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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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@@ -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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