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

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wiki-2026-0508-damage-resistance-platforms Damage Resistance Platforms 10_Wiki/Topics verified self
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damage-resistance-units
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game-design
war-commander
damage-resistance
combat
2026-05-10 pending
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design-doc 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

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

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

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

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

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

🤖 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.