Builds balance suite against the Power sheet
- Status
- Backlog
- Milestone
- Builds
- Area
- CombatGame design
- Priority
- normal
- Updated
Phase 10 of #147/#148 (docs/builds.md § 15, § 20.4). uo-loadtest builds: duels and pack fights between saved loadouts (the ±10 % damage roll is the only randomness), damage share per bucket and source, tier curves compared with the workbook's Power sheet; the targets of § 15.4 (complete T1 power 3–8; a complete T5 build beats 9–11 complete T1 builds of its kind all in and 6.5–9 on gear alone, #149) and the mirror-fight drift; CI keeps the catalogue's example builds within their targets; a playtest wave and a tuning pass.
Done when the measured power curves match the Power sheet within ±20 % and the tuning is recorded in catalog.py.
Also (user directive, 2026-10-29): a full top-tier party fight must last long enough to read on its own numbers, so the Thornford showcase's HITS_SCALE (×3 hits, uo_combat::pvp) goes away; count the effective builds (sample thousands of plausible builds, duel, pack and party fights, count the ones on the Pareto front) as a diversity metric; the elite test hero's picks (#171) sit near its thresholds.
Related
- #147Builds: what you wear is what you fight with
- #148Builds revised: tiers multiply, nothing is left to chance, every build can get away
- #149Builds: a complete T5 build equals ten complete T1 builds
- #171Danger by tier, elite packs, loot as materials
- #172Thornford PvP showcase and a target card that reads builds
- DocBuilds: what you wear is what you fight with
- DocBuilds: the catalogue
- DocBuilds: tiers, materials, recipes and power