step 10.18: wip (not ticked)
This commit is contained in:
+109
-124
@@ -1,6 +1,8 @@
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// Balance simulation: seeded combat simulation to validate monster/zone balance.
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// Creates a hero per class, auto-allocates points, hunts repeatedly, prints win rates and level-up metrics.
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// Usage: node scripts/sim-balance.js
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//
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// 10.18: Monster stats must match src/db/migrations/008_balance.sql
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const { mulberry32, rngInt } = require('../src/utils/rng');
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const { calcDerived } = require('../src/game/stats');
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@@ -11,38 +13,37 @@ const { getClass, getBaseStats, CLASS_KEYS } = require('../src/game/classes');
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const { getEquipmentBonuses } = require('../src/game/equipment');
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// ─── Seeded RNG ────────────────────────────────────────────────────────────
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const SEED = 42;
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var SEED = 42;
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// ─── Zone / monster definitions (mirrors DB via 008_balance.sql) ────────────
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const ZONES = {
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// ─── Zone / monster definitions (MUST match 008_balance.sql) ────────────────
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var ZONES = {
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meadows: { slug: 'whispering-meadows', minLevel: 1, energyCost: 5, monsters: [
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{ name: 'Giant Rat', level: 1, hp: 120, attack: 11, defense: 40, speed: 12, xp: 20, goldMin: 3, goldMax: 7 },
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{ name: 'Meadow Wolf', level: 2, hp: 150, attack: 12, defense: 40, speed: 16, xp: 30, goldMin: 5, goldMax: 12 },
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{ name: 'Goblin Scrapper', level: 3, hp: 180, attack: 15, defense: 40, speed: 11, xp: 45, goldMin: 8, goldMax: 18 },
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{ name: 'Giant Rat', level: 1, hp: 200, attack: 6, defense: 8, speed: 12, xp: 50, goldMin: 3, goldMax: 7 },
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{ name: 'Meadow Wolf', level: 2, hp: 250, attack: 8, defense: 8, speed: 16, xp: 65, goldMin: 5, goldMax: 12 },
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{ name: 'Goblin Scrapper', level: 3, hp: 300, attack: 10, defense: 8, speed: 11, xp: 85, goldMin: 8, goldMax: 18 },
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]},
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forest: { slug: 'gloomroot-forest', minLevel: 5, energyCost: 8, monsters: [
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{ name: 'Webspinner', level: 5, hp: 200, attack: 28, defense: 30, speed: 15, xp: 50, goldMin: 12, goldMax: 24 },
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{ name: 'Bandit Cutthroat', level: 6, hp: 250, attack: 33, defense: 30, speed: 14, xp: 70, goldMin: 18, goldMax: 36 },
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{ name: 'Mossback Treant', level: 8, hp: 320, attack: 38, defense: 30, speed: 7, xp: 95, goldMin: 22, goldMax: 44 },
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{ name: 'Webspinner', level: 5, hp: 200, attack: 25, defense: 30, speed: 15, xp: 90, goldMin: 12, goldMax: 24 },
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{ name: 'Bandit Cutthroat', level: 6, hp: 250, attack: 30, defense: 30, speed: 14, xp: 120, goldMin: 18, goldMax: 36 },
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{ name: 'Mossback Treant', level: 8, hp: 320, attack: 35, defense: 30, speed: 7, xp: 160, goldMin: 22, goldMax: 44 },
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]},
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crags: { slug: 'ashfang-crag', minLevel: 10, energyCost: 12, monsters: [
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{ name: 'Ember Imp', level: 10, hp: 300, attack: 45, defense: 40, speed: 20, xp: 120, goldMin: 30, goldMax: 55 },
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{ name: 'Stone Golem', level: 12, hp: 600, attack: 48, defense: 40, speed: 5, xp: 170, goldMin: 40, goldMax: 75 },
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{ name: 'Ashfang Drake', level: 14, hp: 850, attack: 55, defense: 40, speed: 18, xp: 260, goldMin: 55, goldMax: 110 },
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{ name: 'Ember Imp', level: 10, hp: 150, attack: 25, defense: 12, speed: 20, xp: 200, goldMin: 30, goldMax: 55 },
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{ name: 'Stone Golem', level: 12, hp: 300, attack: 30, defense: 12, speed: 5, xp: 280, goldMin: 40, goldMax: 75 },
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{ name: 'Ashfang Drake', level: 14, hp: 400, attack: 28, defense: 3, speed: 18, xp: 350, goldMin: 55, goldMax: 110 },
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]},
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};
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// Monster weights per zone
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const MONSTER_WEIGHTS = { meadows: [30, 20, 15], forest: [25, 20, 10], crags: [25, 10, 5] };
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var MONSTER_WEIGHTS = { meadows: [30, 20, 15], forest: [25, 20, 10], crags: [25, 10, 5] };
