---
id: wiki-2026-0508-상성-및-데미지-유형-unit-counters-damage
title: "상성 및 데미지 유형(Unit Counters & Damage Profiles)"
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Unit Counters, Damage Profiles, RTS 상성, Rock-Paper-Scissors Combat]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, rts, combat-system, balance]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: csharp
  framework: Unity-DOTS
---

# 상성 및 데미지 유형 (Unit Counters & Damage Profiles)

## 매 한 줄
> **"매 unit 의 매 다른 unit 에 대한 effective vs ineffective relationship"**. RTS 의 매 핵심 strategic depth — Dune II (1992) 의 light/heavy/infantry triad 에서 시작, StarCraft II 의 armor type × damage type matrix 로 evolution, 매 modern title (Stormgate 2026, AoE IV) 에서 매 attack-bonus 시스템으로 standardize.

## 매 핵심

### 매 두 축 — Damage Type × Armor Type
- **Damage Type**: Normal, Concussive (anti-light), Explosive (anti-heavy), Piercing, Magic
- **Armor Type**: Light, Medium, Heavy, Biological, Mechanical, Massive, Structure
- **Multiplier matrix**: 0.5x (resist) ~ 1.5x (effective). 매 2.0x 의 X — 매 too swingy.
- **Bonus damage** vs **base damage**: SC2 는 base + bonus_vs_<tag> 분리. Balance lever.

### 매 Counter Triangle 패턴
- **Light counters Heavy counters Air counters Light** — cyclical, no dominant.
- 매 transitive counter (A>B>C>A) 는 매 strategic decision 강제. Asymmetric counter 는 매 rush meta 유발.
- **Soft counter** (1.3x): unit 합성 권장. **Hard counter** (2.0x+): pure composition 강요 — 매 일반적으로 avoid.

### 매 응용
1. **Composition decision** — scout 으로 enemy comp 보고 counter unit 생산.
2. **Map control** — terrain × range 의 unit type 배치 (high ground siege, choke point splash).
3. **Tech tree pacing** — counter unit 의 tier gate (T2 anti-air, T3 anti-massive).

## 💻 패턴

### Damage type enum + armor matrix (Unity DOTS)
```csharp
public enum DamageType : byte { Normal, Light, Heavy, Pierce, Magic, Siege }
public enum ArmorType : byte { Light, Medium, Heavy, Bio, Mech, Massive, Structure }

public struct DamageProfile : IComponentData {
    public DamageType type;
    public float baseDamage;
    public FixedList64Bytes<DamageBonus> bonuses;
}

public struct DamageBonus { public ArmorType vs; public float bonus; }

public struct ArmorProfile : IComponentData {
    public ArmorType type;
    public float armorValue;
}

public static float ResolveDamage(in DamageProfile dp, in ArmorProfile ap) {
    float bonus = 0f;
    for (int i = 0; i < dp.bonuses.Length; i++)
        if (dp.bonuses[i].vs == ap.type) { bonus = dp.bonuses[i].bonus; break; }
    return math.max(0.5f, (dp.baseDamage + bonus) - ap.armorValue);
}
```

### Counter chart (data-driven JSON)
```json
{
  "marauder": { "damage": 10, "type": "Heavy", "vs_armored": 10, "armor": "Bio" },
  "marine":   { "damage": 6,  "type": "Normal", "armor": "Bio" },
  "stalker":  { "damage": 13, "type": "Pierce", "vs_armored": 5, "armor": "Mech" },
  "zealot":   { "damage": 16, "type": "Normal", "armor": "Light" }
}
```

### ECS damage system (burst-compiled)
```csharp
[BurstCompile]
public partial struct DamageResolveSystem : ISystem {
    public void OnUpdate(ref SystemState state) {
        var armorLookup = SystemAPI.GetComponentLookup<ArmorProfile>(true);
        new DamageJob { armorLookup = armorLookup }
            .ScheduleParallel();
    }
}

[BurstCompile]
partial struct DamageJob : IJobEntity {
    [ReadOnly] public ComponentLookup<ArmorProfile> armorLookup;
    void Execute(in DamageProfile dp, in TargetEntity target, ref Health hp) {
        if (!armorLookup.TryGetComponent(target.value, out var ap)) return;
        hp.current -= ResolveDamage(dp, ap);
    }
}
```

### Splash 응용 — counter via AoE shape
```csharp
public struct SplashShape {
    public float innerRadius;   // 100% damage
    public float outerRadius;   // 25% damage
    public bool linear;          // siege tank line vs colossus disc
}
```

### Balance simulation harness
```python
import numpy as np

# armies: list of (count, dps_vs_type_dict, hp, armor_type)
def simulate(army_a, army_b, dt=0.1):
    while alive(army_a) and alive(army_b):
        damage_a_to_b = sum(c * dps[b_armor] for c, dps, _, _ in army_a for b_armor in types_in(army_b))
        # ... apply to softest target first (focus fire heuristic)
        tick(army_b, damage_a_to_b * dt)
        tick(army_a, damage_b_to_a * dt)
    return winner_margin(army_a, army_b)
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| Symmetric RTS (SC2-like) | Soft counter matrix, 1.3-1.5x multiplier |
| Asymmetric (faction-unique units) | Per-faction counter chart, identity > balance |
| MOBA-style hero | Stat-based counters (mobility, range, burst) — no explicit type |
| Auto-battler (TFT) | Trait synergy + damage type secondary |
| Tower defense | Armor-color hard counter (red = magic only) acceptable |

**기본값**: SC2-style — Light/Armored/Massive armor tag + soft 1.3-1.5x bonus damage. 매 readable + balanceable.

## 🔗 Graph
- 변형: [[유닛 상성(Unit Counters)]]
- 응용: [[Splash_Damage]]

## 🤖 LLM 활용
**언제**: damage matrix 의 first draft, balance hypothesis ("if zergling +1 damage, what changes"), counter chart 의 markdown 화.
**언제 X**: 매 actual playtested numbers — LLM 의 pure speculation. Sim harness + telemetry 가 ground truth.

## ❌ 안티패턴
- **Hard counter only (2x+)**: composition 강요 → boring "scout-and-react" gameplay.
- **Hidden multipliers**: damage tooltip 에 안 보이면 매 player 의 frustration.
- **Symmetric mirror (모든 unit 의 동일 multiplier)**: counter 의 의미 X.
- **Too many damage types (8+)**: cognitive overload. 4-5 가 sweet spot.

## 🧪 검증 / 중복
- Verified (Blizzard SC2 design archives, Stormgate 2026 design blog, Sirlin "Playing to Win").
- 중복 candidate: [[유닛 상성(Unit Counters)]] — 매 같은 folder 에 duplicate. 매 future merge 의 candidate.
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — RTS counter system + Unity DOTS damage resolution patterns |
