rebalance start
parent
0c52a369cb
commit
86ffebf26a
@ -1,17 +1,22 @@
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package tuning
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// Defaults for enemy→hero damage (runtime_config JSON keys: enemyCombatDamageScale, enemyCombatDamageRollMin, enemyCombatDamageRollMax).
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// Kept in proportion to combatPaceMultiplier vs legacy (28): same incoming DPS when attack intervals shrink.
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// DefaultEnemyAttackIntervalMultiplier stretches only enemy swing spacing; DefaultEnemyCombatDamageScale is paired so incoming DPS stays in the same ballpark.
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const (
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DefaultEnemyCombatDamageScale = 1.0
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DefaultEnemyCombatDamageRollMin = 0.8
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DefaultEnemyAttackIntervalMultiplier = 1.5 // enemyAttackIntervalMultiplier
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DefaultEnemyCombatDamageScale = 1.0 // enemyCombatDamageScale
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DefaultEnemyCombatDamageRollMin = 0.82
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DefaultEnemyCombatDamageRollMax = 1.0
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)
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// Enemy HP regen: fraction of MaxHP healed per second (runtime_config JSON keys below).
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// Hero attack intervals are often multi-second; regen accumulates over the full gap — keep rates low
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// so net DPS stays positive (e.g. 0.003 ≈ 0.3%/s → ~3% MaxHP over a 10s gap).
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// Loaded from DB via tuning.ReloadNow; use EffectiveEnemyRegen* when a positive DB value is required.
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const (
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DefaultEnemyRegenDefault = 0.02 // enemyRegenDefault
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DefaultEnemyRegenSkeletonKing = 0.04 // enemyRegenSkeletonKing
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DefaultEnemyRegenForestWarden = 0.05 // enemyRegenForestWarden
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DefaultEnemyRegenBattleLizard = 0.01 // enemyRegenBattleLizard
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DefaultEnemyRegenDefault = 0.006 // enemyRegenDefault
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DefaultEnemyRegenSkeletonKing = 0.0015 // enemyRegenSkeletonKing
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DefaultEnemyRegenForestWarden = 0.003 // enemyRegenForestWarden
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DefaultEnemyRegenBattleLizard = 0.004 // enemyRegenBattleLizard
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)
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