Files
2nd/10_Wiki/Topics/Architecture/Platform-Resistance.md
T
Antigravity Agent f8b21af4be Wiki cleanup: error-doc removal, dedup merge, link normalization
10_Wiki/Topics 대규모 정리:
- 오류 캡처/미완성 stub 문서 227개 제거
- 교차폴더 중복 43클러스터 병합 (63파일 → redirect)
- 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건
- 카테고리 MOC 6개 신규 생성
- Graph 섹션 미해결 related-keyword 링크 10,058건 제거

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

179 lines
6.5 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
---
id: wiki-2026-0508-platform-resistance
title: Platform Resistance
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [unit resistance, damage resistance, RTS armor]
duplicate_of: none
source_trust_level: B
confidence_score: 0.7
verification_status: applied
tags: [game-design, balance, combat, rts]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: design
framework: game-design
---
# 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
1. **Damage type**: physical, magical, piercing, explosive, energy.
2. **Armor / Platform type**: light, medium, heavy, fortified, hero, structure, biological, mechanical.
3. **Multiplier matrix**: damage × armor → 매 actual damage scalar.
4. **Flat reduction (armor value)**: 매 추가 layer.
5. **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)
```ts
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)
```ts
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
```ts
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
```rust
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
```tsx
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> {atk.type} {def.armor}</div>
<div style={{ color }}>{tag} (×{mult.toFixed(2)})</div>
</div>
);
}
```
### Balance test harness
```ts
// 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 0.40.6 (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|Game Balance]] · [[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 |