| name | t1k:designer:base:balance-tools |
| description | Practical tools and validation methods for game balance — DPS calculators, EHP formulas, spreadsheet layouts, stat audits, difficulty spike detection |
| effort | medium |
| keywords | ["game balance","tuning","balance tools","design"] |
| version | 1.12.0 |
| origin | theonekit-designer |
| repository | The1Studio/theonekit-designer |
| module | base |
| protected | false |
Game Balance Tools
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
Quick Formulas (Inline Reference)
DPS = (ATK - DEF × reduction%) × AttackSpeed
EHP = HP / (1 - DamageReduction%)
TTK = TargetEHP / AggressorDPS
ItemPower = BaseBudget × RarityMult × SlotSize
DropRate = BaseRate% × LuckMultiplier × AreaModifier
Balance Validation Checklist
Before finalizing any balance pass:
→ See references/balance-spreadsheet.md for spreadsheet layout and all calculator formulas
Validation Methods
Stat Audit (Code-Based)
To find outliers without a spreadsheet:
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.
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
| 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
| # | 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
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
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 |