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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.
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@@ -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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