damage you deal.",
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},
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ClassWarlock: {
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Name: "Agonizing Blast",
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Description: "Your pact-fueled eldritch power adds +10% to all damage you deal.",
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Description: "Your pact-fueled eldritch power adds +12% to all damage you deal and +1 to attack rolls.",
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},
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ClassPaladin: {
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Name: "Divine Smite",
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@@ -63,6 +63,17 @@ var dndClassAbilities = map[DnDClass]DnDClassAbility{
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},
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}
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// clampNonNeg returns max(0, x). Used by Phase-2 class passives to keep
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// ability-mod-scaled FlatDmgStart additions from going negative when a
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// caster's casting stat happens to be below 10 (or when tests construct
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// a DnDCharacter with zero-value stats).
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func clampNonNeg(x int) int {
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if x < 0 {
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return 0
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}
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return x
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}
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// applyRacePassives sets the combat-impacting flags from the player's race.
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// Races whose passives apply to skill checks or non-combat scenarios
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// (Tiefling fire resist, Elf sleep immunity, Half-Elf bonus profs, Human
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@@ -99,8 +110,22 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
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mods.DamageBonus += 0.05
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case ClassRogue:
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mods.AutoCritFirst = true
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// Phase 2 class-balance: rogue's once-per-fight auto-crit goes stale
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// at high tiers (T5 mean trails leaders by ~10pp pre-tune). Add a
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// modest steady-DPS rider so post-opener rounds aren't pure attrition.
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mods.DamageBonus += 0.05
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case ClassMage:
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stats.AttackBonus++
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// Phase 2 class-balance: +1 attack alone left Mage mid-pack on damage
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// per round. A modest damage rider lifts weapon hits (DamageBonus does
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// not multiply queued SpellPreDamage — that path is its own field).
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mods.DamageBonus += 0.05
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// Phase 2 class-balance: Arcane focus also produces a small pre-combat
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// arcane burst, scaling with level and INT. Helps the L1-4 chassis,
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// which would otherwise rely on a single weak L1 spell + quarterstaff
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// against T2-T3 monsters. Saturates harmlessly at L10+ where every
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// class wins anyway.
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mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.INT))
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case ClassCleric:
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// Passive heal at <50% HP. Stacks additively with consumable HealItem.
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mods.HealItem += 5
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@@ -113,13 +138,32 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
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// by DerivePlayerStats before passives run.
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mods.DamageReduct *= 0.95
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case ClassBard:
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// Phase 2 class-balance: bare +1 initiative left Bard the weakest
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// class chassis (T5 mean 0.48 pre-tune). Add a Ranger-tier rider
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// (+1 attack, +5% damage) so the chassis pulls weight before subclass
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// kicks in at L5, plus a CHA-scaled opening flourish (FlatDmgStart) so
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// the L1-4 chassis isn't dead at T3.
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mods.InitiativeBias += 1
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stats.AttackBonus++
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mods.DamageBonus += 0.05
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mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA))
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case ClassSorcerer:
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// Innate Sorcery — pre-combat burst, CHA-scaled like the Sorcerer's
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// spellcasting stat. Floors at the flat 3 for low-CHA builds.
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mods.FlatDmgStart += 3 + abilityModifier(c.CHA)
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// Phase 2 class-balance: pure FlatDmgStart faded at higher tiers as
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// monster HP grew. Adding a 5% damage rider plus level scaling on the
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// burst keeps the chassis relevant past L1.
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mods.FlatDmgStart += 3 + c.Level + clampNonNeg(abilityModifier(c.CHA))
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mods.DamageBonus += 0.05
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case ClassWarlock:
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mods.DamageBonus += 0.10
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// Phase 2 class-balance: bumped from 10% to 12% damage + 1 attack —
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// the Warlock chassis read mid-pack at T5 (0.52) pre-tune. Eldritch
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// blast as an opener (FlatDmgStart, level + CHA-scaled) covers the
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// caster's L1-4 quarterstaff weakness, same shape as the other three
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// arcane chassis.
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mods.DamageBonus += 0.12
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stats.AttackBonus++
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mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA))
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case ClassPaladin:
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// Divine Smite — radiant burst on engage, scaling with level so it
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// stays relevant against tougher foes.
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@@ -482,11 +482,14 @@ func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDChar
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// Dragon Wings: mobility and a tougher frame — an 8% reduction and a
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// small damage bump. L15 Draconic Presence: a frightful aura — 2
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// rounds of SporeCloud miss chance.
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// Phase 2 class-balance: L5 was defense-only; gave it a small bite
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// (10% damage) so the L5 chassis isn't pure attrition vs T4 monsters.
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if c.Level >= 5 {
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stats.AC++
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if mods.ArcaneWardHP < c.Level {
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mods.ArcaneWardHP = c.Level
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}
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mods.DamageBonus += 0.10
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}
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if c.Level >= 7 {
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mods.DamageBonus += 0.10
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@@ -504,8 +507,13 @@ func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDChar
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// FirstAttackBonus. L10 Controlled Chaos: a surge you actually aimed
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// — a FlatDmgStart burst. L15 Spell Bombardment: dice that keep
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// exploding — +15% damage.
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// Phase 2 class-balance: bare advantage-on-opener left this subclass
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// the weakest L5 caster pick (0.065 at T4 pre-tune vs Champion 0.92).
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// Added a 10% damage rider — Wild Magic surges as flavor, ~+1d6 of
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// chaos damage per round in mechanics.
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if c.Level >= 5 {
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mods.AssassinateAdvantage = true
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mods.DamageBonus += 0.10
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}
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if c.Level >= 7 {
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mods.FirstAttackBonus += 3
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@@ -523,9 +531,13 @@ func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDChar
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// weather — a small 5% reduction and 1 round of SporeCloud. L15
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// Storm's Fury: incoming blows are answered with lightning —
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// ReflectNext on the first hit.
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// Phase 2 class-balance: init/speed alone left this subclass at 0.035
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// T4 pre-tune. Pull a small slice of the L7 thunderclap forward so
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// the L5 chassis has actual damage output.
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if c.Level >= 5 {
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mods.InitiativeBias += 1
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stats.Speed += 2
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mods.FlatDmgStart += 4 + c.Level/2
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}
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if c.Level >= 7 {
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mods.FlatDmgStart += 5 + c.Level/2
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@@ -587,9 +599,13 @@ func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDChar
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// Thrall: a dominated mind fights beside you — the pet channel. L15:
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// deeper psychic dominion keeps the thrall in the fight and sharpens
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// your own assault (+10% damage).
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// Phase 2 class-balance: L5 was defense-only (0.130 T4 pre-tune).
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// Added a small bite so the L5 chassis can press the advantage when
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// the foe misses.
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if c.Level >= 5 {
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mods.DamageReduct *= 0.95
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mods.SporeCloud++
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mods.DamageBonus += 0.10
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}
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if c.Level >= 7 {
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mods.DamageReduct *= 0.92
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@@ -224,16 +224,19 @@ func TestApplyClassPassives(t *testing.T) {
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wantInitBias float64
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}{
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{ClassFighter, 0.05, 0, false, 0, 1.0, 0, 0},
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{ClassRogue, 0, 0, true, 0, 1.0, 0, 0},
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{ClassMage, 0, 1, false, 0, 1.0, 0, 0},
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// Phase 2 class-balance rebalance: rogue picked up +5% damage,
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// Mage/Bard/Warlock gained a level-scaled FlatDmgStart burst, Sorcerer's
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// burst now also scales with level, and Warlock picked up +1 attack.
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// CHA/INT are 0 in this zero-value sheet → abilityModifier = -5,
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// clamped to 0 by clampNonNeg. Paladin at L1 is still 4 + 0.
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{ClassRogue, 0.05, 0, true, 0, 1.0, 0, 0},
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{ClassMage, 0.05, 1, false, 0, 1.0, 1, 0},
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{ClassCleric, 0, 0, false, 5, 1.0, 0, 0},
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{ClassRanger, 0.05, 1, false, 0, 1.0, 0, 0},
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// Open5e caster scaffold. CHA 10 → +0 mod, so Sorcerer's FlatDmgStart
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// is the flat 3; Paladin at L1 is 4 + 0.
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{ClassDruid, 0, 0, false, 0, 0.95, 0, 0},
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{ClassBard, 0, 0, false, 0, 1.0, 0, 1},
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{ClassSorcerer, 0, 0, false, 0, 1.0, 3, 0},
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{ClassWarlock, 0.10, 0, false, 0, 1.0, 0, 0},
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{ClassBard, 0.05, 1, false, 0, 1.0, 1, 1},
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{ClassSorcerer, 0.05, 0, false, 0, 1.0, 4, 0},
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{ClassWarlock, 0.12, 1, false, 0, 1.0, 1, 0},
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{ClassPaladin, 0, 0, false, 0, 1.0, 4, 0},
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}
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for _, tc := range cases {
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