t1k:designer:base:balance-tools
| Field | Value |
|---|---|
| Module | base |
| Version | 1.25.1 |
| Effort | medium |
| Tools | — |
Keywords: balance, balance tools, game balance, stats, tuning
How to invoke
Section titled “How to invoke”/t1k:designer:base:balance-toolsGame Balance Tools
Section titled “Game Balance Tools”Executed by
Section titled “Executed by”The calculators are cheap-tier once the formulas are stated; the decisions built
on them are not. Computing DPS / EHP / TTK / ItemPower / DropRate from the Quick
Formulas, and applying the Balance Validation Checklist thresholds to the
results, is t1k-metrics-reporter work. The code-based stat audit applies a
stated rule to N values and reports one verdict per value, which is
t1k-list-classifier work (routing SSOT: rules/orchestration-rules.md §
“Task-Type → Agent Routing”):
| Step | Agent |
|---|---|
| Compute DPS / EHP / TTK / ItemPower / DropRate per unit, item, or encounter from the stated formula | t1k-metrics-reporter |
| Apply the Checklist thresholds (TTK in range, no value >2× next tier, power curve 1.1–1.2×, pity drop-rate math) to computed numbers and report which rows fail | t1k-metrics-reporter |
| Stat audit: flag each grepped stat constant >2× the median | t1k-list-classifier — one verdict per constant, rubric stated |
Stays reasoning-tier: difficulty-spike detection and its remediation, whether a flagged outlier is a bug or an intentional power fantasy, what to retune and to what value, simulation win-rate variance judgment, and every Tuning Knobs range decision — those read the numbers and change the design.
When This Skill Triggers
Section titled “When This Skill Triggers”- Tuning stat values (ATK, DEF, HP, speed, cooldowns)
- Validating difficulty across an encounter sequence
- Auditing item power budgets for outliers
- Checking economy balance (gold in vs gold out per session)
- Detecting difficulty spikes (TTK jumps >50% between encounters)
- Simulating loot distribution across N encounters
- Writing automated balance tests
Core Toolkit
Section titled “Core Toolkit”Quick Formulas (Inline Reference)
Section titled “Quick Formulas (Inline Reference)”DPS = (ATK - DEF × reduction%) × AttackSpeedEHP = HP / (1 - DamageReduction%)TTK = TargetEHP / AggressorDPSItemPower = BaseBudget × RarityMult × SlotSizeDropRate = BaseRate% × LuckMultiplier × AreaModifierBalance Validation Checklist
Section titled “Balance Validation Checklist”Before finalizing any balance pass:
- TTK within target range for all unit matchups (3-5 hits for roguelike)
- No stat value is an outlier (>2× next highest rarity tier item)
- Economy: gold earned per run ≥ upgrade cost of 1 item tier
- Encounter win rate 55-75% at recommended level (simulate or playtest)
- Power curve: player power 1.1-1.2× ahead of encounter curve at each point
- Pity timers trigger within expected window (verify drop rate math)
- No difficulty spike >50% TTK increase between consecutive encounters
→ See references/balance-spreadsheet.md for spreadsheet layout and all calculator formulas
Validation Methods
Section titled “Validation Methods”Stat Audit (Code-Based)
Section titled “Stat Audit (Code-Based)”To find outliers without a spreadsheet:
# Grep all stat constant definitionsgrep -rn "const float\|const int" Packages/ Assets/Demos/ --include="*.cs" | grep -i "atk\|def\|hp\|speed\|damage"Sort results; flag any value >2× median as a suspect outlier.
Difficulty Spike Detection
Section titled “Difficulty Spike Detection”Plot TTK per encounter index. A spike is when:
TTK[i+1] / TTK[i] > 1.5
Flag and insert a rest/low-difficulty encounter before the spike.
→ See references/validation-methods.md for simulation testing, power curve graphing, automated balance tests, and empirical player-data methods (death heatmaps, completion drop-off thresholds, structured friend testing)
Common Tuning Knobs
Section titled “Common Tuning Knobs”| Knob | Low Value Effect | High Value Effect | Recommended Range |
|---|---|---|---|
| ATK/DEF ratio | Tanky, grindy | Bursty, one-shot risk | 1.5-3× |
| HP per level | Flat, predictable | Dramatic power jumps | 10-15% per level |
| AttackSpeed | Strategic, positional | Spammy, micro-intensive | 0.5-2.0 attacks/s |
| CooldownDuration | Spammy abilities | High-stakes decisions | 5-15s for impactful skills |
| LootPerEncounter | Slow build, tension | Fast power, trivialized | 0.5-1.5 items avg |
| MovementSpeed | Strategic, positional | Chaotic, hard to read | 3-6 units/s |
→ See references/tuning-knobs.md for full parameter table with interaction effects and caps
Gotchas
Section titled “Gotchas”| # | Issue | Fix |
|---|---|---|
| 1 | Flat defense scales to 100% reduction | Cap at 75% or use percent-based with diminishing returns |
| 2 | Infinite stat stacking breaks balance | Define soft caps (diminishing returns) and hard caps |
| 3 | Loot rate feels bad despite correct math | Add pity timer — guaranteed drop after N consecutive misses |
| 4 | Simulation win rate misleads | Check variance too — consistent 60% is better than 50%/70% alternating |
Cross-References
Section titled “Cross-References”rpg-game-design— Formulas and design theory behind the toolsgame-design-document— Where to record balance decisions in GDDs- engine-specific code skills (auto-activated via registry) — for actual runtime values
Reference Files
Section titled “Reference Files”| File | Coverage |
|---|---|
references/balance-spreadsheet.md | Full calculator formulas: DPS, EHP, item power, economy, drop rate |
references/validation-methods.md | Simulation testing, stat audit, power curve graphing, automated tests, empirical player-data methods (death heatmaps, completion drop-off, friend testing) |
references/tuning-knobs.md | Parameter effects, interaction effects, recommended ranges, caps |