docs(combat): design spec for combined-pool combat system experiment
New sandbox experiment: a deterministic, fully-parameterized real-time combat engine (EQ/Daggerfall lineage) built on a single combined Vigor pool (health+endurance+mana) with ceiling/fatigue attrition, capacity-as-fill stagger cascade, symmetric Actors + pluggable controllers, one composable Ability model (skills==spells), and classless three-layer emergent identity. Sim-first: headless deterministic engine + batch sweep harness + CSV/JSON export for data-driven balancing. Rust engine (combat-core/combat-sim) + Python analysis layer, in its own decoupled combat/ workspace. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# Combat System — Design Spec
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**Status:** draft for review · **Date:** 2026-06-02 · **Experiment folder:** `combat/` (to be created)
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> A standalone experiment in the reikhelm sandbox. **No dependency on `reikhelm-core`** — it
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> only borrows the same conventions (pure deterministic core, serde config, ChaCha8 RNG,
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> headless-first, front-ends as consumers). Lives in its own top-level folder per the
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> repo's one-experiment-per-folder convention.
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---
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## 1. Thesis
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A real-time (tick-based) combat system in the EverQuest / Daggerfall lineage — auto-attack +
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skills + magic — built on one deliberately unusual idea: **a single combined resource pool**
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that replaces separate HP / mana / stamina. Everything you do *and* everything done to you
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draws on the same bar. Offense literally spends your survival.
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It is **a deterministic simulation first, a playable game second.** The "feel" is not
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eyeballed — it is *measured* across thousands of simulated fights and tuned to target
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durations and difficulty curves. The engine is pure and headless; a batch sim harness and
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(later) a real-time visual front-end are both just consumers of it.
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### The two-axis model (the spine)
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Every combatant has one pool, **Vigor**, with three derived quantities:
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| Term | Meaning |
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|------|---------|
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| **Vigor (fill)** | Current value of the pool. Also **= your absorb capacity** (see §4). |
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| **Vigor Cap (ceiling)** | `max_vigor − fatigue`. The highest your fill can regen to *right now*. |
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| **Fatigue** | Accumulated, fight-scoped reduction of the cap. Recovers only out of combat or via recovery abilities. |
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Every combat verb is a point on **two axes** — cost to *fill* and cost to *ceiling*:
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| Verb class | Δ fill | Δ ceiling | Example |
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|------------|--------|-----------|---------|
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| Offense (skills/spells) | `+cost` | `+cost` | kick = (5, 1) |
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| Auto-attack & defensive reactions (block/parry/evade) | `0` | `+small` | swing = (0, 1) |
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| Recovery (spells/skills/potions) | `+cost` | `−restore` | second wind = (8, −5) |
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| Damage taken | `−mitigated` | `+fatigue_share` | — |
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The entire combat vocabulary is different numbers in that grid. **Balancing the game is editing
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a table.** This is both the design elegance and the core requirement (§10–12).
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---
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## 2. Goals & Non-Goals
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**Goals**
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- A combined-pool, mitigation-and-recovery combat model that *feels* tense and fair.
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- Fully data-driven: every number is config; nothing balance-relevant is hardcoded.
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- Deterministic and headless: a fight is reproducible from `(config, seed, loadouts)`.
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- Instrumented: emits a structured event/metric stream; exports CSV/JSON for analysis.
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- Batch-simulatable: run 10⁴–10⁶ fights across matchup/parameter sweeps to tune balance.
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- Symmetric: players and monsters run the *identical* model; only their controller differs.
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- Composable abilities: skills and spells are one system built from effect primitives.
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- Emergent role identity **without classes and without training points**.
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**Non-Goals (this experiment)**
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- Rendering / animation / art. (A visual front-end comes later, as a consumer.)
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- Movement & real positioning. Range is abstracted to a scalar/band for now.
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- Loot, XP curves, character creation, networking, persistence.
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- The crafting / discovery / reagent economy that *produces* abilities — separate experiment.
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- The progression system that *grows* competency — separate experiment.
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---
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## 3. The Resource Model
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### Vigor, Cap, Fatigue
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- `vigor` (current fill), `max_vigor` (level/stat-derived constant), `fatigue` (≥0, starts 0).
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- `cap = max_vigor − fatigue`. `vigor` is clamped to `[0, cap]`.
