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