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D&D: class-balance Phase 3 — off-tier caster lift (druid + sorcerer)
Design steer from user — "relatively easy but not too easy" — narrowed the target: lift the embarrassing caster trailers on off-tier cells (a casual player walking into a slightly too-hard dungeon underleveled) without pushing the already-saturated in-tier ceiling. Levers: - Druid passive: was the only chassis with a purely defensive passive (5% DR, no offense), and it read it — L1/T1 mean 0.77 (lowest at the entry tier), L1/T2 0.04. Added a level + WIS-scaled FlatDmgStart burst, same shape as the Phase-2 Bard/Mage/Warlock pass. Kept the DR; no DamageBonus rider so high-tier ceilings stay flat. - Sorcerer passive: burst base 3→5. Sorcerer was second-worst caster off-tier (L1/T2 0.10 vs Mage 0.27 pre-tune) despite a comparable stat line; the bump pulls it toward arcane-chassis parity. Observed lifts: - Druid L1/T1: 0.77 → 0.86 (+9pp) — chassis now functional at its intended tier - L2/T2 cross-class spread: 77pp → 63pp; druid trailer 0.23 → 0.35 - L1/T1 spread: 23pp → 14pp Off-tier diagnostic: added a focused log to TestClassBalance_Phase1_FullMatrix that names the trailing class at each off-tier (lvl, tier) cell. Not asserted — L1 in T2 is *supposed* to be hard, so the diagnostic is for watching the gap, not the absolute number. In-tier parity assertion (35pp band on the diagonal) still passes; TestApplyClassPassives updated for the new druid/sorcerer FlatDmgStart values; full plugin -short suite clean.
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@@ -122,10 +122,39 @@ HP-remaining, and near-death-rate are logged as diagnostics, not asserted.
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through with weapon dice. Observed worst in-tier cell after tuning: L3/T2 at
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~26pp, L1/T1 at ~24pp, L5/T3 at ~20pp; the 35pp band gives ~9pp Monte-Carlo
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headroom at 200 trials/cell. **← current**
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- **Phase 3 (if needed) — second-order.** Subclass-vs-subclass spread within a
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class; the Paladin/Rogue MAD question if the data shows it bites. The L7/T5
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cell (47pp spread, *off-tier*) is the most obvious next target if the
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underleveled-cell experience needs lifting.
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- **Phase 3 — off-tier caster lift. Done.** Design steer ("relatively easy
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but not too easy") narrowed the target: lift the embarrassing caster
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trailers on off-tier cells (the casual player walking into a slightly
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too-hard dungeon underleveled) *without* pushing the already-saturated
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in-tier ceiling. Tuned levers:
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- **Druid passive** (`dnd_passives.go`): the only class chassis with a
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purely defensive passive (5% DR, no offense). Added a level + WIS-scaled
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`FlatDmgStart` burst — same shape as the Phase-2 Bard/Mage/Warlock pass.
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Kept the DR; no `DamageBonus` rider, so high-tier ceilings stay flat.
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- **Sorcerer passive** (`dnd_passives.go`): burst base 3→5. Sorcerer was
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the second-worst caster off-tier (L1/T2 0.10 vs Mage 0.27 pre-tune)
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despite a comparable stat line; the bump pulls it toward parity with
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the other arcane chassis.
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Added an off-tier-trailer diagnostic (`dnd_class_balance_test.go`) — for
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each (level, tier) cell where the player is below the in-tier band, the
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log names the trailing class and its mean win rate. Not asserted: an
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L1 walking into T2 is *supposed* to be hard, so the diagnostic is for
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watching the gap, not the absolute number.
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Observed lifts:
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- Druid L1/T1: 0.77 → 0.86 (+9pp). The chassis is now functional at its
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intended tier.
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- L2/T2 cross-class spread: 77pp → 63pp. Druid trailer 0.23 → 0.35.
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- L1/T1 spread: 23pp → 14pp.
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In-tier parity assertion (35pp band on the diagonal) still passes. No
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off-tier cell saturated past where it was — the lift is shape-correct.
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**← current**
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- **Phase 4 (if needed) — second-order.** Subclass-vs-subclass spread within a
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class; the Paladin/Rogue MAD question if the data shows it bites. The L5/T4
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wild-magic Sorcerer cell (0.14 individual, off-tier) is the most obvious
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next target if subclass parity needs another pass.