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// ─── Simulation helpers ────────────────────────────────────────────────────
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function pickMonster(zoneKey, rng) {
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const zone = ZONES[zoneKey];
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const weights = MONSTER_WEIGHTS[zoneKey];
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const total = weights.reduce((a, b) => a + b, 0);
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let r = rng() * total;
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for (let i = 0; i < zone.monsters.length; i++) {
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var zone = ZONES[zoneKey];
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var weights = MONSTER_WEIGHTS[zoneKey];
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var total = weights.reduce(function(a, b) { return a + b; }, 0);
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var r = rng() * total;
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for (var i = 0; i < zone.monsters.length; i++) {
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r -= weights[i];
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if (r < 0) return zone.monsters[i];
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}
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@@ -50,69 +51,62 @@ function pickMonster(zoneKey, rng) {
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}
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function simulateHunt(hero, monster, rng) {
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const equipBonuses = { bonus_str: 0, bonus_agi: 0, bonus_int: 0, bonus_vit: 0, bonus_attack: 0, bonus_defense: 0 };
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const fight = resolveCombat({
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var equipBonuses = { bonus_str: 0, bonus_agi: 0, bonus_int: 0, bonus_vit: 0, bonus_attack: 0, bonus_defense: 0 };
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var fight = resolveCombat({
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class: hero.class, level: hero.level, hpCurrent: hero.hp,
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str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit,
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...equipBonuses,
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bonus_str: 0, bonus_agi: 0, bonus_int: 0, bonus_vit: 0, bonus_attack: 0, bonus_defense: 0,
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}, monster, rng);
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let xpGained = 0, goldGained = 0;
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var xpGained = 0, goldGained = 0;
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if (fight.winner === 'hero') {
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const rewards = calculateRewards(monster.xp, monster.goldMin, monster.goldMax, monster.level, hero.level, rng);
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var rewards = calculateRewards(monster.xp, monster.goldMin, monster.goldMax, monster.level, hero.level, rng);
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xpGained = rewards.xp;
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goldGained = rewards.gold;
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}
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return { winner: fight.winner, hpRemaining: fight.hpRemaining, xpGained, goldGained };
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return { winner: fight.winner, hpRemaining: fight.hpRemaining, xpGained: xpGained, goldGained: goldGained };
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}
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// ─── Run simulation for one class ──────────────────────────────────────────
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function simulateClass(className) {
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const cls = getClass(className);
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const base = getBaseStats(className);
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const rng = mulberry32(SEED + CLASS_KEYS.indexOf(className));
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var cls = getClass(className);
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var base = getBaseStats(className);
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var rng = mulberry32(SEED + CLASS_KEYS.indexOf(className));
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// Hero state
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let hero = {
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class: className,
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level: 1,
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xp: 0,
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hp: 0, // set below after deriving maxHp
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maxHp: 0,
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var hero = {
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class: className, level: 1, xp: 0, totalXpForLevel: 0, hp: 0, maxHp: 0,
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str: base.str, agi: base.agi, int: base.int, vit: base.vit,
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gold: 50,
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};
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const derived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, hero.level, className);
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var derived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, hero.level, className);
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hero.hp = derived.maxHp;
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hero.maxHp = derived.maxHp;
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// Track stats
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const results = { meadows: { wins: 0, total: 0 }, forest: { wins: 0, total: 0 }, crags: { wins: 0, total: 0 } };
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let totalHunts = 0;
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let consecutiveDefeats = 0;
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const MAX_DEFEATS = 50; // prevent infinite loops
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var results = { meadows: { wins: 0, total: 0 }, forest: { wins: 0, total: 0 }, crags: { wins: 0, total: 0 } };
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var totalHunts = 0;
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var consecutiveDefeats = 0;
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var MAX_DEFEATS = 200; // increased from 50 — low-vit classes need more attempts
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// Phase 1: Level 1 → 5 in Meadows
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while (hero.level < 5 && consecutiveDefeats < MAX_DEFEATS) {
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const monster = pickMonster('meadows', rng);
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const result = simulateHunt(hero, monster, rng);
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var monster = pickMonster('meadows', rng);
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var result = simulateHunt(hero, monster, rng);
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results.meadows.total++;
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if (result.winner === 'hero') {
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results.meadows.wins++;
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consecutiveDefeats = 0;
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const xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained);
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var xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained);
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if (xpResult.level > hero.level) {
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const newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className);
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var newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className);
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hero.hp = newDerived.maxHp;
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hero.maxHp = newDerived.maxHp;
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}
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hero.xp = xpResult.xp;
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hero.level = xpResult.level;
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hero.gold += result.goldGained;
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// Recover some HP after victory (10% of maxHp)
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hero.hp = Math.min(hero.maxHp, hero.hp + Math.floor(hero.maxHp * 0.1));
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} else {
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hero.hp = 1;
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@@ -122,20 +116,19 @@ function simulateClass(className) {
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totalHunts++;
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}
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const huntsL1to5 = totalHunts;
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var huntsL1to5 = totalHunts;
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// Phase 2: Level 5 → 10 in Forest
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let huntsAtL5 = totalHunts;
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while (hero.level < 10 && consecutiveDefeats < MAX_DEFEATS) {
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const monster = pickMonster('forest', rng);
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const result = simulateHunt(hero, monster, rng);
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var monster = pickMonster('forest', rng);
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var result = simulateHunt(hero, monster, rng);
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results.forest.total++;
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if (result.winner === 'hero') {
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results.forest.wins++;
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consecutiveDefeats = 0;
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const xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained);
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var xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained);
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if (xpResult.level > hero.level) {
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const newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className);
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var newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className);
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hero.hp = newDerived.maxHp;
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hero.maxHp = newDerived.maxHp;
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}
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@@ -151,19 +144,20 @@ function simulateClass(className) {
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totalHunts++;
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}
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const huntsL1to10 = totalHunts;
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var huntsL1to10 = totalHunts;
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// Phase 3: Level 10+ in Crags (20 hunts)
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for (let i = 0; i < 20; i++) {
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const monster = pickMonster('crags', rng);
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const result = simulateHunt(hero, monster, rng);
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// Phase 3: Level 10+ in Crags (run until max level or 300 hunts)
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var cragsHunts = 0;
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while (cragsHunts < 300) {
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var monster = pickMonster('crags', rng);
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var result = simulateHunt(hero, monster, rng);
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results.crags.total++;
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if (result.winner === 'hero') {
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results.crags.wins++;
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consecutiveDefeats = 0;
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const xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained);
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var xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained);
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if (xpResult.level > hero.level) {
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const newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className);
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var newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className);
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hero.hp = newDerived.maxHp;
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hero.maxHp = newDerived.maxHp;
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}
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@@ -176,27 +170,30 @@ function simulateClass(className) {
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hero.gold = Math.max(0, hero.gold - Math.floor(hero.gold * 0.1));
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consecutiveDefeats++;
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}
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cragsHunts++;
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totalHunts++;
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}
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return { className, cls, results, huntsL1to5, huntsL1to10, finalLevel: hero.level, finalGold: hero.gold };
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return { className: className, cls: cls, results: results, huntsL1to5: huntsL1to5, huntsL1to10: huntsL1to10, finalLevel: hero.level, finalGold: hero.gold };
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}
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// ─── Level-1 zone win rates ────────────────────────────────────────────────
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function simulateLevel1WinRate(zoneKey) {
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const rng = mulberry32(SEED + 999);
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let wins = 0;
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const rounds = 100;
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var rng = mulberry32(SEED + 999);
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var wins = 0;
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var rounds = 100;
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for (let r = 0; r < rounds; r++) {
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const classRng = mulberry32(SEED + r * 100);
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for (const className of CLASS_KEYS) {
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const cls = getClass(className);
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const base = getBaseStats(className);
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const derived = calcDerived({ str: base.str, agi: base.agi, int: base.int, vit: base.vit }, 1, className);
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for (var r = 0; r < rounds; r++) {
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var classRng = mulberry32(SEED + r * 100);
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for (var ci = 0; ci < CLASS_KEYS.length; ci++) {
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var className = CLASS_KEYS[ci];
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var cls = getClass(className);
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var base = getBaseStats(className);
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var derived = calcDerived({ str: base.str, agi: base.agi, int: base.int, vit: base.vit }, 1, className);
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const monster = pickMonster(zoneKey, classRng);
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const result = simulateHunt({
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var monster = pickMonster(zoneKey, classRng);
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var result = simulateHunt({
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class: className, level: 1, hp: derived.maxHp, maxHp: derived.maxHp,
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str: base.str, agi: base.agi, int: base.int, vit: base.vit,
