Class identity audit close-out: Fighter/Ranger/Paladin/Druid + Bard-Valor

Phase 2 Monte Carlo tuning had papered over four classes whose 5e-defining
mechanics never actually existed in the engine — only flat DamageBonus or
FlatDmgStart compensation riders that hit the right aggregate win rate.
This pass replaces the proxies with the real primitives.

New CombatModifiers fields: ExtraAttacks (additional swings/round, looped
in a new resolvePlayerSwings helper); HuntersMarkDie (per-hit Nd6 bonus,
same path as Sneak Attack); ThornLashDmg (flat counter on landed enemy
hits, fires in resolveEnemyAttack after ward/block).

Fighter L5/11/20 Extra Attack, Ranger L5 Extra Attack + Hunter's Mark
(1→4 d6 by level), Paladin L5 Extra Attack + per-hit Divine Smite
(replaces one-shot opener), Druid thorn lash. Bard College of Valor L7
"Extra Attack" subclass tier converted from +1 attack/+10% damage proxy
to the real primitive.

Post-fix T5 class-balance: martials cluster at top (Fighter/Rogue 0.90,
Ranger 0.89, Paladin 0.88), casters keep their relative ordering, spread
14pp top-to-bottom.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-16 12:53:00 -07:00
parent 41adfce9f1
commit 98ba416359
5 changed files with 144 additions and 14 deletions

View File

@@ -116,6 +116,16 @@ type CombatModifiers struct {
// no Weapon → no Divine Strike.
DivineStrikePerHit int
// Class-identity audit (2026-05-16) — Fighter Extra Attack as actual
// additional swings per round. 0 = legacy single swing. Each extra is
// a full resolvePlayerAttack call (own d20, own damage roll). 5e
// progression for Fighter: 1 at L5, 2 at L11, 3 at L20. Other martials
// (Paladin/Ranger/Barbarian/Bard-Valor) cap at 1 at L5 — wire as needed.
// Once-per-fight effects (AutoCritFirst, FirstAttackBonus, Assassinate
// reroll, SneakAttackDie applies every hit but Rogue has no extras) are
// guarded by st flags, so they correctly fire only on the first swing.
ExtraAttacks int
// Class-identity audit (2026-05-16) — Rogue Sneak Attack as actual
// per-hit Nd6 bonus damage. Number of d6 to roll on every player hit.
// 5e gates this on "once per turn given advantage/ally adjacent"; our
@@ -126,6 +136,23 @@ type CombatModifiers struct {
// at L7-8 → 10d6 at L19-20, per 5e progression).
SneakAttackDie int
// Class-identity audit (2026-05-16) — Ranger Hunter's Mark as actual
// Nd6 bonus damage per hit. 5e: bonus action to mark a target, then
// +1d6 to every weapon hit vs. that target until concentration drops.
// In 1v1 there's effectively always a marked target (the only foe),
// so we model the mark as "always-on" — applies to every player hit.
// Number of d6 to roll: scales with class level (1 at L1, +1 every
// 5 levels per the 5e upcast progression, capped at 4d6).
HuntersMarkDie int
// Class-identity audit (2026-05-16) — Druid thorn-lash. Flat damage
// returned to the enemy whenever the enemy lands a hit on the player.
// 5e analogue: Spike Growth / Thorn Whip / the various druidic
// retaliation cantrips collapsed into a passive aura. Fires after
// damage is applied (and after ward absorption), so a "blocked but
// touched" hit still pricks back. Independent of crit doubling.
ThornLashDmg int
// Phase 10 SUB2b — Mage subclasses.
// ArcaneWardHP: flat HP buffer absorbed before player HP. Refilled at the
// start of each combat by Abjuration L5+ (2× Mage level, +prof at L7).
@@ -558,7 +585,7 @@ func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase
playerFirst := playerInit >= enemyInit
if playerFirst {
if resolvePlayerAttack(st, player, enemy, phase, result) {
if resolvePlayerSwings(st, player, enemy, phase, result) {
return true
}
if !abilityDealtDamage {
@@ -572,7 +599,7 @@ func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase
return true
}
}
if resolvePlayerAttack(st, player, enemy, phase, result) {
if resolvePlayerSwings(st, player, enemy, phase, result) {
return true
}
}
@@ -694,6 +721,26 @@ func maybeTriggerOrcRage(st *combatState, player *Combatant, phaseName string) {
// ── Attack Resolution ────────────────────────────────────────────────────────
// resolvePlayerSwings calls resolvePlayerAttack once, then up to
// player.Mods.ExtraAttacks more times (5e Extra Attack). Each extra swing is
// a full attack roll + damage roll. Stops early on enemy KO. The first swing
// consumes once-per-fight openers (AutoCritFirst, FirstAttackBonus,
// AssassinateAdvantage) via st flags — extras roll vanilla.
func resolvePlayerSwings(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool {
if resolvePlayerAttack(st, player, enemy, phase, result) {
return true
}
for i := 0; i < player.Mods.ExtraAttacks; i++ {
if st.enemyHP <= 0 || st.playerHP <= 0 {
return false
}
if resolvePlayerAttack(st, player, enemy, phase, result) {
return true
}
}
return false
}
// resolvePlayerAttack — d20 + AttackBonus vs enemy AC.
// Nat 20 = auto-hit + crit. Nat 1 = auto-miss tagged "fumble".
// Block (on hit) halves damage. autoCrit consumable forces a crit on hit.
@@ -1013,6 +1060,22 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
}
}
// Class-identity audit (2026-05-16) — Druid thorn lash. Fires on any
// landed enemy hit (dmg>0 after ward/block); independent flat-damage
// counter, not a fraction. Can drop the enemy.
if player.Mods.ThornLashDmg > 0 && dmg > 0 {
lash := player.Mods.ThornLashDmg
st.enemyHP = max(0, st.enemyHP-lash)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "player", Action: "thorn_lash",
Damage: lash, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Desc: "Wild Resilience",
})
if enemyDown(st, phaseName) {
return true
}
}
if st.playerHP <= 0 {
return !trySave(st, player, phaseName)
}

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@@ -103,6 +103,14 @@ func applyPlayerHitDamageMods(st *combatState, player *Combatant, dmg int, isCri
dmg += 1 + st.roll(6)
}
}
// Class-identity audit (2026-05-16) — Ranger Hunter's Mark. +Nd6 on
// every player hit. The implicit "you marked this enemy on round 0"
// model: in 1v1, the only foe is always the marked one.
if player.Mods.HuntersMarkDie > 0 {
for i := 0; i < player.Mods.HuntersMarkDie; i++ {
dmg += 1 + st.roll(6)
}
}
// Phase 10 SUB2a-ii — Assassin Death Strike proxy: bonus damage on the
// first hit only. Stacks on top of the Rogue's Sneak Attack auto-crit
// (which already doubled the base damage above) — the bonus itself is

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@@ -115,6 +115,23 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
switch c.Class {
case ClassFighter:
mods.DamageBonus += 0.05
// Class-identity audit (2026-05-16) — Extra Attack. 5e Fighter is
// defined by attack-action economy: L5 +1 swing/round, L11 +2,
// L20 +3. Prior to this the Fighter had only +5% Battle Trained
// at every level, which left the L5 "now I'm a real fighter"
// power-spike completely invisible. The +5% rider stays as the
// L1-4 floor; Extra Attack is what carries the chassis from L5.
// Other martials that 5e gives Extra Attack to (Paladin/Ranger/
// Barbarian) keep their existing DamageBonus proxies for now —
// re-tune in a follow-up if their win curves drift after this.
switch {
case c.Level >= 20:
mods.ExtraAttacks += 3
case c.Level >= 11:
mods.ExtraAttacks += 2
case c.Level >= 5:
mods.ExtraAttacks += 1
}
case ClassRogue:
mods.AutoCritFirst = true
// Phase 2 class-balance: rogue's once-per-fight auto-crit goes stale
@@ -150,8 +167,27 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
// Passive heal at <50% HP. Stacks additively with consumable HealItem.
mods.HealItem += 5
case ClassRanger:
mods.DamageBonus += 0.05
// Class-identity audit (2026-05-16) — Hunter's Mark as actual
// per-hit Nd6, plus L5 Extra Attack from the martial chassis. The
// previous +5% damage + +1 to-hit was a Phase-2 compensation
// rider for both being missing; +1 to-hit stays as the "read the
// prey's tells" half (it's not Hunter's Mark, that's the d6).
// HuntersMarkDie scales 1/5/10/15 per the 5e upcast progression
// (1d6 at L1, 2d6 L5+, 3d6 L11+, 4d6 L17+ as a soft proxy).
stats.AttackBonus++
switch {
case c.Level >= 17:
mods.HuntersMarkDie += 4
case c.Level >= 11:
mods.HuntersMarkDie += 3
case c.Level >= 5:
mods.HuntersMarkDie += 2
default:
mods.HuntersMarkDie += 1
}
if c.Level >= 5 {
mods.ExtraAttacks += 1
}
case ClassDruid:
// Wild Resilience — multiplicative, so it stacks cleanly with the
// subclass DamageReduct riders. DamageReduct is initialized to 1.0
@@ -165,6 +201,13 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
// identity, and the burst alone (plus the existing DR) lifts the
// off-tier cells without pushing in-tier wins past 1.0.
mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.WIS))
// Class-identity audit (2026-05-16) — thorn lash, the offensive
// half of Wild Resilience the tooltip already promises ("a thorn
// surge lashes back at whatever picked the fight"). Per-hit flat
// counter when the enemy lands on the player. Scales modestly so
// it's a steady tick, not a damage-race winner — the chassis
// stays defensive-first.
mods.ThornLashDmg += 2 + c.Level/4
case ClassBard:
// Phase 2 class-balance: bare +1 initiative left Bard the weakest
// class chassis (T5 mean 0.48 pre-tune). Add a Ranger-tier rider
@@ -197,8 +240,18 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
stats.AttackBonus++
mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA))
case ClassPaladin:
// Divine Smite — radiant burst on engage, scaling with level so it
// stays relevant against tougher foes.
mods.FlatDmgStart += 4 + c.Level/2
// Class-identity audit (2026-05-16) — Divine Smite as actual
// per-hit radiant bonus + L5 Extra Attack. 5e: smite consumes a
// spell slot for Nd8 radiant on a hit. Our engine has no slot
// tracker for ad-hoc smites; we collapse "paladin has plenty of
// slots over an adventuring day" to a flat per-hit rider, scaled
// down so an extra-attack paladin doesn't trivialize every fight.
// Rides DivineStrikePerHit (already in the weapon-hit damage path).
// Previous FlatDmgStart opener felt like Lay on Hands, not Smite.
smite := 3 + c.Level/3
mods.DivineStrikePerHit += smite
if c.Level >= 5 {
mods.ExtraAttacks += 1
}
}
}

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@@ -442,16 +442,16 @@ func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDChar
}
case SubclassCollegeValor:
// L5 Combat Inspiration: songs that sharpen the blade (+10% damage).
// L7 Extra Attack: throughput — +1 attack and a further +10% damage
// proxy for the second swing. L10 Battle Magic: a bonus-action
// strike after a spell — a FlatDmgStart burst. L15: +1 AC, the
// late-game shield half of Combat Inspiration.
// L7 Extra Attack: a real second swing (5e literal Extra Attack).
// Class-identity audit (2026-05-16) — previously proxied as +1
// AttackBonus + 10% damage; now uses ExtraAttacks. L10 Battle
// Magic: a bonus-action strike after a spell — a FlatDmgStart
// burst. L15: +1 AC, late-game shield half of Combat Inspiration.
if c.Level >= 5 {
mods.DamageBonus += 0.10
}
if c.Level >= 7 {
stats.AttackBonus++
mods.DamageBonus += 0.10
mods.ExtraAttacks += 1
}
if c.Level >= 10 {
mods.FlatDmgStart += 6

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@@ -236,12 +236,18 @@ func TestApplyClassPassives(t *testing.T) {
{ClassRogue, 0.05, 0, true, 0, 1.0, 0, 0},
{ClassMage, 0.05, 1, false, 0, 1.0, 1, 0},
{ClassCleric, 0, 0, false, 5, 1.0, 0, 0},
{ClassRanger, 0.05, 1, false, 0, 1.0, 0, 0},
// Class-identity audit (2026-05-16): Ranger Hunter's Mark is now
// per-hit HuntersMarkDie (not asserted here — same shape as
// SneakAttackDie); Paladin Divine Smite is now per-hit
// DivineStrikePerHit (not asserted here). The +5% damage and
// FlatDmgStart compensation riders are gone; +1 to-hit stays on
// Ranger as the "read prey tells" half.
{ClassRanger, 0, 1, false, 0, 1.0, 0, 0},
{ClassDruid, 0, 0, false, 0, 0.95, 1, 0},
{ClassBard, 0.05, 1, false, 0, 1.0, 1, 1},
{ClassSorcerer, 0.05, 0, false, 0, 1.0, 6, 0},
{ClassWarlock, 0.12, 1, false, 0, 1.0, 1, 0},
{ClassPaladin, 0, 0, false, 0, 1.0, 4, 0},
{ClassPaladin, 0, 0, false, 0, 1.0, 0, 0},
}
for _, tc := range cases {
stats := CombatStats{AttackBonus: 5}