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AlomoesDataScienceAlomoesDataScience/claude-skills/.claude/skills/unit-combat-math/SKILL.md

unit-combat-math

Skill1 starsChanged 10 days agoNo licenceView on GitHub

Unit-versus-unit combat math for any game - the chain hit chance -> damage per hit (after armour) -> damage per round -> rounds to kill, both ways, and what to do with it - judge a matchup by who kills whom faster, measure a buff or debuff by the rounds it saves or costs (not by its stat number), gang up because harassment-style penalties make crowds kill faster than their numbers, treat armour-piercing / armour-negating / defence / HP / regeneration / fatigue as different "tank" axes with different counters, and only then scale up to armies (combat-models). unitcombat.py does it exactly per attack (dice-math) and simulated over whole fights, with rule presets (Dominions opposed 2d6!d, d20 to-hit vs AC, custom dice) and commands expect, duel, buff, crowd. Use when deciding whether a unit, thug or champion wins a fight, choosing buffs, debuffs or gear, comparing troops for a matchup in any wargame or RPG, designing combat for our games, or when the user asks "who wins".

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