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- **Regen**: each tick, `vigor += regen_per_tick`, clamped to `cap`. Regen restores *fill toward
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the ceiling only* — it never touches `fatigue`. (Optional config: reduced regen rate while in
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combat vs. idle.)
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- **Fatigue ("spend leaves a mark")**: any point that *leaves* the pool generates fatigue.
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Default `fatigue += fatigue_ratio × amount_spent` for damage taken and unlabeled spend;
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abilities may override with an explicit authored `fatigue_cost`. Fatigue only decreases via
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**recovery abilities** (in combat) or **rest** (out of combat). It does *not* regen.
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### Damage in
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- An attack's landed damage is **a percentage of the target's `max_vigor`**, set by the **con
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curve** (§7) and reduced by the **mitigation pipeline** (§8). Even-con, unarmored ≈ 10%;
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+5 levels ≈ 30%; −5 levels ≈ 2% (illustrative anchors; the curve is config).
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- Applying damage: `vigor −= landed`; `fatigue += fatigue_ratio × landed` (a share of every hit
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becomes permanent-for-the-fight ceiling loss). Then resolve stagger (§4).
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### The squeeze
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You don't lose by emptying your fill once — you lose because **attrition grinds your ceiling
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down**, a lower ceiling means a lower fill, and a low fill means the next big hit overruns your
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capacity and triggers the stagger cascade. Everything points at the same death.
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---
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## 4. Stagger Cascade (the death model)
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There is no instant "vigor = 0 → dead". **Capacity = current `vigor`.** A landed hit is compared
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to capacity *at the moment it lands*:
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| Landed hit vs. capacity | Result |
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|-------------------------|--------|
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| `hit ≤ vigor` | Absorbed normally. `vigor −= hit`. |
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| `vigor < hit < 1.5 × vigor` | **Dazed / knocked down** (temporary status). Regen rate reduced. |
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| `hit ≥ 1.5 × vigor` | **Unconscious.** Regen zeroed until recovered. |
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Once unconscious, regen can't save you and follow-up hits grind you to 0 → **dead**. The
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thresholds (`1.0×`, `1.5×`) and the dazed regen penalty are config.
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**Consequence that makes it sing:** spending offense lowers your fill, which lowers your
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capacity, which raises your stagger risk *on the very next hit*. "Fire the kick at 60%, eat an
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add's swing, get staggered" is a real mechanical cascade, not flavor.
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---
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## 5. Actors & Symmetry
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**Every combatant is the same `Actor`** — same Vigor/Cap/Fatigue, same stagger cascade, same
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ability resolution. Variety comes from two independent dials:
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- **Stat block** → archetype. Golem = huge `max_vigor`, big hits, *slow* regen, long attack
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delay. Rat = tiny pool, fast cheap pecks. Same model, different numbers.
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- **Controller** → *intent*. A pluggable decision layer that emits actions (`attack / use
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ability / wait / recover`). The Actor doesn't know who drives it:
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- **Player controller** — driven by input (interactive front-end) or a scripted policy (sim).
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- **AI controllers** — v1: swing-on-cooldown. Later: *hold-and-punish* (wait, watch the
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target's fill, unload the haymaker exactly when they've spent low to overrun capacity),
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kite, heal. The AI plays the same timing meta-game the player does.
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Controllers are swappable with zero changes to combat math — critical for the sim (scripted
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policies of varying skill let us measure the gradual→brutal difficulty curve).
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---
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## 6. Abilities — Unified Skills + Spells
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**Skills and spells are one thing: an `Ability`.** "Kick" = melee delivery + physical effect +
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potency. "Fireball" = projectile delivery + fire effect + potency. Both resolve through the same
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two-axis cost + effect grid.
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### Composition
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An ability is composed from:
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- **Delivery / shape** — `self / touch / melee / projectile / beam / aoe(n)`. Sets targeting and
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a base cost.
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- **Effect(s)** — one or more, drawn from the **effect library** (§6.1). Each adds cost.
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- **Potency** — scalar multiplier on effect magnitude *and* cost.
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- **Target count** — 1..N. Multiplies cost.
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`cast_cost = f(delivery, Σ effects, potency, targets)` → an **absolute** `(fill_cost,
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fatigue_cost)`. Higher potency / more effects / more targets ⇒ more expensive. The 6-target,
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potency-10 AoE "cosmic nuke" costs ~90% of a *full* bar — leaving you at ~10%, one swing from the
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cascade. **Power is paid in vulnerability.**
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### Cost is absolute; pay-at-start
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- **Affordability gate:** you cannot begin an ability whose `fill_cost > current vigor`. Heavy
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abilities are gated behind a healthy bar; as your ceiling grinds down over a fight, you
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progressively **lose access** to your big hitters.
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- **Pay at cast-start; fizzle or interruption = paid for nothing.** One rule covers both fizzle
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risk (§9) and getting staggered mid-cast: you spent the cost and the ability never fired.
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### Cast time
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- The only structural axis separating "skill" from "spell": skills are mostly instant; spells
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have a **wind-up** (cast time in ticks) during which you are exposed and interruptible. Cast
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time is per-ability config.
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### 6.1 Effect library (both axes)
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Effects target *either* fill *or* ceiling — and the ceiling-attacking ones are the most on-thesis
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content the system can have:
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- **Fill damage** — % of target `max_vigor` (con + mitigation applied).
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- **Ceiling damage / curse** — drains target `fatigue` directly (attacks the real life total).
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- **Regen sabotage** — reduces target regen for a duration.
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- **Fatigue amplification** — raises target's fatigue-per-spend for a duration.
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- **DoT / HoT** — fill drain / restore over ticks.
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- **Mitigation debuff / buff** — feeds the mitigation pipeline (§8).
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- **Recovery** — `−fatigue` (raises ceiling) at a `+fill` cost; the inverse verb.
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Effect types are a small enum/registry; adding one is a library entry, not an engine change.
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### 6.2 Defensive abilities
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Block / parry / evade are abilities with `(0 fill, +fatigue)` and a brief **active window**:
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incoming hits landing during the window are mitigated/negated (they feed the §8 pipeline). They
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cost endurance, never your guard. (Reactive timing vs. the attacker's wind-up is the defensive
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counterpart to timing your offense — see Designed-For §14.)
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---
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## 7. The Con Curve (shared level-delta mapping)
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A single config-driven curve maps **level delta** to a magnitude multiplier, reused in *both*
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directions:
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- **Incoming damage %**: `delta = attacker_level − defender_level` → base damage % of pool.
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- **Outgoing effect resist/effectiveness**: `delta = caster_effective_level − target_level`
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(caster_effective_level folds in competency, §9) → fraction of the effect that lands.
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Anchors (config, illustrative): even-con baseline; ≈3× at +5; ≈0.2× at −5; roughly monotonic.
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Represented as a parametric function or a small lookup table — TBD in tuning, but it is *one*
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curve doing double duty.
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---
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## 8. Mitigation Pipeline
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All "how much of this hit actually lands" reduction flows through **one ordered pipeline** so new
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sources are additive contributors, never reworks:
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- **Armor** — passive attrition reduction (shrinks the damage %). Does *not* protect against
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stagger; it just makes you bleed fill slower so you stay in the safe band longer.
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- **Con** — the level-delta curve (§7).
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- **Active defenses** — block/parry/evade windows (§6.2).
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- **Stances** *(designed-for)* — toggled mitigation trades.
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- **Buffs/debuffs** — temporary contributors from effects.
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Player skill = *which* abilities and *when*, not gear stat-checks. Armor and con set the
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backdrop; timing decides the fight.
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---
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## 9. Progression & Identity
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### Competency (soft gates)
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Each Actor has a **competency value per school** (e.g., Invocation, Fire). Competency is mostly
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*not* a hard cast wall; it drives two independent checks:
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- **Fizzle — "does it go off?"** `f(competency, ability difficulty)`, where difficulty is driven
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by the same factors as cost (potency, #effects, #targets). Low competency vs. high difficulty ⇒
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frequent fizzle (and per §6, a fizzle means you *paid for nothing*).
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- **Resist / effectiveness — "how much lands?"** the con curve (§7) with caster competency folded
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into effective level. Even a sneaked-off potency-10 cast gets shrugged off by an over-con
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target.
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A few **hard school gates** are allowed for structure (e.g., a school locked until competency ≥ X).
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### Two independent brakes on power
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- **Cost** gates *affordability* (can you pay it?).
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- **Competency** gates *reliability + effectiveness* (will it fire, will it land?).
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You cannot craft a god-spell at level 1 and skip the game: you'll mostly fizzle, and what lands is
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resisted to a trickle. Progression is *earned*, not bought.
