Use when modifying game balance numbers (damage, capture rates, synergy values). Validates changes won't break the game.
Validate balance changes BEFORE they break the game. One wrong number can ruin months of work.
Verify: Every brand has exactly 2 strong, 2 weak, 6 neutral.
| Tier | Match | Damage | Defense | Corruption |
|---|
| FULL | 3/3 | +8% | +8% | 0.5x |
| PARTIAL | 2/3 | +5% | +5% | 0.75x |
| NEUTRAL | 0-1/3 | +0% | +0% | 1.0x |
| ANTI | Weak brand | +0% | +0% | 1.5x |
Verify: Bonuses stack additively, not multiplicatively.
| Range | State | Modifier |
|---|---|---|
| 0-10% | ASCENDED | +25% |
| 11-25% | Purified | +10% |
| 26-50% | Unstable | +0% |
| 51-75% | Corrupted | -10% |
| 76-100% | Abyssal | -20% |
Verify: Bounds are inclusive/exclusive as intended.
| Slot | Cooldown Range |
|---|---|
| Basic | None |
| Defend | None |
| Skill 1 | 4-6 seconds |
| Skill 2 | 10-15 seconds |
| Skill 3 | 18-25 seconds |
| Ultimate | 45-90 seconds |
Verify: New abilities fall within range for their slot.
What: [Exact number change]
From: [Old value]
To: [New value]
Why: [Reasoning]
Task: Launch balance-analyzer agent with:
"Analyze balance impact of changing [X] from [old] to [new]"
Calculate these scenarios:
| Problem | Indicator |
|---|---|
| One-shot | Best case kills in 1 hit |
| Unkillable | Worst case can't die |
| Dead option | Never optimal to use |
| Power creep | Strictly better than existing |
Change: [Approved / Modified / Rejected]
Final value: [number]
Reasoning: [explanation]
Damage dealt:
base_damage * brand_multiplier * synergy_bonus * corruption_modifier
Capture chance:
base_rate + health_modifier + corruption_modifier + method_bonus + item_bonus
Effective stats:
base_stat * (1 + synergy_bonus) * corruption_modifier
Stop and reconsider if: