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.
This commit is contained in:
prosolis
2026-05-14 20:32:41 -07:00
parent 76f814c0c9
commit d7fe32d893
4 changed files with 114 additions and 9 deletions

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@@ -122,10 +122,39 @@ HP-remaining, and near-death-rate are logged as diagnostics, not asserted.
through with weapon dice. Observed worst in-tier cell after tuning: L3/T2 at
~26pp, L1/T1 at ~24pp, L5/T3 at ~20pp; the 35pp band gives ~9pp Monte-Carlo
headroom at 200 trials/cell. **← current**
- **Phase 3 (if needed) — second-order.** Subclass-vs-subclass spread within a
class; the Paladin/Rogue MAD question if the data shows it bites. The L7/T5
cell (47pp spread, *off-tier*) is the most obvious next target if the
underleveled-cell experience needs lifting.
- **Phase 3 — off-tier caster lift. Done.** Design steer ("relatively easy
but not too easy") narrowed the target: lift the embarrassing caster
trailers on off-tier cells (the casual player walking into a slightly
too-hard dungeon underleveled) *without* pushing the already-saturated
in-tier ceiling. Tuned levers:
- **Druid passive** (`dnd_passives.go`): the only class chassis with a
purely defensive passive (5% DR, no offense). 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** (`dnd_passives.go`): burst base 3→5. Sorcerer was
the 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 parity with
the other arcane chassis.
Added an off-tier-trailer diagnostic (`dnd_class_balance_test.go`) — for
each (level, tier) cell where the player is below the in-tier band, the
log names the trailing class and its mean win rate. Not asserted: an
L1 walking into T2 is *supposed* to be hard, so the diagnostic is for
watching the gap, not the absolute number.
Observed lifts:
- Druid L1/T1: 0.77 → 0.86 (+9pp). The chassis is now functional at its
intended tier.
- L2/T2 cross-class spread: 77pp → 63pp. Druid trailer 0.23 → 0.35.
- L1/T1 spread: 23pp → 14pp.
In-tier parity assertion (35pp band on the diagonal) still passes. No
off-tier cell saturated past where it was — the lift is shape-correct.
**← current**
- **Phase 4 (if needed) — second-order.** Subclass-vs-subclass spread within a
class; the Paladin/Rogue MAD question if the data shows it bites. The L5/T4
wild-magic Sorcerer cell (0.14 individual, off-tier) is the most obvious
next target if subclass parity needs another pass.
## 6. Tuning levers (priority order)

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@@ -277,6 +277,67 @@ func TestClassBalance_Phase1_FullMatrix(t *testing.T) {
t.Logf("L%-4d %s", lvl, line)
}
// Phase-3 diagnostic — off-tier trailer per (level, tier). For each cell
// where the level is *below* the in-tier band (e.g. L1 at T2-T5), print the
// trailing class and its win rate. This is what Phase 3 lifts: the casual
// player who walks into a slightly-too-hard dungeon underleveled. Not
// asserted — Phase 3 tunes against the diagnostic numbers and the next
// phase decides whether to lock a soft off-tier band.
offTierLevels := map[int][]int{
2: {1, 2},
3: {1, 2, 3, 4},
4: {1, 2, 3, 4, 5},
5: {1, 2, 3, 4, 5, 7},
}
t.Logf("")
t.Logf("off-tier trailer per (level, tier) — class winrate is mean over subclasses (or single cell pre-L5):")
t.Logf("%-5s T2 T3 T4 T5", "lvl")
for _, lvl := range allLevels {
var line string
for tier := 2; tier <= 5; tier++ {
levels := offTierLevels[tier]
matched := false
for _, l := range levels {
if l == lvl {
matched = true
break
}
}
if !matched {
line += " " + " — "
continue
}
var trailerClass DnDClass
minV := 1.01
for _, ci := range dndClasses {
var sum float64
var n int
if lvl < 5 {
if r, ok := rows[rowKey{ci.Key, "", lvl}]; ok {
sum = r[tier].WinRate()
n = 1
}
} else {
for _, si := range subclassesForClass(ci.Key) {
if r, ok := rows[rowKey{ci.Key, si.ID, lvl}]; ok {
sum += r[tier].WinRate()
n++
}
}
}
if n == 0 {
continue
}
wr := sum / float64(n)
if wr < minV {
minV, trailerClass = wr, ci.Key
}
}
line += fmt.Sprintf(" %-10s %.2f ", trailerClass, minV)
}
t.Logf("L%-4d %s", lvl, line)
}
// Harness-broken gates first.
for _, r := range results {
if r.Tier == 1 && r.WinRate() == 0 {

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@@ -43,7 +43,7 @@ var dndClassAbilities = map[DnDClass]DnDClassAbility{
// CombatModifiers channels the same way the original five do.
ClassDruid: {
Name: "Wild Resilience",
Description: "The wild lends you its toughness: incoming damage is reduced 5%.",
Description: "The wild lends you its toughness incoming damage is reduced 5% — and a thorn surge on engage scaled by your Wisdom.",
},
ClassBard: {
Name: "Bardic Inspiration",
@@ -137,6 +137,14 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
// subclass DamageReduct riders. DamageReduct is initialized to 1.0
// by DerivePlayerStats before passives run.
mods.DamageReduct *= 0.95
// Phase 3 class-balance: druid was the only caster chassis with a
// purely defensive passive, and the off-tier numbers showed it —
// L1/T2 mean 0.04 vs Mage 0.27. Mirror the other caster bursts so
// the L1-4 druid can chip a T2 monster: WIS-scaled FlatDmgStart on
// engage. No DamageBonus rider; the chassis keeps its defensive
// 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))
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
@@ -149,11 +157,15 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA))
case ClassSorcerer:
// Innate Sorcery — pre-combat burst, CHA-scaled like the Sorcerer's
// spellcasting stat. Floors at the flat 3 for low-CHA builds.
// spellcasting stat. Floors at the flat base for low-CHA builds.
// Phase 2 class-balance: pure FlatDmgStart faded at higher tiers as
// monster HP grew. Adding a 5% damage rider plus level scaling on the
// burst keeps the chassis relevant past L1.
mods.FlatDmgStart += 3 + c.Level + clampNonNeg(abilityModifier(c.CHA))
// Phase 3 class-balance: sorcerer was the second-worst off-tier caster
// (L1/T2 0.10 pre-tune), trailing mage by ~17pp despite a comparable
// stat line. Bump the burst base 3→5 to lift the L1-4 chassis without
// touching the +0.05 rider that already saturates at high tier.
mods.FlatDmgStart += 5 + c.Level + clampNonNeg(abilityModifier(c.CHA))
mods.DamageBonus += 0.05
case ClassWarlock:
// 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) {
// burst now also scales with level, and Warlock picked up +1 attack.
// CHA/INT are 0 in this zero-value sheet → abilityModifier = -5,
// clamped to 0 by clampNonNeg. Paladin at L1 is still 4 + 0.
// Phase 3 class-balance: Druid picked up a WIS-scaled FlatDmgStart burst
// (lvl 1 + clamp(mod(WIS=0)) = 1), and Sorcerer's burst base went 3→5
// (5 + 1 + clamp(mod(CHA=10)=0) = 6).
{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},
{ClassDruid, 0, 0, false, 0, 0.95, 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, 4, 0},
{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},
}