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R22: replace race copy that promised mechanics the engine doesn't deliver. - Tiefling: wire FireResist as a CombatModifier. Enemy main attack is halved when monster is FireAttacker-tagged; aoe_fire abilities are halved unconditionally; fire-tagged traps deal half damage to Tieflings. DnDMonsterTemplate carries FireAttacker; toCombatStats propagates it. Hand-authored fire entries tagged in dnd_bestiary.go (flameskull, magmin, azer, salamander, fire_elemental, emberlord_thyrak, young_red_dragon, infernax, belaxath). - Open5e tuned generator derives FireAttacker from the highest-AvgDamage attack's DamageType (threshold AvgDamage>=5). 19 tuned monsters tag. Regenerated bestiary_tuned_data.go. - Elf: drop "immune to sleep" (no sleep mechanic); reframe as keen senses + trance flavor. - Half-Elf: drop "two bonus skill proficiencies" (no skill system); reframe as adaptable cross-cultural know-how. - Tiefling copy: drop "bonus on CHA checks" (no checks); keep fire resistance with flavor framing. R23: DnDRaceInfo grows a BestFit field; renderRaceMenu emits an "_best with: …_" hint per race so spiky stat spreads (Orc -1/-1/-1) read as specialist picks rather than a brick of penalties. R24: dnd.go header comment for the caster classes now reflects the shipped state (Playable=true, spell lists populated) instead of the pre-Open5e scaffold language. Tests: TestApplyRacePassives gains a FireResist column; new TestTieflingFireResistance asserts ~0.5x ratio over a 300-trial sweep against a FireAttacker enemy. Full suite green.
189 lines
8.2 KiB
Go
189 lines
8.2 KiB
Go
package plugin
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// Phase 3 — class passives applied via CombatModifiers.
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//
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// Phase 3 keeps abilities passive-only: they auto-trigger via the existing
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// CombatModifiers machinery rather than being player-activated mid-fight
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// (the combat engine is one-shot, no turn-based UI). Active/reactive
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// abilities arrive once we have a model for them — likely tied to !arena
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// pre-arming or to a turn-based PvP variant.
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// ── Class passive definitions ────────────────────────────────────────────────
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// DnDClassAbility is the lore/UI representation of a class's signature
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// passive. Used by !abilities and !sheet for display; mechanics live in
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// applyClassPassives below.
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type DnDClassAbility struct {
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Name string
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Description string
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}
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var dndClassAbilities = map[DnDClass]DnDClassAbility{
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ClassFighter: {
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Name: "Battle Trained",
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Description: "Years of weapon drill add +5% to all damage you deal.",
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},
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ClassRogue: {
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Name: "Sneak Attack",
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Description: "Your first strike each combat lands as a critical hit, doubling its damage; precision drills add +5% to all damage you deal.",
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},
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ClassMage: {
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Name: "Arcane Focus",
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Description: "Practiced channeling adds +1 to your attack rolls and a small bump (+5%) to all damage you deal.",
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},
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ClassCleric: {
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Name: "Divine Favor",
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Description: "When you fall below half HP, divine intervention restores 5 HP. Once per combat.",
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},
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ClassRanger: {
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Name: "Hunter's Mark",
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Description: "You read your prey's weak points: +5% damage and +1 to attack rolls.",
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},
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// Open5e caster scaffold — one signature passive each, riding existing
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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% — 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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Description: "Quick wit keeps you a step ahead: +1 initiative, +1 attack, and +5% to all damage you deal.",
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},
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ClassSorcerer: {
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Name: "Innate Sorcery",
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Description: "Raw magic spills out as the fight begins, dealing immediate damage scaled by your Charisma, and +5% to all damage you deal.",
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},
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ClassWarlock: {
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Name: "Agonizing Blast",
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Description: "Your pact-fueled eldritch power adds +12% to all damage you deal and +1 to attack rolls.",
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},
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ClassPaladin: {
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Name: "Divine Smite",
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Description: "You channel a burst of radiant power on engagement, dealing flat damage that grows with your level.",
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},
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}
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// clampNonNeg returns max(0, x). Used by Phase-2 class passives to keep
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// ability-mod-scaled FlatDmgStart additions from going negative when a
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// caster's casting stat happens to be below 10 (or when tests construct
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// a DnDCharacter with zero-value stats).
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func clampNonNeg(x int) int {
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if x < 0 {
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return 0
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}
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return x
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}
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// applyRacePassives sets the combat-impacting flags from the player's race.
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// Elf "trance" (resilience flavor), Half-Elf "adaptable" (cross-cultural know-
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// how), and the Human floating +1 are non-combat or stat-only and have no
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// engine hook here.
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func applyRacePassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacter) {
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switch c.Race {
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case RaceHalfling:
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mods.LuckyReroll = true
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case RaceOrc:
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mods.RageReady = true
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case RaceDwarf:
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mods.PoisonResist = true
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case RaceTiefling:
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// Fiendish heritage: incoming fire damage is halved by the combat
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// engine (enemy attack path + aoe_fire ability) and by the trap
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// resolver (fire-tagged traps).
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mods.FireResist = true
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}
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}
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// applyClassPassives mutates a player's CombatModifiers to apply their
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// class passive. Called after applyDnDPlayerLayer + DerivePlayerStats but
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// BEFORE consumable application (so consumables can stack on top).
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//
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// Some passives ride on existing CombatModifiers fields:
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// Rogue's Sneak Attack reuses AutoCritFirst (the consumable Crystal Berry
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// field) — the engine already implements first-hit-auto-crit semantics.
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// Cleric's Divine Favor reuses HealItem, the under-50%-HP heal trigger.
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//
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// This means:
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// - A Rogue carrying a Crystal Berry doesn't get *two* auto-crits;
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// AutoCritFirst is already a one-shot bool.
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// - A Cleric carrying a healing potion stacks: passive 5 + potion 8 = 13.
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// The passive heal triggers first since both use the same threshold.
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func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacter) {
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switch c.Class {
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case ClassFighter:
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mods.DamageBonus += 0.05
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case ClassRogue:
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mods.AutoCritFirst = true
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// Phase 2 class-balance: rogue's once-per-fight auto-crit goes stale
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// at high tiers (T5 mean trails leaders by ~10pp pre-tune). Add a
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// modest steady-DPS rider so post-opener rounds aren't pure attrition.
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mods.DamageBonus += 0.05
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case ClassMage:
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stats.AttackBonus++
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// Phase 2 class-balance: +1 attack alone left Mage mid-pack on damage
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// per round. A modest damage rider lifts weapon hits (DamageBonus does
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// not multiply queued SpellPreDamage — that path is its own field).
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mods.DamageBonus += 0.05
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// Phase 2 class-balance: Arcane focus also produces a small pre-combat
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// arcane burst, scaling with level and INT. Helps the L1-4 chassis,
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// which would otherwise rely on a single weak L1 spell + quarterstaff
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// against T2-T3 monsters. Saturates harmlessly at L10+ where every
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// class wins anyway.
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mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.INT))
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case ClassCleric:
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// Passive heal at <50% HP. Stacks additively with consumable HealItem.
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mods.HealItem += 5
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case ClassRanger:
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mods.DamageBonus += 0.05
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stats.AttackBonus++
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case ClassDruid:
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// Wild Resilience — multiplicative, so it stacks cleanly with the
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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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// (+1 attack, +5% damage) so the chassis pulls weight before subclass
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// kicks in at L5, plus a CHA-scaled opening flourish (FlatDmgStart) so
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// the L1-4 chassis isn't dead at T3.
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mods.InitiativeBias += 1
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stats.AttackBonus++
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mods.DamageBonus += 0.05
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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 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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// 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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// the Warlock chassis read mid-pack at T5 (0.52) pre-tune. Eldritch
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// blast as an opener (FlatDmgStart, level + CHA-scaled) covers the
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// caster's L1-4 quarterstaff weakness, same shape as the other three
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// arcane chassis.
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mods.DamageBonus += 0.12
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stats.AttackBonus++
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mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA))
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case ClassPaladin:
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// Divine Smite — radiant burst on engage, scaling with level so it
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// stays relevant against tougher foes.
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mods.FlatDmgStart += 4 + c.Level/2
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}
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}
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