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skills/balance-analysis/SKILL.md
3.85 KB · Oct 2, 2026 · 00:35 UTC
--- name: balance-analysis description: Use for the receiving project's balance modeling, audits, calibration, scenario comparison, pass generation, or validation across Weapon, Hero, Equipment, Enemy, progression, economy, and player-loadout power. --- # Balance Analysis Skill Apply the [receiving-project contract](../../references/project-context.md). Resolve the actual game systems, configuration owner, active balance phase, and promotion gates from the project; the domains listed in the description are examples. ## Goal Produce traceable, non-destructive balance decisions from explicit scenarios, formulas, assumptions, evidence tiers, and exit gates without confusing configured values, model outputs, runtime behavior, and final accepted balance. ## Trigger Use for balance design/modeling, quantitative audits, pass comparisons, calibration, target budgets, TTK/DPS analysis, or validation. Activate `knowledge-steward` when durable KB state changes and `runtime-audit` when code/runtime semantics must be verified. ## Authority boundaries - Balance process, methodology, accepted design intent, exit gates → canonical balance docs/roadmap. - Structured config and live numeric values → the project's designated live configuration, Sheets, or CSV (for example, a project may use `BlueprintData`). - Experimental calculations/workbooks → designated balance workbooks; they are evidence/work artifacts, not automatic canonical truth. - Implemented runtime behavior → the designated repository/runtime evidence. - Playtest observations → designated playtest logs. - Production outcomes → the project's designated analytics source. ## Core loop 1. Define the exact balance question, player experience, scenario, and metric. 2. Lock the test boundary; avoid changing unrelated variable families at the same time. 3. State formulas, units, assumptions, expected ranges, confidence, and provisional dependencies. 4. Preserve accepted sources; create non-destructive variants/passes for experiments. 5. Validate data integrity before interpreting outputs. 6. Use the highest available evidence tier: config/formula → code/runtime semantics → controlled test → loadout/encounter test → structured playtest → production telemetry. 7. Compare model with evidence and separate model error, implementation error, and tuning error. 8. Decide: accept, revise, reject, or keep temporary. 9. Promote structured values only after the relevant exit gate is explicitly accepted. 10. Persist durable methodology/decisions and update compact context/working state without copying whole workbooks into the KB. ## Scenario discipline - Never present a scalar as final Player/Hero/Equipment Power unless that model is explicitly assigned and accepted. - Preserve scenario names and reference fixtures so comparisons remain reproducible. - State occupied-cell/spatial assumptions when backpack opportunity cost matters. - Separate direct stat contribution from ability/passive/behavior realization when evidence differs. - Label inherited provisional baselines; downstream calculations do not upgrade their evidence quality automatically. ## Output discipline A canonical balance artifact should make clear: question, scope/exclusions, source ownership, scenario fixtures, formulas/evaluation order, assumptions/confidence, evidence tier, findings, accepted decision or temporary decision, exit/revisit trigger, and links to numeric workbooks/config. Large matrices and live numeric tables stay in their owned workbook/config. The KB stores interpretation, methodology, constraints, and accepted decisions. ## Current project process Follow the receiving project's active balance roadmap, deferred gates, evidence ladder, and non-destructive-pass rules. The source project's `Game Balance Roadmap.md`, numeric fixtures, and M4/M5 milestones remain project-owned; they are not prerequisites or default state for another game.
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