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### No classes, no training points — three-layer emergent identity
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1. **Competency = who you are over time.** Your per-school profile *is* your identity; earned by
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use, never allocated.
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2. **Loadout / memorization = who you are this fight.** Your known set can be large, but you commit
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a *limited slotted set* per encounter (re-slot only on rest / out of combat). Even an
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omni-competent veteran must choose a role for this pull — breadth of knowledge ≠ breadth of
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power.
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3. **Shared pool = who you are this second.** One bar means you can't be nuker *and* healer at
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once; the resource economy forces a moment-to-moment role with no extra rules.
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Pure classes are rigid and fight the composable model; pure à-la-carte waters down because
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everyone converges on one optimal kit. The loadout commitment + competency lag keep roles sharp
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with zero class definitions and zero skill points.
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**Optional knob (ship OFF):** gentle competency **atrophy** — unused schools drift toward a floor —
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as a firmer long-term brake *if* veterans start homogenizing.
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### Seam
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**Combat consumes competency values and emits "used <school> successfully" events.** *How*
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competency grows (use-based skill-ups, etc.) is a separate progression experiment. We build the
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hook, not the leveling curve.
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---
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## 10. Time Model & Determinism
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- **Fixed tick** (default 10 ticks/s, config). *Every* duration — attack delay, cast time, regen,
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status durations, active windows — is expressed in **ticks**. Headless: ticks advance as fast as
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the CPU allows. Real-time front-end: ticks advance on a wall clock.
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- **Determinism:** seeded **ChaCha8** RNG with per-roll sub-streams (mirrors `reikhelm-core`), so
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tweaking one parameter doesn't reshuffle unrelated rolls. A fight =
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`(config, seed, loadout_A, loadout_B)` → a *reproducible* outcome + full event log. This
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reproducibility is what makes the analysis valid: change one knob, observe the isolated delta.
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---
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## 11. Configuration — the "table"
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A single serde-(de)serializable `CombatConfig` holds **all** tunables, loadable from JSON.
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Categories:
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- Tick rate; regen rates (idle vs in-combat); dazed regen penalty.
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- `fatigue_ratio`; stagger band thresholds.
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- Con curve (parameters or table).
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- Mitigation: armor tiers, stance values.
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- Cost formula coefficients (delivery base costs, per-effect cost, potency scaling, per-target
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multiplier); auto-attack `(0, small)` default.
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- Fizzle & resist curve parameters.
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- Actor stat blocks & ability/effect library definitions (data, not code).
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Nothing balance-relevant is hardcoded. Editing config is the primary balancing act; structural
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rule changes are the only thing requiring a recompile.
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---
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## 12. Instrumentation, Metrics & Balancing
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### Event stream
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The engine emits a structured event per meaningful tick: `{tick, actor, action, fill_before,
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fill_after, ceiling, fatigue, stagger_state, fizzle?, target, landed, outcome?}`. A **recorder**
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rolls events into per-fight summary metrics.
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### Per-fight metrics (export to CSV/JSON)
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Time-to-resolution (ticks & seconds); outcome (win/loss/draw/timeout); #staggers, #dazes,
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#unconscious; #fizzles; total fill damage dealt/taken; total ceiling damage; min fill reached;
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ceiling-decay curve; near-death recoveries; effective DPS; vigor/ceiling time series (optional,
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sampled).
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### Batch harness & "feel" as acceptance criteria
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A harness runs **N fights across a matchup/parameter sweep** (level-delta × armor tier × loadout ×
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controller-skill) and exports the aggregate. The user's "feel" failure modes become *measurable
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guardrails*:
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- *"slow player knocked every 2s quits"* → **stagger-frequency ceiling**: from a full bar, an
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even-con opponent must not stagger-lock you in under *N* hits.
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- *"gradual but scales to brutally difficult"* → a **target time-to-kill curve by con-tier**:
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under-con trivial, even-con a satisfying ~X-second fight, +5 winnable only with skilled play,
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+8 lethal. Sweep parameters until the curve matches the intended shape.
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### Analysis layer
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A Python package (`combat/analysis/`, own `.venv`) consumes the exported CSV/JSON via pandas:
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sweep orchestration, difficulty-curve plots, parameter search toward target durations.
