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 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
This commit is contained in:
2026-07-04 07:50:50 +02:00
parent 7a9a7a35ad
commit 67054f432f
3 changed files with 31 additions and 11 deletions

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@@ -158,7 +158,7 @@ fill_color = "#808080"
glyph = "A" glyph = "A"
[module.health] [module.health]
added_hp = 1000 added_hp = 1200
[[module]] [[module]]

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@@ -179,7 +179,7 @@ materials = [{item = "battlecruiser_hull", amount = 1}]
production_time_seconds = 5 production_time_seconds = 5
[ship.health] [ship.health]
hp = 2500 hp = 2000
[ship.movement] [ship.movement]
speed_mps = 20 speed_mps = 20
@@ -222,7 +222,7 @@ materials = [{item = "battleship_hull", amount = 1}]
production_time_seconds = 6 production_time_seconds = 6
[ship.health] [ship.health]
hp = 7000 hp = 6300
[ship.movement] [ship.movement]
speed_mps = 15 speed_mps = 15
@@ -267,7 +267,7 @@ materials = [{item = "dreadnought_hull", amount = 1}]
production_time_seconds = 8 production_time_seconds = 8
[ship.health] [ship.health]
hp = 19000 hp = 22500
[ship.movement] [ship.movement]
speed_mps = 10 speed_mps = 10
@@ -308,7 +308,7 @@ materials = [{item = "carrier_hull", amount = 1}]
production_time_seconds = 8 production_time_seconds = 8
[ship.health] [ship.health]
hp = 19000 hp = 22500
[ship.movement] [ship.movement]
speed_mps = 10 speed_mps = 10

View File

@@ -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 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 arena results (guns are shared across many hulls, so gun changes move
many matchups at once — hull HP moves exactly one). Current values many matchups at once — hull HP moves exactly one). Current values
after round-2 trims: drone 60, frigate 300, destroyer 550, after round-3 trims: drone 60, frigate 300, destroyer 550,
cruiser 1500, battlecruiser 2500, battleship 7000, cruiser 1500, battlecruiser 2000, battleship 6300,
dreadnought/carrier 19000. dreadnought/carrier 22500. (The capital hulls sit well above the
- **Armor HP ≈ 31 per threat** — a strong premium over hull HP (15) 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: because armor is pure HP with no capability, and fights snowball:
killing enemies removes their DPS, while surviving merely delays — killing enemies removes their DPS, while surviving merely delays —
so a point of HP must be cheaper than a point of DPS. 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 armor_plates adds 1200 HP at 32 threat (raised from 640 → 1000 →
all-guns destroyer beat the armored one). 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 — - **TTK check:** a mirror cruiser duel (51 DPS vs 2140 EHP) lasts ~42 s —
inside the 3060 s parity-fight band implied by the 25-ship fleet inside the 3060 s parity-fight band implied by the 25-ship fleet
target. Capital mirrors run longer (~90 s), deliberately. 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 still win flawlessly in round 2, the range ladder (kiting) is the next
suspect, ahead of further DPS cuts. 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 (17%);
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 **Arena round 2 results (2026-07-04, with EHP-margin logging):** the
mirror "bias" was noise — repeated runs split randomly, and winners mirror "bias" was noise — repeated runs split randomly, and winners
finish at 57% EHP (near-mutual annihilation, healthy). Drones vs finish at 57% EHP (near-mutual annihilation, healthy). Drones vs