Combat stats round 2 from arena round 1 findings
Round 1 findings: concentrated fleets won all four equal-threat cross-tier matchups flawlessly; glass destroyers beat armored; repair escort beat raw numbers flawlessly; two stations annihilated a 3x threat swarm through 200 m approach fire; team 1 won all three mirror matches (possible sim bias, recorded as action item 6, plus action item 7 for HP-margin logging). Knob changes, deliberately few for clean attribution: concentration tax on m/l gun DPS (railgun_m damage 17 -> 14, railgun_l 70 -> 52), armor_plates 640 -> 1000 HP (~31 HP/threat: killing removes enemy DPS while surviving merely delays, so HP must be cheaper than DPS), repair 25 -> 12 HP per cycle (~1 HP/s per threat: in-combat sustain removes enemy DPS and must be priced like DPS), station range 200 -> 120. Gun ranges untouched; if concentration still wins flawlessly in round 2, the range ladder is the next suspect. Anchors and findings documented in content_design.md; fitted threat values are unaffected by stat changes, so the arena suite counts stay valid. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
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@@ -57,7 +57,7 @@ fill_color = "#FF8040"
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glyph = "Rm"
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[module.weapon]
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damage = 17
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damage = 14
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attack_range_m = 70
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attack_rate_hz = 1.5
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@@ -76,7 +76,7 @@ fill_color = "#FF8040"
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glyph = "Rl"
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[module.weapon]
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damage = 70
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damage = 52
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attack_range_m = 100
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attack_rate_hz = 0.8
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@@ -110,7 +110,7 @@ glyph = "Rp"
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[module.repair]
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repair_rate_hz = 1
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repair_amount_hp = 25
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repair_amount_hp = 12
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repair_range_m = 80
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# -----------------------------------------------------------------------------
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@@ -158,7 +158,7 @@ fill_color = "#808080"
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glyph = "A"
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[module.health]
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added_hp = 640
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added_hp = 1000
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[[module]]
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