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---
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## 13. Architecture & Layout
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```
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combat/ # own Cargo workspace — independent of root reikhelm workspace
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Cargo.toml # [workspace] so the parent workspace never absorbs it
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combat-core/ # pure deterministic engine: Actor, Ability, tick loop, RNG, events
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# no I/O, no rendering, no real-time. The single source of truth.
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combat-sim/ # binary: load config + scenarios, run batch sweeps,
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# record metrics, export CSV/JSON
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analysis/ # Python: pandas/plots over exported data (own .venv, own .gitignore)
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configs/ # JSON configs / sane defaults
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README.md
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# (later) combat-wasm/ + a web playable, mirroring the reikhelm-web pattern
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```
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- **Decoupling:** root `Cargo.toml` uses explicit `members` (no globs), and `combat/Cargo.toml`
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declares its own `[workspace]`, so `combat/` is a self-contained experiment that neither
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pollutes nor depends on the existing crates.
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- **Deps (to be created):** `combat-core` → `rand_chacha = "0.10"`, `serde = { "1", features =
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["derive"] }`; `combat-sim` → `serde_json`, plus a CSV writer (e.g. `csv`). Edition 2021,
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Rust 1.96.
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- **gitignore additions:** `combat/target/`, `combat/analysis/.venv/`, exported data
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(e.g. `combat/**/out/`, `*.csv` under combat output dirs).
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---
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## 14. Scope — v1 Vertical Slice vs. Designed-For
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The full vision above is the *design*. To find the fun before building all of it, **v1 proves the
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core loop and the balancing capability** — which, for a data-first build, means the headless sim
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matters more than visuals.
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**v1 vertical slice (build this first):**
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- `combat-core`: Actor + Vigor/Cap/Fatigue + stagger cascade + regen + mitigation (armor + con) +
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fixed-tick loop + seeded RNG + event emission.
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- **3–4 hardcoded abilities** (auto-attack, a cheap skill, a heavy skill, a recovery) — not the
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composer yet; just enough to exercise the two-axis grid.
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- **One dumb-AI controller** (swing-on-cooldown) + a scripted player policy.
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- `combat-sim`: run a matchup sweep, export per-fight metrics CSV.
|
||||
- `analysis`: a first notebook plotting TTK and stagger-frequency by con-tier.
|
||||
- **Success = the duration/difficulty curves are tunable via config to the intended shape.** If
|
||||
managing one pool against the stagger cascade is tense in the data, we layer the rest on.
|
||||
|
||||
**Designed-for / explicitly deferred (nothing dropped):**
|
||||
- The **ability composer** + data-driven effect library (v1 hardcodes; the model is built so this
|
||||
slots in).
|
||||
- **Competency / fizzle / resist** as data-driven progression inputs.
|
||||
- **Loadout / memorization** mechanic.
|
||||
- **Telegraphs & reactive defense** (block/parry/evade timed vs. wind-up) — nearly free once
|
||||
abilities have cast-time windows.
|
||||
- **Stances** (mitigation knob), **ceiling-attacking effect content**, DoT/HoT/buff/debuff breadth.
|
||||
- **WASM build + real-time visual playable** (another consumer of `combat-core`).
|
||||
- **Crafting / discovery / reagents** (separate experiment) and **competency advancement**
|
||||
(separate experiment) — combat exposes the seams.
|
||||
- Smarter AI controllers (hold-and-punish, kite, heal).
|
||||
|
||||
---
|
||||
|
||||
## 15. Open Questions / Risks
|
||||
|
||||
- **Con curve shape** is the balance lever the whole feel rides on; it will need real sweep data
|
||||
to settle. Start parametric, validate against target curves.
|
||||
- **Regen vs. drain vs. spend rates** must be co-tuned, or even-con fights are either un-loseable
|
||||
(regen dominates) or stagger-locked (drain dominates). The sim exists precisely to find this
|
||||
balance; treat default numbers as placeholders.
|
||||
- **Fizzle-cost severity**: pay-at-start + fizzle-for-nothing is brutal by design; verify it
|
||||
doesn't make low-competency casting *never worth attempting* (which would stall progression).
|
||||
- **Scripted "player skill" policies** for the sim are themselves a modeling choice — the
|
||||
difficulty curve is only as meaningful as the policies are representative. Document the policies
|
||||
used for any published balance numbers.
|
||||
```
|
||||
Loading…
Reference in a new issue