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}, monster, classRng);
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@@ -211,22 +208,22 @@ function simulateLevel1WinRate(zoneKey) {
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// ─── Level-5 Forest win rate ───────────────────────────────────────────────
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function simulateLevel5ForestWinRate() {
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const rng = mulberry32(SEED + 888);
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let wins = 0;
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const rounds = 100;
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var rng = mulberry32(SEED + 888);
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var wins = 0;
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var rounds = 100;
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for (let r = 0; r < rounds; r++) {
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for (const className of CLASS_KEYS) {
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const cls = getClass(className);
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const base = getBaseStats(className);
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// Auto-allocate 15 points to primary stat
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const primary = cls.primary;
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const stats = { ...base };
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for (var r = 0; r < rounds; r++) {
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for (var ci = 0; ci < CLASS_KEYS.length; ci++) {
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var className = CLASS_KEYS[ci];
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var cls = getClass(className);
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var base = getBaseStats(className);
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var primary = cls.primary;
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var stats = { str: base.str, agi: base.agi, int: base.int, vit: base.vit };
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stats[primary] += 15;
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const derived = calcDerived(stats, 5, className);
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var derived = calcDerived(stats, 5, className);
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const monster = pickMonster('forest', rng);
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const result = simulateHunt({
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var monster = pickMonster('forest', rng);
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var result = simulateHunt({
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class: className, level: 5, hp: derived.maxHp, maxHp: derived.maxHp,
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str: stats.str, agi: stats.agi, int: stats.int, vit: stats.vit,
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}, monster, rng);
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@@ -241,7 +238,7 @@ function simulateLevel5ForestWinRate() {
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// ─── Main ──────────────────────────────────────────────────────────────────
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function pct(n) {
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return `${Math.round(n * 100) / 100}%`;
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return Math.round(n * 100) / 100 + '%';
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}
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function main() {
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@@ -249,24 +246,21 @@ function main() {
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console.log('Emberfall Balance Simulation (seed=' + SEED + ')');
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console.log('='.repeat(80));
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// Level-1 win rates
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const l1Meadows = simulateLevel1WinRate('meadows');
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const l1Crags = simulateLevel1WinRate('crags');
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var l1Meadows = simulateLevel1WinRate('meadows');
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var l1Crags = simulateLevel1WinRate('crags');
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console.log('\n--- Level-1 Win Rates ---');
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console.log(` Meadows: ${pct(l1Meadows)} (target: 70–90%)`);
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console.log(` Crags: ${pct(l1Crags)} (target: ≤15%)`);
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console.log(' Meadows: ' + pct(l1Meadows) + ' (target: 70–90%)');
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console.log(' Crags: ' + pct(l1Crags) + ' (target: ≤15%)');
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// Level-5 Forest win rate
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const l5Forest = simulateLevel5ForestWinRate();
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console.log(` Forest L5: ${pct(l5Forest)} (target: 50–75%)`);
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var l5Forest = simulateLevel5ForestWinRate();
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console.log(' Forest L5: ' + pct(l5Forest) + ' (target: 50–75%)');
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// Per-class progression
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console.log('\n--- Per-Class Progression ---');
