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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-platform-resistance | Platform Resistance | 10_Wiki/Topics | verified | self |
|
none | B | 0.7 | applied |
|
2026-05-10 | pending |
|
Platform Resistance
매 한 줄
"매 unit 의 platform / armor type 별 매 damage 감소 multiplier 시스템". 매 RTS / strategy / MOBA 의 rock-paper-scissors counter 의 backbone — 매 StarCraft 의 small/medium/large + light/armored, Warcraft 의 unarmored/light/medium/heavy/fortified 가 정형화한 패턴.
매 핵심
매 왜 필요
- Counter-play: 매 unit composition 의 rock-paper-scissors 만들기.
- Build diversity: 매 every unit 의 의미 부여.
- Skill expression: 매 적 조합 read → 매 본인 조합 적응.
- Pacing: 매 단순 HP 보다 매 양방향 trade-off.
매 components
- Damage type: physical, magical, piercing, explosive, energy.
- Armor / Platform type: light, medium, heavy, fortified, hero, structure, biological, mechanical.
- Multiplier matrix: damage × armor → 매 actual damage scalar.
- Flat reduction (armor value): 매 추가 layer.
- Penetration / shred: 매 reduction 무시 또는 감소.
매 formula 변형
- Multiplicative table (StarCraft 2):
dmg = base * matrix[atk][armor] - armor_value. - Percent reduction (LoL, MOBA):
taken = dmg * 100 / (100 + armor). - Hybrid: 매 flat 빼고 매 % 곱하기.
- Threshold: 매 minimum damage floor (보통 1).
매 design dial
- Granularity: 매 3-5 type vs 매 10+ — 매 readability vs depth.
- Magnitude: 매 ±25%? ±100%? 매 큰 차이일수록 counter 강제.
- Visibility: 매 UI 에 명시 vs 매 숨김. 매 modern은 명시 권장.
- Stack: 매 buff/debuff 의 stack 규칙.
💻 패턴
Damage matrix (declarative)
type DamageType = "physical" | "magical" | "piercing" | "explosive";
type ArmorType = "light" | "medium" | "heavy" | "fortified" | "structure";
const MATRIX: Record<DamageType, Record<ArmorType, number>> = {
physical: { light: 1.0, medium: 1.0, heavy: 1.0, fortified: 0.5, structure: 1.0 },
piercing: { light: 1.5, medium: 1.0, heavy: 0.75, fortified: 0.5, structure: 0.5 },
explosive: { light: 0.5, medium: 1.0, heavy: 1.5, fortified: 1.5, structure: 1.5 },
magical: { light: 1.25, medium: 1.0, heavy: 0.75, fortified: 1.0, structure: 0.25 },
};
function computeDamage(amount: number, dt: DamageType, at: ArmorType, armorVal: number, pen: number) {
const mult = MATRIX[dt][at];
const effectiveArmor = Math.max(0, armorVal - pen);
const reduced = amount * mult - effectiveArmor;
return Math.max(1, Math.floor(reduced));
}
Percent-armor (MOBA style)
function applyPercentArmor(dmg: number, armor: number, penFlat: number, penPct: number) {
let a = armor * (1 - penPct) - penFlat;
if (a >= 0) return dmg * 100 / (100 + a);
return dmg * (2 - 100 / (100 - a)); // 매 negative armor 의 amplification
}
Buff / debuff stack
class ArmorMods {
flat = 0; pct = 0; resists: Partial<Record<DamageType, number>> = {};
add(mod: { flat?: number; pct?: number; resist?: Partial<Record<DamageType, number>> }) {
this.flat += mod.flat ?? 0;
this.pct += mod.pct ?? 0;
for (const [k, v] of Object.entries(mod.resist ?? {})) {
this.resists[k as DamageType] = (this.resists[k as DamageType] ?? 0) + (v ?? 0);
}
}
apply(baseArmor: number) { return Math.max(0, baseArmor * (1 + this.pct) + this.flat); }
}
ECS damage pipeline
fn damage_system(
mut events: EventReader<DamageEvent>,
mut q: Query<(&ArmorType, &mut Health, &Armor)>,
) {
for ev in events.read() {
if let Ok((at, mut hp, armor)) = q.get_mut(ev.target) {
let mult = damage_matrix(ev.kind, *at);
let reduced = (ev.amount as f32 * mult - armor.value as f32).max(1.0);
hp.0 = hp.0.saturating_sub(reduced as u32);
}
}
}
Tooltip / UI exposure
function DamageTooltip({ atk, def }: Props) {
const mult = MATRIX[atk.type][def.armor];
const tag = mult > 1 ? "매 효과적" : mult < 1 ? "매 비효율" : "매 보통";
const color = mult > 1 ? "green" : mult < 1 ? "red" : "gray";
return (
<div>
<div>매 {atk.type} → {def.armor}</div>
<div style={{ color }}>{tag} (×{mult.toFixed(2)})</div>
</div>
);
}
Balance test harness
// 매 1v1 simulation, 매 victor 와 잔존 HP 의 distribution
function simulate(a: Unit, b: Unit, n=1000): { winA: number; avgHpRemain: number } {
let wins = 0; let hpSum = 0;
for (let i=0; i<n; i++) {
const r = duel(clone(a), clone(b));
if (r.winner === "A") { wins++; hpSum += r.hpRemain; }
}
return { winA: wins / n, avgHpRemain: hpSum / Math.max(wins, 1) };
}
// 매 target: 매 each pair 의 winA 가 0.4–0.6 (counter pair 만 외)
매 결정 기준
| 상황 | Approach |
|---|---|
| RTS, deep counter | Multiplicative matrix + flat armor |
| MOBA / ARPG | Percent armor + penetration |
| Casual / small unit pool | 3 type × 3 type, ±50% |
| Hardcore / pro scene | 5+ type, granular tuning + telemetry |
| New player onboarding | UI 에서 매 effective/ineffective 명시 |
기본값: 매 4 damage × 4 armor matrix, ±50% multiplier, flat armor secondary.
🔗 Graph
- 부모: 게임 밸런싱 · Combat System
🤖 LLM 활용
언제: 매 strategy/RTS/MOBA balance, 매 unit pool 디자인 / 매 counter-play 설계. 언제 X: 매 단순 deathmatch, 매 narrative-only — 매 의도 mismatch.
❌ 안티패턴
- Hidden multipliers: 매 player 가 모르는 매 ×2 가 곱해짐 → 매 frustration.
- Flat-only: 매 high-DPS unit 의 매 armor scaling 무력화.
- Too granular: 매 12 × 12 matrix → 매 readability 사망.
- No penetration counter: 매 high-armor 가 invincible.
- Same multiplier everywhere: 매 의미 없는 type 만 추가.
🧪 검증 / 중복
- Verified (Liquipedia SC2 / Wc3 mechanics, Riot LoL armor formula docs, GDC RTS balance talks).
- 신뢰도 A (genre 일반); B (특정 game 의 경우 변형 빈번).
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — damage matrix + armor formulas + balance harness |