mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-16 00:52:40 +00:00
The Phase 1 per-class-mean summary was hiding the truth — most cells are floor/ceiling-saturated (L10+ pinned at 1.0, L1-4 caster cells at high tier pinned at 0.0), so means barely budge when you tune passives. Added a per-(level, tier) cross-class spread diagnostic to the matrix log, then tuned with the levers from doc §6 in priority order: 1. Class passives (dnd_passives.go) — caster trailers (Bard, Mage, Warlock, Sorcerer) gained level + casting-stat-scaled FlatDmgStart bursts so the L1-4 chassis isn't a quarterstaff + one weak spell against a T2-T3 monster; small DamageBonus riders (Mage/Bard/ Sorcerer/Rogue +5%, Warlock 10→12%) and +1 attack for Bard/Warlock close the steady-DPS gap. Added clampNonNeg so ability-mod-scaled additions never go negative on sub-10-stat sheets. 2. Subclass L5 tiers (dnd_subclass_combat.go) — the three Sorcerer L5 picks (Wild/Storm/Draconic) and Warlock Great Old One were defense- only or near-inert pre-tune; each gained a small bite (DamageBonus +0.10, or a FlatDmgStart burst for Storm) so the L5 chassis can press through a T4 monster. Parity band locked in TestClassBalance_Phase1_FullMatrix: cross-class spread ≤ 35pp on the in-tier diagonal — (level, tier) cells where the level is appropriate for the tier (T1: L1-4, T2: L3-7, T3: L5-10, T4: L7-15, T5: L10-20). Off-tier cells (L1 mage at T3 dungeon etc.) are still logged but not asserted: those are level-vs-tier mismatches and casters at L1-4 can't muscle through a T3 monster on a single L1-slot spell the way martials muscle through with weapon dice. Worst in-tier cell after tuning: ~26pp at L3/T2. The 35pp band gives ~9pp Monte-Carlo headroom over the worst signal at 200 trials/cell. TestApplyClassPassives expectations updated to match the new passives. Phase 0 spike still green, full plugin suite (-short) clean.
139 lines
6.9 KiB
Markdown
139 lines
6.9 KiB
Markdown
# GogoBee — D&D Class Balance Pass
|
||
|
||
> **Companion to:** `gogobee_dnd_design_doc_v1.1.md`, `gogobee_spell_system.md`, `gogobee_subclass_system.md`
|
||
> **Version:** 0.1 (planning draft)
|
||
> **Status:** Pre-implementation — Phase 0 spike in progress
|
||
> **Sibling work:** the race-balance pass (`internal/plugin/dnd_race_balance.go`, `TestRaceBalance`) — same spirit, different method (see §1).
|
||
|
||
---
|
||
|
||
## 0. Why this doc exists
|
||
|
||
The race-balance pass tuned the seven races to equal *effective power* via a
|
||
hand-weighted scoring model. That model is a **proxy** — races don't fight, so
|
||
there is nothing to measure directly.
|
||
|
||
Classes are different: combat is **one-shot auto-resolved** through a single
|
||
`simulateCombatWithRNG` call (`combat_engine.go:338`), and the RNG is
|
||
**seedable**. So class balance does not need a proxy model — we can run
|
||
thousands of real, reproducible fights and read the win rates directly.
|
||
|
||
This doc plans that work. Endgame: a `TestClassBalance` regression fixture that
|
||
holds per-tier win-rate parity across all 10 classes × 30 subclasses, plus the
|
||
tuning pass that gets us there.
|
||
|
||
**Non-goals.** Not a combat-engine redesign. Not adding classes/subclasses.
|
||
"Balanced" means balanced *in gogobee's one-shot engine* — the model collapses
|
||
tabletop action economy, and that is accepted.
|
||
|
||
---
|
||
|
||
## 1. Method — measure, don't model
|
||
|
||
| | Race pass | Class pass |
|
||
|---|---|---|
|
||
| Power source | ability mods only | full combat: HP/AC, weapons, spells, passives, subclass tiers |
|
||
| Approach | hand-weighted scoring proxy | Monte Carlo over the real engine |
|
||
| Trust | heuristic weights (estimated) | empirical win rates (measured) |
|
||
| Artifact | `dnd_race_balance.go` + `TestRaceBalance` | `dnd_class_balance.go` + `TestClassBalance` |
|
||
|
||
---
|
||
|
||
## 2. The matrix (full)
|
||
|
||
For each of the 10 classes:
|
||
- `subclass = none` at L1–L4
|
||
- each of its 5 subclasses at the L5 / L7 / L10 / L15 / L20 tier-unlock checkpoints
|
||
|
||
→ ~60 build profiles × level checkpoints × ~6 monster tiers. Each cell = N
|
||
seeded fights through `simulateCombatWithRNG`. One-shot sims are cheap; compute
|
||
is not the constraint.
|
||
|
||
**Opponents:** the existing per-tier monster scaling curves
|
||
(`dnd_combat.go:35–51`) — dungeon Tier and arena ThreatLevel — used as a fixed
|
||
gauntlet.
|
||
|
||
**Builds:** standard array assigned by each class's stat priority
|
||
(`dnd_combat.go:185–218`), Human race (neutral baseline, +1 all), plus a
|
||
standardized equipment loadout (see §3).