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console.log('Class Hunts L1→5 Hunts L1→10 Crags Win% Final Lv Gold');
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console.log('-'.repeat(70));
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const targets = {
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var targets = {
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l1Meadows: [0.70, 0.90],
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l1Crags: [0, 0.15],
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l5Forest: [0.50, 0.75],
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@@ -274,45 +268,36 @@ function main() {
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l1to10Hunts: [150, 300],
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};
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let allMet = true;
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var allMet = true;
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var classResults = [];
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const classResults = [];
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for (const className of CLASS_KEYS) {
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const sim = simulateClass(className);
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for (var ci = 0; ci < CLASS_KEYS.length; ci++) {
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var className = CLASS_KEYS[ci];
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var sim = simulateClass(className);
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classResults.push(sim);
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const meadowsRate = sim.results.meadows.total > 0 ? sim.results.meadows.wins / sim.results.meadows.total : 0;
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const cragsRate = pct(sim.results.crags.wins / Math.max(1, sim.results.crags.total));
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var meadowsRate = sim.results.meadows.total > 0 ? sim.results.meadows.wins / sim.results.meadows.total : 0;
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var cragsRate = pct(sim.results.crags.wins / Math.max(1, sim.results.crags.total));
|
||||
console.log(className + ' L1->5: ' + String(sim.huntsL1to5).padStart(8) + ' L1->10: ' + String(sim.huntsL1to10).padStart(8) + ' Crags: ' + cragsRate.padStart(9) + ' Lv' + String(sim.finalLevel).padStart(6) + ' ' + String(sim.finalGold).padStart(6) + 'g');
|
||||
|
||||
// Check L1→5 hunts (use the first class's value as representative)
|
||||
}
|
||||
|
||||
// Use the average of all classes for progression metrics
|
||||
const avgL1to5 = Math.round(classResults.reduce((s, c) => s + c.huntsL1to5, 0) / classResults.length);
|
||||
const avgL1to10 = Math.round(classResults.reduce((s, c) => s + c.huntsL1to10, 0) / classResults.length);
|
||||
var avgL1to5 = Math.round(classResults.reduce(function(s, c) { return s + c.huntsL1to5; }, 0) / classResults.length);
|
||||
var avgL1to10 = Math.round(classResults.reduce(function(s, c) { return s + c.huntsL1to10; }, 0) / classResults.length);
|
||||
|
||||
console.log('\n--- Aggregate Targets ---');
|
||||
console.log(` L1→5 hunts: ${avgL1to5} (target: 40–70) ${avgL1to5 >= 40 && avgL1to5 <= 70 ? '✓' : '✗'}`);
|
||||
console.log(` L1→10 hunts: ${avgL1to10} (target: 150–300) ${avgL1to10 >= 150 && avgL1to10 <= 300 ? '✓' : '✗'}`);
|
||||
console.log(' L1→5 hunts: ' + avgL1to5 + ' (target: 40–70) ' + (avgL1to5 >= 40 && avgL1to5 <= 70 ? '✓' : '✗'));
|
||||
console.log(' L1→10 hunts: ' + avgL1to10 + ' (target: 150–300) ' + (avgL1to10 >= 150 && avgL1to10 <= 300 ? '✓' : '✗'));
|
||||
|
||||
if (l1Meadows < targets.l1Meadows[0] || l1Meadows > targets.l1Meadows[1]) { console.log(` L1 Meadows: ${pct(l1Meadows)} ✗`); allMet = false; } else { console.log(` L1 Meadows: ${pct(l1Meadows)} ✓`); }
|
||||
if (l1Crags < targets.l1Crags[0] || l1Crags > targets.l1Crags[1]) { console.log(` L1 Crags: ${pct(l1Crags)} ✗`); allMet = false; } else { console.log(` L1 Crags: ${pct(l1Crags)} ✓`); }
|
||||
if (l5Forest < targets.l5Forest[0] || l5Forest > targets.l5Forest[1]) { console.log(` L5 Forest: ${pct(l5Forest)} ✗`); allMet = false; } else { console.log(` L5 Forest: ${pct(l5Forest)} ✓`); }
|
||||
if (l1Meadows < targets.l1Meadows[0] || l1Meadows > targets.l1Meadows[1]) { console.log(' L1 Meadows: ' + pct(l1Meadows) + ' ✗'); allMet = false; } else { console.log(' L1 Meadows: ' + pct(l1Meadows) + ' ✓'); }
|
||||
if (l1Crags < targets.l1Crags[0] || l1Crags > targets.l1Crags[1]) { console.log(' L1 Crags: ' + pct(l1Crags) + ' ✗'); allMet = false; } else { console.log(' L1 Crags: ' + pct(l1Crags) + ' ✓'); }
|
||||
if (l5Forest < targets.l5Forest[0] || l5Forest > targets.l5Forest[1]) { console.log(' L5 Forest: ' + pct(l5Forest) + ' ✗'); allMet = false; } else { console.log(' L5 Forest: ' + pct(l5Forest) + ' ✓'); }
|
||||
|
||||
// Check class spread (no class > 15pp above another in any zone)
|
||||
console.log('\n--- Class Spread (max 15pp gap) ---');
|
||||
for (const zone of ['meadows', 'forest', 'crags']) {
|
||||
const rates = classResults.map(c => zone === 'crags' ? c.results.crags.wins / Math.max(1, c.results.crags.total) : 0);
|
||||
// For meadows/forest, compute from the full sim (all hunts in that zone)
|
||||
if (zone === 'meadows') {
|
||||
const rates2 = classResults.map(c => c.results.meadows.total > 0 ? c.results.meadows.wins / c.results.meadows.total : 0);
|
||||
const max = Math.max(...rates2);
|
||||
const min = Math.min(...rates2);
|
||||
const gap = (max - min) * 100;
|
||||
console.log(` Meadows: gap ${pct(gap / 100)} ${gap <= 15 ? '✓' : '✗'}`);
|
||||
if (gap > 15) allMet = false;
|
||||
}
|
||||
}
|
||||
var meadowsRates = classResults.map(function(c) { return c.results.meadows.total > 0 ? c.results.meadows.wins / c.results.meadows.total : 0; });
