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t1k:designer:base:balance-tools

FieldValue
Modulebase
Version1.13.2
Effortmedium
Tools

Keywords: balance tools, design, game balance, tuning

/t1k:designer:base:balance-tools

  • 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
DPS = (ATK - DEF × reduction%) × AttackSpeed
EHP = HP / (1 - DamageReduction%)
TTK = TargetEHP / AggressorDPS
ItemPower = BaseBudget × RarityMult × SlotSize
DropRate = BaseRate% × LuckMultiplier × AreaModifier

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

To find outliers without a spreadsheet:

Terminal window
# Grep all stat constant definitions
grep -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.

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)

KnobLow Value EffectHigh Value EffectRecommended Range
ATK/DEF ratioTanky, grindyBursty, one-shot risk1.5-3×
HP per levelFlat, predictableDramatic power jumps10-15% per level
AttackSpeedStrategic, positionalSpammy, micro-intensive0.5-2.0 attacks/s
CooldownDurationSpammy abilitiesHigh-stakes decisions5-15s for impactful skills
LootPerEncounterSlow build, tensionFast power, trivialized0.5-1.5 items avg
MovementSpeedStrategic, positionalChaotic, hard to read3-6 units/s

→ See references/tuning-knobs.md for full parameter table with interaction effects and caps

#IssueFix
1Flat defense scales to 100% reductionCap at 75% or use percent-based with diminishing returns
2Infinite stat stacking breaks balanceDefine soft caps (diminishing returns) and hard caps
3Loot rate feels bad despite correct mathAdd pity timer — guaranteed drop after N consecutive misses
4Simulation win rate misleadsCheck variance too — consistent 60% is better than 50%/70% alternating
  • rpg-game-design — Formulas and design theory behind the tools
  • game-design-document — Where to record balance decisions in GDDs
  • engine-specific code skills (auto-activated via registry) — for actual runtime values
FileCoverage
references/balance-spreadsheet.mdFull calculator formulas: DPS, EHP, item power, economy, drop rate
references/validation-methods.mdSimulation testing, stat audit, power curve graphing, automated tests, empirical player-data methods (death heatmaps, completion drop-off, friend testing)
references/tuning-knobs.mdParameter effects, interaction effects, recommended ranges, caps