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Data Tables & Balancing

All tunable numbers live in DataTables (CSV/JSON importable) so balancing never needs a code change.

Table Row struct Key columns
DT_Weapons FWeaponRow Id, Type, Rarity, BaseATK, Perk (GE class), WeaponArt (GA class), Mesh
DT_MotionValues FMotionValueRow WeaponType, AttackId, MotionValue, BreakValue, ResonanceGain
DT_Echoes FEchoRow Id, Aspect, Role, Skill, Passive, Burst, BondCosts[5]
DT_ResonanceLinks FLinkRow EchoA, EchoB, EchoC (optional), BonusGE, Description
DT_Reactions FReactionRow AspectA, AspectB, ReactionGE, Cue, Multiplier
DT_Enemies FEnemyRow Id, Family, Tier, BaseHP, BaseATK, DEF, Aspect, Resists, LootTable
DT_Loot FLootRow TableId, ItemId, Weight, MinQty, MaxQty, Conditions (moon phase, Bloom stage)
DT_XPCurve FXPRow Level, XPToNext
DT_Upgrades FUpgradeRow Rarity, Level, LumenCost, Materials, ATKBonus
DT_MoonPhases FMoonPhaseRow Phase, EmpoweredAspects, WorldModifierGE

Example: DT_MotionValues.csv

Name,WeaponType,AttackId,MotionValue,BreakValue,ResonanceGain
Katana_L1,Katana,L1,0.45,4,1
Katana_L2,Katana,L2,0.50,4,1
Katana_L3,Katana,L3,0.60,5,1
Katana_L4,Katana,L4,0.95,9,2
Katana_H1,Katana,H1,1.20,15,3
Katana_H3,Katana,H3,2.10,30,5
Greatblade_L1,Greatblade,L1,0.90,10,1

Balancing targets

Target Value
Time to kill a mook (same level, Common weapon) 2–3 light hits
Soldier 6–10 s
Elite 25–40 s
Boss (on-level, decent build) 4–7 min
Player deaths to a boss (first attempt, average player) 1–3