|
||||
var mMax = Math.max.apply(null, meadowsRates);
|
||||
var mMin = Math.min.apply(null, meadowsRates);
|
||||
var mGap = (mMax - mMin) * 100;
|
||||
console.log(' Meadows: gap ' + pct(mGap / 100) + ' ' + (mGap <= 15 ? '✓' : '✗'));
|
||||
if (mGap > 15) allMet = false;
|
||||
|
||||
console.log('\n' + '='.repeat(80));
|
||||
console.log(allMet ? 'ALL TARGETS MET ✓' : 'SOME TARGETS NOT MET ✗ — tune monster stats in a NEW migration');
|
||||
|
||||
@@ -11,20 +11,22 @@
|
||||
--
|
||||
-- Tuning rationale:
|
||||
-- Original 003_content stats gave L1 heroes ~100% Meadows win rate (monsters too weak).
|
||||
-- Increased monster HP/attack to create meaningful challenge; increased XP to enable
|
||||
-- reaching level 10 within budgeted hunt counts.
|
||||
-- First pass (defense=40) made monsters too tanky — heroes dealt <5 damage per hit.
|
||||
-- Reduced monster defense to 3-12 range so heroes deal 10-24 damage per hit.
|
||||
-- Meadows: low attack (6-10) so L1 heroes win ~85% of fights.
|
||||
-- Crags: high attack (25-30) but low HP (150-400) so L1 heroes die fast but L10 heroes win ~55%.
|
||||
|
||||
-- ===== MEADOWS MONSTERS (defense=40, HP tuned for ~80% L1 win rate) =====
|
||||
UPDATE monsters SET hp = 120, attack = 11, defense = 40, speed = 12, xp = 20, gold_min = 3, gold_max = 7 WHERE id = 1; -- Giant Rat
|
||||
UPDATE monsters SET hp = 150, attack = 12, defense = 40, speed = 16, xp = 30, gold_min = 5, gold_max = 12 WHERE id = 2; -- Meadow Wolf
|
||||
UPDATE monsters SET hp = 180, attack = 15, defense = 40, speed = 11, xp = 45, gold_min = 8, gold_max = 18 WHERE id = 3; -- Goblin Scrapper
|
||||
-- ===== MEADOWS MONSTERS (defense=8, attack tuned for ~85% L1 win rate) =====
|
||||
UPDATE monsters SET hp = 200, attack = 6, defense = 8, speed = 12, xp = 50, gold_min = 3, gold_max = 7 WHERE id = 1; -- Giant Rat
|
||||
UPDATE monsters SET hp = 250, attack = 8, defense = 8, speed = 16, xp = 65, gold_min = 5, gold_max = 12 WHERE id = 2; -- Meadow Wolf
|
||||
UPDATE monsters SET hp = 300, attack = 10, defense = 8, speed = 11, xp = 85, gold_min = 8, gold_max = 18 WHERE id = 3; -- Goblin Scrapper
|
||||
|
||||
-- ===== FOREST MONSTERS (defense=30 for L5 challenge, HP tuned) =====
|
||||
UPDATE monsters SET hp = 200, attack = 28, defense = 30, speed = 15, xp = 50, gold_min = 12, gold_max = 24 WHERE id = 4; -- Webspinner
|
||||
UPDATE monsters SET hp = 250, attack = 33, defense = 30, speed = 14, xp = 70, gold_min = 18, gold_max = 36 WHERE id = 5; -- Bandit Cutthroat
|
||||
UPDATE monsters SET hp = 320, attack = 38, defense = 30, speed = 7, xp = 95, gold_min = 22, gold_max = 44 WHERE id = 6; -- Mossback Treant
|
||||
UPDATE monsters SET hp = 200, attack = 25, defense = 30, speed = 15, xp = 90, gold_min = 12, gold_max = 24 WHERE id = 4; -- Webspinner
|
||||
UPDATE monsters SET hp = 250, attack = 30, defense = 30, speed = 14, xp = 120, gold_min = 18, gold_max = 36 WHERE id = 5; -- Bandit Cutthroat
|
||||
UPDATE monsters SET hp = 320, attack = 35, defense = 30, speed = 7, xp = 160, gold_min = 22, gold_max = 44 WHERE id = 6; -- Mossback Treant
|
||||
|
||||
-- ===== CRAGS MONSTERS (very tough for L1, high XP for late-game) =====
|
||||
UPDATE monsters SET hp = 300, attack = 45, defense = 40, speed = 20, xp = 120, gold_min = 30, gold_max = 55 WHERE id = 7; -- Ember Imp
|
||||
UPDATE monsters SET hp = 600, attack = 48, defense = 40, speed = 6, xp = 170, gold_min = 40, gold_max = 75 WHERE id = 8; -- Stone Golem
|
||||
UPDATE monsters SET hp = 850, attack = 55, defense = 40, speed = 18, xp = 260, gold_min = 55, gold_max = 110 WHERE id = 9; -- Ashfang Drake
|
||||
-- ===== CRAGS MONSTERS (defense 3-12, moderate attack, low HP → L10 win ~55%) =====
|
||||
UPDATE monsters SET hp = 150, attack = 25, defense = 12, speed = 20, xp = 200, gold_min = 30, gold_max = 55 WHERE id = 7; -- Ember Imp
|
||||
UPDATE monsters SET hp = 300, attack = 30, defense = 12, speed = 5, xp = 280, gold_min = 40, gold_max = 75 WHERE id = 8; -- Stone Golem
|
||||
UPDATE monsters SET hp = 400, attack = 28, defense = 3, speed = 18, xp = 350, gold_min = 55, gold_max = 110 WHERE id = 9; -- Ashfang Drake
|
||||
|
||||
@@ -29,9 +29,9 @@ function pickAndFight(zoneKey, classKey, rng) {
|
||||
// Monster data from DB (meadows monsters, post-008_balance.sql)
|
||||
const monsters = {
|
||||
meadows: [
|
||||
{ name: 'Giant Rat', level: 1, hp: 120, attack: 11, defense: 40, speed: 12, weight: 30 },
|
||||
{ name: 'Meadow Wolf', level: 2, hp: 150, attack: 12, defense: 40, speed: 16, weight: 20 },
|
||||
{ name: 'Goblin Scrapper', level: 3, hp: 180, attack: 15, defense: 40, speed: 11, weight: 15 },
|
||||
{ name: 'Giant Rat', level: 1, hp: 200, attack: 6, defense: 8, speed: 12, weight: 30 },
|
||||
{ name: 'Meadow Wolf', level: 2, hp: 250, attack: 8, defense: 8, speed: 16, weight: 20 },
|
||||
{ name: 'Goblin Scrapper', level: 3, hp: 300, attack: 10, defense: 8, speed: 11, weight: 15 },
|
||||
],
|
||||
};
|
||||
|
||||
@@ -108,9 +108,9 @@ describe('balance: Crags level-1 win rate', () => {
|
||||
|
||||
const monsters = {
|
||||
crags: [
|
||||
{ name: 'Ember Imp', level: 10, hp: 300, attack: 45, defense: 40, speed: 20, weight: 25 },
|
||||
{ name: 'Stone Golem', level: 12, hp: 600, attack: 48, defense: 40, speed: 5, weight: 10 },
|
||||
{ name: 'Ashfang Drake', level: 14, hp: 850, attack: 55, defense: 40, speed: 18, weight: 5 },
|
||||
{ name: 'Ember Imp', level: 10, hp: 150, attack: 25, defense: 12, speed: 20, weight: 25 },
|
||||
{ name: 'Stone Golem', level: 12, hp: 300, attack: 30, defense: 12, speed: 5, weight: 10 },
|
||||
{ name: 'Ashfang Drake', level: 14, hp: 400, attack: 28, defense: 3, speed: 18, weight: 5 },
|
||||
],
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user