refactor(topics): 멀티 에이전트용 지식 재편 — _Common(공통 기본기) + Domain_* 구조

에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게
[공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류.
문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인).

- Topic_Programming → Domain_Programming (내부 구조 보존)
- Topic_Graphic → Domain_Design
- Topic_Business → Domain_Product
- Topic_General → Domain_General
- _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning),
  Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing)
- 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서)
- 빈 폴더 정리 (memory/procedures)
- 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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---
id: wiki-2026-0508-damage-resistance-platforms
title: Damage Resistance Platforms
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [DR-platforms, damage-resistance-units, war-commander-DR]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [game-design, war-commander, damage-resistance, combat]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: design-doc
framework: war-commander-combat
---
# Damage Resistance Platforms
## 매 한 줄
> **"매 specific damage type 에 매 resist 의 매 high 한 unit / building"**. 매 War Commander 계열 의 매 rock-paper-scissors counter-design 의 핵심. 매 % resist multiplicative + 매 type-specific resist 의 매 layered system. 매 2025 meta 의 매 hybrid platform 의 등장.
## 매 핵심
### 매 resistance 종류
- **Kinetic**: 매 ballistic, AP rounds.
- **Energy**: 매 plasma, laser.
- **Explosive**: 매 splash, missile.
- **Thermal**: 매 fire, incendiary.
- **EMP**: 매 stun + temporary disable.
### 매 stacking 규칙
- **Multiplicative**: 매 (1 - r1)*(1 - r2)*... — 매 standard.
- **Additive cap**: 매 max 90% — 매 rare.
- **Type vs subtype**: 매 explosive resist 가 매 missile 의 subset.
### 매 응용
1. 매 PvE base defense.
2. 매 PvP counter-pick.
3. 매 esports comp building.
## 💻 패턴
### Damage application with resistance
```typescript
type DamageType = "kinetic" | "energy" | "explosive" | "thermal" | "emp";
interface Resistances {
kinetic: number; // 0-1
energy: number;
explosive: number;
thermal: number;
emp: number;
}
function applyDamage(target: Unit, damage: number, type: DamageType): number {
const resist = target.resistances[type];
const final = damage * (1 - clamp(resist, 0, 0.9));
target.hp -= final;
return final;
}
```
### Multi-resist stacking
```typescript
function effectiveDamage(
damage: number,
type: DamageType,
layers: Resistances[]
): number {
let mult = 1.0;
for (const layer of layers) {
mult *= (1 - clamp(layer[type], 0, 0.9));
}
return damage * mult;
}
// Example: armor 30% + shield 50% kinetic resist
// → 1.0 * (1 - 0.3) * (1 - 0.5) = 0.35 → 65% reduction
```
### Counter-pick recommender
```typescript
function recommendCounter(target: Unit, roster: Unit[]): Unit[] {
const target_weakness = Object.entries(target.resistances)
.sort(([, a], [, b]) => a - b)[0][0] as DamageType;
return roster
.filter(u => u.primary_damage_type === target_weakness)
.sort((a, b) => b.dps - a.dps);
}
```
### Hybrid platform synergy
```typescript
interface HybridPlatform extends Unit {
active_mode: "kinetic_resist" | "energy_resist";
switch_cooldown_ms: number;
}
function switchMode(p: HybridPlatform, target_mode: string, now: number) {
if (now - p.last_switch < p.switch_cooldown_ms) return false;
if (target_mode === "kinetic_resist") {
p.resistances.kinetic = 0.7;
p.resistances.energy = 0.1;
} else {
p.resistances.kinetic = 0.1;
p.resistances.energy = 0.7;
}
p.active_mode = target_mode;
p.last_switch = now;
return true;
}
```
### Resistance breakdown UI
```typescript
function describeResistance(r: Resistances): string {
return Object.entries(r)
.filter(([, v]) => v > 0.05)
.sort(([, a], [, b]) => b - a)
.map(([k, v]) => `${k}: ${(v * 100).toFixed(0)}%`)
.join(" | ");
}
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 single-type spam meta | High single-type resist platform |
| 매 mixed comp | Hybrid platform |
| 매 EMP-heavy meta | EMP resist priority |
| 매 esports balance | Cap at 70% per type |
**기본값**: 매 30-50% single-type resist + 매 multiplicative stacking.
## 🔗 Graph
- 부모: [[Defense-Buildings]]
- 변형: [[Anti-Air-and-Anti-Ground-Combat]] · [[Base-Layouts-and-Kill-Zones]]
- 응용: [[Combat_Balance_Buff]] · [[Evolution-of-the-War-Commander-Combat-Ecosystem]]
- Adjacent: [[Biomedical-Engineering]]
## 🤖 LLM 활용
**언제**: 매 counter-design, balance pass, comp recommendation.
**언제 X**: 매 single-damage genre — 매 type system 의 X.
## ❌ 안티패턴
- **100% resist**: 매 unkillable — 매 design 위반.
- **Additive stacking**: 매 trivial 90% cap 도달.
- **Hidden resist**: 매 player 의 invisible — 매 frustration.
- **Type 무한 추가**: 매 complexity creep.
## 🧪 검증 / 중복
- Verified (War Commander wiki 2024-2025, KIXEYE community guides).
- 신뢰도 B.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — damage-resistance platforms + multiplicative stacking model. |