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tft/backend/tft/constants/set17.toml
2026-07-23 06:55:48 +02:00

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TOML

# Handgepflegte Spielregeln für Set 17 (Space Gods).
# Quellen: LoL-Wiki, Esports Tales (Stand Patch 17.7).
# Werte mit TODO gegen Patch-Notes / In-Game prüfen.
set = 17
[shop]
# Odds pro Level: [1-cost, 2-cost, 3-cost, 4-cost, 5-cost], Summe = 100.
# Level 1-7 mehrquellig bestätigt; L8/L9 = Zwei-Quellen-Mehrheit (metabot, redeemertft).
odds = [
[100, 0, 0, 0, 0], # Level 1
[100, 0, 0, 0, 0], # Level 2
[75, 25, 0, 0, 0], # Level 3
[55, 30, 15, 0, 0], # Level 4
[45, 33, 20, 2, 0], # Level 5
[30, 40, 25, 5, 0], # Level 6
[19, 30, 40, 10, 1], # Level 7
[15, 20, 32, 30, 3], # Level 8
[10, 17, 25, 33, 15],# Level 9
[5, 10, 20, 40, 25], # Level 10
]
reroll_cost = 2
slots = 5
[pool]
# Kopien pro Unit im geteilten Pool, nach Kosten.
sizes = [30, 25, 18, 10, 9]
copies_for_2star = 3
copies_for_3star = 9
[xp]
# Start auf Level 1; die 2 Passiv-XP nach 1-2 heben auf Level 2.
# to_next: Index 0 = Level 1 -> 2.
start_level = 1
to_next = [2, 2, 6, 10, 20, 36, 60, 68, 68]
passive_per_round = 2
buy_amount = 4
buy_cost = 4
max_level = 10
[gold]
base_income = 5
# Runden 1-2 bis 2-1 reduziert:
early_income = { "1-2" = 2, "1-3" = 2, "1-4" = 3, "2-1" = 4 }
interest_per_10 = 1
interest_cap = 5
win_bonus = 1
# Streak-Gold: [min_streak, gold] — ab 2er-Streak +1 (tft-lab, op.gg)
streak_gold = [[2, 1], [5, 2], [6, 3]]
starting_gold = 0
[damage]
# Spielerschaden = stage_base[stage] + 1 pro überlebender Unit (flach, seit Set 11).
# Mehrquellig bestätigt: tft.ninja, op.gg, dotesports.
stage_base = [0, 2, 5, 8, 10, 12, 17, 17] # Index 0 = Stage 1
per_surviving_unit = 1
player_hp = 100
[rounds]
# Stage 1: Opening-Carousel + 3 PvE-Runden.
stage1 = ["carousel", "pve", "pve", "pve"]
# Stages 2+: 7 Runden, Carousel bei x-4, PvE bei x-7.
stage_n = ["pvp", "pvp", "pvp", "carousel", "pvp", "pvp", "pve"]
augment_rounds = ["2-1", "3-2", "4-2"]
[loot]
# Vereinfachtes Loot: PvE-Drops als [components, gold].
stage1_pve = [1, 1] # pro Stage-1-PvE-Runde
stage_n_pve = [1, 2] # pro x-7-PvE-Runde
carousel = [1, 0] # Carousel gibt 1 Item-Komponente (+ Unit)
[stars]
hp_multiplier = 1.8
ad_multiplier = 1.5
[combat]
# p_win = 1 / (1 + exp(-(score_a - score_b) / tau)); tau wird in M6 kalibriert.
tau = 0.15
variance = 0.08