From 67054f432fd9790c934f0d82ca882e55d0d62b40 Mon Sep 17 00:00:00 2001 From: Malte Langkabel Date: Sat, 4 Jul 2026 07:50:50 +0200 Subject: [PATCH] Combat stats round 4 from arena round 3 margins Round 3 (narrow lanes; arena geometry is part of the fixture from here): dreadnought closed to -11%, battleship improved to +22%, the drone swarm flipped to +14% over cruisers under full engagement, glass beat armored for the third consecutive round, mirrors/repair/ two-to-one healthy, stations cracked at 51% by the 3x swarm under the new geometry (watch, not touched). Round-4 knobs: armor_plates 1000 -> 1200 (~37 HP/threat; persistent glass signal, also lifts armor-carrying cruiser/BC/destroyer/DN loadouts), battlecruiser hull 2500 -> 2000 (net -300 EHP after its armor gain), battleship 7000 -> 6300 (loadout has no armor, clean -10%), dreadnought/carrier 19000 -> 22500 (opposing destroyers gain armor too, so the larger step). Anchors doc notes the emerging shape: the arena prices capitals as tanks with taxed guns. Co-Authored-By: Claude Fable 5 Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN --- bin/app/data/config/modules.toml | 2 +- bin/app/data/config/ships.toml | 8 ++++---- docs/content_design.md | 32 ++++++++++++++++++++++++++------ 3 files changed, 31 insertions(+), 11 deletions(-) diff --git a/bin/app/data/config/modules.toml b/bin/app/data/config/modules.toml index 016b879..cbcb62a 100644 --- a/bin/app/data/config/modules.toml +++ b/bin/app/data/config/modules.toml @@ -158,7 +158,7 @@ fill_color = "#808080" glyph = "A" [module.health] -added_hp = 1000 +added_hp = 1200 [[module]] diff --git a/bin/app/data/config/ships.toml b/bin/app/data/config/ships.toml index 5e721d8..29cfe36 100644 --- a/bin/app/data/config/ships.toml +++ b/bin/app/data/config/ships.toml @@ -179,7 +179,7 @@ materials = [{item = "battlecruiser_hull", amount = 1}] production_time_seconds = 5 [ship.health] -hp = 2500 +hp = 2000 [ship.movement] speed_mps = 20 @@ -222,7 +222,7 @@ materials = [{item = "battleship_hull", amount = 1}] production_time_seconds = 6 [ship.health] -hp = 7000 +hp = 6300 [ship.movement] speed_mps = 15 @@ -267,7 +267,7 @@ materials = [{item = "dreadnought_hull", amount = 1}] production_time_seconds = 8 [ship.health] -hp = 19000 +hp = 22500 [ship.movement] speed_mps = 10 @@ -308,7 +308,7 @@ materials = [{item = "carrier_hull", amount = 1}] production_time_seconds = 8 [ship.health] -hp = 19000 +hp = 22500 [ship.movement] speed_mps = 10 diff --git a/docs/content_design.md b/docs/content_design.md index d6c834e..57118ac 100644 --- a/docs/content_design.md +++ b/docs/content_design.md @@ -458,15 +458,18 @@ verifies it empirically. Change the anchors first, re-derive stats second. time) as the *prior*; per-hull HP is the empirical trim knob for arena results (guns are shared across many hulls, so gun changes move many matchups at once — hull HP moves exactly one). Current values - after round-2 trims: drone 60, frigate 300, destroyer 550, - cruiser 1500, battlecruiser 2500, battleship 7000, - dreadnought/carrier 19000. -- **Armor HP ≈ 31 per threat** — a strong premium over hull HP (15) + after round-3 trims: drone 60, frigate 300, destroyer 550, + cruiser 1500, battlecruiser 2000, battleship 6300, + dreadnought/carrier 22500. (The capital hulls sit well above the + 15/threat prior while their guns sit below the DPS prior — the arena + consistently prices big ships as tanks with taxed guns.) +- **Armor HP ≈ 37 per threat** — a strong premium over hull HP (15) because armor is pure HP with no capability, and fights snowball: killing enemies removes their DPS, while surviving merely delays — so a point of HP must be cheaper than a point of DPS. - armor_plates adds 1000 HP at 32 threat (arena round 1: at 640 the - all-guns destroyer beat the armored one). + armor_plates adds 1200 HP at 32 threat (raised from 640 → 1000 → + 1200: the all-guns destroyer beat the armored one in three + consecutive arena rounds). - **TTK check:** a mirror cruiser duel (51 DPS vs 2140 EHP) lasts ~42 s — inside the 30–60 s parity-fight band implied by the 25-ship fleet target. Capital mirrors run longer (~90 s), deliberately. @@ -514,6 +517,23 @@ DPS (17→14, 70→52 damage), armor 640→1000, repair 25→12, station range still win flawlessly in round 2, the range ladder (kiting) is the next suspect, ahead of further DPS cuts. +**Arena round 3 results (2026-07-04, narrow lanes):** arenas were +narrowed (height 10) so fleets can no longer pass each other — arena +geometry is part of the fixture from here on; margins are only +comparable within the same geometry. Results: mirrors healthy (1–7%); +dreadnought closed to −11%; battleship improved to +22% (still over); +drone swarm now beats cruisers by 14% (full engagement in the narrow +lane favors numbers); mixed vs battlecruisers +18%; glass beat armored +for the third consecutive round (+12%); repair 14%, two-to-one 78%, +station set cracked at 51% by the 3× swarm (geometry changed under the +stations — watch before touching stats). Round-4 knob changes: +armor_plates 1000→1200 (the persistent glass signal; also lifts the +armor-carrying cruiser/BC/destroyer/DN loadouts), battlecruiser hull +2500→2000 (net −300 EHP after its armor gain), battleship 7000→6300 +(no armor in its loadout, clean −10%), dreadnought/carrier +19000→22500 (the opposing destroyers gain armor too, so the DN needs +the larger step). + **Arena round 2 results (2026-07-04, with EHP-margin logging):** the mirror "bias" was noise — repeated runs split randomly, and winners finish at 5–7% EHP (near-mutual annihilation, healthy). Drones vs