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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
)