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## 6. Tuning levers (priority order)
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@@ -277,6 +277,67 @@ func TestClassBalance_Phase1_FullMatrix(t *testing.T) {
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t.Logf("L%-4d %s", lvl, line)
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}
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// Phase-3 diagnostic — off-tier trailer per (level, tier). For each cell
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// where the level is *below* the in-tier band (e.g. L1 at T2-T5), print the
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// trailing class and its win rate. This is what Phase 3 lifts: the casual
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// player who walks into a slightly-too-hard dungeon underleveled. Not
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// asserted — Phase 3 tunes against the diagnostic numbers and the next
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// phase decides whether to lock a soft off-tier band.
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offTierLevels := map[int][]int{
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2: {1, 2},
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3: {1, 2, 3, 4},
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4: {1, 2, 3, 4, 5},
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5: {1, 2, 3, 4, 5, 7},
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}
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t.Logf("")
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t.Logf("off-tier trailer per (level, tier) — class winrate is mean over subclasses (or single cell pre-L5):")
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t.Logf("%-5s 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 := 2; tier <= 5; tier++ {
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levels := offTierLevels[tier]
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matched := false
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for _, l := range levels {
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if l == lvl {
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matched = true
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break
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}
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}
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if !matched {
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line += " " + " — "
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continue
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}
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var trailerClass DnDClass
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minV := 1.01
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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, trailerClass = wr, ci.Key
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}
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}
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line += fmt.Sprintf(" %-10s %.2f ", trailerClass, minV)
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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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@@ -43,7 +43,7 @@ var dndClassAbilities = map[DnDClass]DnDClassAbility{
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// CombatModifiers channels the same way the original five do.
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ClassDruid: {
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Name: "Wild Resilience",
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Description: "The wild lends you its toughness: incoming damage is reduced 5%.",
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Description: "The wild lends you its toughness — incoming damage is reduced 5% — and a thorn surge on engage scaled by your Wisdom.",
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},
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ClassBard: {
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Name: "Bardic Inspiration",
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@@ -137,6 +137,14 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
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// subclass DamageReduct riders. DamageReduct is initialized to 1.0
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// by DerivePlayerStats before passives run.
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mods.DamageReduct *= 0.95
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// Phase 3 class-balance: druid was the only caster chassis with a
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// purely defensive passive, and the off-tier numbers showed it —
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// L1/T2 mean 0.04 vs Mage 0.27. Mirror the other caster bursts so
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// the L1-4 druid can chip a T2 monster: WIS-scaled FlatDmgStart on
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// engage. No DamageBonus rider; the chassis keeps its defensive
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// identity, and the burst alone (plus the existing DR) lifts the
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// off-tier cells without pushing in-tier wins past 1.0.
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mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.WIS))
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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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@@ -149,11 +157,15 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
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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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// spellcasting stat. Floors at the flat base for low-CHA builds.
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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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// Phase 3 class-balance: sorcerer was the second-worst off-tier caster
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// (L1/T2 0.10 pre-tune), trailing mage by ~17pp despite a comparable
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// stat line. Bump the burst base 3→5 to lift the L1-4 chassis without
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// touching the +0.05 rider that already saturates at high tier.
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mods.FlatDmgStart += 5 + c.Level + clampNonNeg(abilityModifier(c.CHA))
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mods.DamageBonus += 0.05
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case ClassWarlock:
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// Phase 2 class-balance: bumped from 10% to 12% damage + 1 attack —
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@@ -229,13 +229,16 @@ func TestApplyClassPassives(t *testing.T) {
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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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// Phase 3 class-balance: Druid picked up a WIS-scaled FlatDmgStart burst
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// (lvl 1 + clamp(mod(WIS=0)) = 1), and Sorcerer's burst base went 3→5
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// (5 + 1 + clamp(mod(CHA=10)=0) = 6).
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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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{ClassDruid, 0, 0, false, 0, 0.95, 0, 0},
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{ClassDruid, 0, 0, false, 0, 0.95, 1, 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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{ClassSorcerer, 0.05, 0, false, 0, 1.0, 6, 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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