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A party of N used to face one enemy swing a round against a single seat, so
each member absorbed ~1/N² of the solo incoming and cleared 100% of every T5
cell. The enemy now takes enemyActionsThisRound() attack-actions, each
re-targeted at a fresh standing seat, in both combat engines:
- auto-resolve (simulatePartyRound): enemyRoundSwings loops the actions,
re-rolling each target's pet procs.
- turn engine (stepEnemyTurn): enemyAttackAction resolves one full SRD
multiattack per action; step() no longer blanket-stamps the enemy turn to
one seat, since a party's enemy now hits several.
The action count is a fractional expectation realised as a per-round coin-flip
(2.4 for a duo, 2N-1 for N>=3), because the integer lever is too coarse at small
N -- against a duo, 2 actions is a ~91% faceroll and 3 a ~45% grinder, with
nothing between. A light party-only enemy HP scalar (x1.15) trims the martial
ceiling that action count alone leaves at 100%.
Solo is exempt on both levers (1 action, no RNG draw; x1.0 HP), so
TestCombatCharacterization is byte-identical and the d8prereq corpus still
compares. Sim band (party of 3, T5, HP scaled): fighter 70->90%, cleric-led
27->72% -- monotonic by party size, no composition worse than soloing.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
9.7 KiB
9.7 KiB