|
||
|
||
---
|
||
|
||
## 3. The two hard parts (Phase 0 de-risks these)
|
||
|
||
1. **Equipment loadout policy.** Combat uses equipment-driven AC and real weapon
|
||
dice. The per-class, per-level kit must be standardized *fairly* or every
|
||
downstream number is garbage. Derive from existing starting-gear / level
|
||
tables if they exist; otherwise define a canonical tiered kit.
|
||
2. **Spell-selection policy.** Caster damage flows through `applyPendingCast`.
|
||
Without a "what would a player cast here" heuristic per class/level, all 8
|
||
casters fight as naked weapon-users and read as broken — a measurement
|
||
artifact, not real imbalance.
|
||
|
||
---
|
||
|
||
## 4. Balance rule
|
||
|
||
Per-tier **win-rate parity**: at each difficulty tier, every class within a
|
||
tolerance band of the cross-class mean win rate. Band set empirically after the
|
||
first full run (the race pass's ±0.5 was set the same way). Damage-dealt,
|
||
HP-remaining, and near-death-rate are logged as diagnostics, not asserted.
|
||
|
||
---
|
||
|
||
## 5. Phases (one phase ≈ one session; each ends green + committed)
|
||
|
||
- **Phase 0 — spike.** Harness skeleton; equipment + spell-selection policies;
|
||
run *Fighter vs. Mage only* across tiers and sanity-check plausibility
|
||
(both win something; casters not at 0%). If the numbers are implausible, fix
|
||
the policies before trusting anything. **Done — commit 0878b4e.**
|
||
- **Phase 1 — harness + matrix.** Generalize to all 10 classes × 30 subclasses;
|
||
`TestClassBalance` logs the full report. No tuning yet — just measurement.
|
||
**Done.** Subclass field plumbed through the harness, `applySubclassPassives`
|
||
wired in to match live combat order, `buildPhase1Profiles` produces 190 rows
|
||
(10 × 4 pre-subclass + 10 × 3 × 5 post-subclass), `TestClassBalance_Phase1_FullMatrix`
|
||
logs the cells plus per-class tier means and ranges. Phase-2 calibration baseline:
|
||
at T4 the cross-class spread of *mean* win rate runs Bard 0.62 → Fighter 0.80
|
||
(~18pp); at T5 0.48 → 0.64 (~16pp); casters trail martials at the post-unlock
|
||
tier (T3) by ~20pp.
|
||
- **Phase 2 — tuning pass. Done.** First insight: per-class-mean is dominated
|
||
by floor+ceiling saturation (L10+ pinned at 1.0; L1-4 caster cells at high
|
||
tier pinned at 0.0), masking the actual gaps. The matrix log now also
|
||
emits a per-(level, tier) cross-class spread — the cells with real signal.
|
||
Tuned levers, in priority order:
|
||
- **Class passives** (`dnd_passives.go`): caster trailers (Bard, Mage,
|
||
Warlock, Sorcerer) gained level + casting-stat scaled FlatDmgStart bursts
|
||
so their L1-4 chassis isn't a quarterstaff + one weak spell against a T2-T3
|
||
monster; small DamageBonus riders (Mage/Bard/Sorcerer/Rogue +5%, Warlock
|
||
10→12%) and +1 attack for Bard/Warlock close the steady-DPS gap. Added a
|
||
`clampNonNeg` helper so ability-mod-scaled additions never go negative on
|
||
sheets with sub-10 casting stats.
|
||
- **Subclass L5 tiers** (`dnd_subclass_combat.go`): the three Sorcerer
|
||
L5 picks (Wild/Storm/Draconic) and Warlock Great Old One were defense-only
|
||
or near-inert pre-tune; each gained a DamageBonus +0.10 (or FlatDmgStart
|
||
burst for Storm) so the L5 chassis can press through a T4 monster.
|
||
|
||
**Parity band locked** in `TestClassBalance_Phase1_FullMatrix`: cross-class
|
||
spread ≤ 35pp on the *in-tier* diagonal — the (level, tier) cells where the
|
||
level is appropriate for the tier (T1: L1-4, T2: L3-7, T3: L5-10, T4: L7-15,
|
||
T5: L10-20). Off-tier cells (e.g. L1 mage at T3 dungeon) are still logged but
|
||
not asserted: those are level-vs-tier mismatches, and casters at L1-4 can't
|
||
muscle through a T3 monster on a single L1-slot spell the way martials muscle
|
||
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.
|
||
|
||
## 6. Tuning levers (priority order)
|
||
|
||
1. Class passives — `dnd_passives.go`
|
||
2. Subclass L5/7/10/15 tiers — `dnd_subclass_combat.go`
|
||
3. Spell damage dice & upcast — `dnd_spells_data.go`, `dnd_spells_srd_data.go`
|
||
4. Spell slot progression — `dnd_spells.go`
|
||
5. AC floor / armor proficiency — `dnd.go:164–178`
|
||
6. Attack bonus class matrix — `dnd_combat.go:22–33`
|
||
7. Monster scaling curves — `dnd_combat.go:35–51` (last resort; affects PvE feel)
|