feedback5 CB3: 砾's normal attack hits twice at 50 % 伤害倍率 after DEF, so a 频次 enemy loses 2 per attack (community report of 2026-10-06, item 16.5)
Official: PRTS 砾 特性备注 — every normal attack in her attack animation deals two instances, each 50 % of the final damage
(after DEF / damage reduction, before 重设伤害); the second triggers no 受击回复. Cause: one instance per attack. Now the profile
field hitDmgMul (ai.js resolveHit: DamageInfo mul on each of the `hits` instances, noSp on the later ones) and 砾's kit trait
{ hits: 2, hitDmgMul: 0.5 } — the same total against normal enemies, twice the count against 频次 enemies.
Golden: 7 scenarios with 砾 on the board — roster-004, roster-005, roster-024; bond-indomShip-low / -high and
bond-kazimierzShip-low / -high (she is in 不屈 and 卡西米尔): two damage events per attack; in roster-024 and
bond-kazimierzShip-high the last blow lands on another instance, so kills (and the heals / damage that follow them) shift
between her and her neighbours (roster-024: 砾 19 -> 25 kills, 风丸 13 -> 9). Tests:
test/sim/feedback5-gravel-double-hit.test.js (2, both fail on the parent). Docs: docs/SIM.md (profile flags).
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@@ -1208,7 +1208,9 @@ S3 未照耀的荣光 — its CUSTOM_RANGE trigger also counts flyers). A stun /
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3.75 back = `BOOMERANG_RETURN_SPEED`, PRTS 跃跃; droneBomb 5 = 暴鸰's bomb, the official projectile_bombd); melee/`none` hits are
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instant, and so are `'beam'` hits (a 锁定攻击范围 AoE without a projectile — `rangeAoe` profiles: "在攻击前摇结束时选取范围内的全体目标,同时造成伤害", PRTS 作战机制). Kit-settable profile flags beyond the
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table: `hitSleep` (targets and damages sleeping enemies — "可以攻击沉睡的敌人"), `onEachHit(b, u, victim, hctx)`, `dmgMul`,
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`afterHit`, `afterAttack`, `canAttack`, `hitsFn(b, u, info)`, `storeEnergy` / `releaseEnergy` (the 秘术师 store, below), `priority` (targeting.js PRIORITY_FNS — `'heaviest'`: the 攻城手 trait
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`afterHit`, `afterAttack`, `canAttack`, `hitsFn(b, u, info)`, `hitDmgMul` (the 伤害倍率 of each of the `hits` instances on the
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main target — DamageInfo `mul`, after DEF / RES; the later instances give no 受击回复: 砾's two 50 % hits, PRTS 砾 特性备注),
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`storeEnergy` / `releaseEnergy` (the 秘术师 store, below), `priority` (targeting.js PRIORITY_FNS — `'heaviest'`: the 攻城手 trait
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"优先攻击重量最重的敌人", the highest current 重量等级 first: 早露 / 提丰; `'elite'`: "优先攻击精英或领袖敌人", an ELITE / BOSS
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rank enemy or a leader first: 薇薇安娜 S3), `blockFly`, `noHeal`, `skipEnemy(e)` (an enemy the unit never
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selects — its attacks, the enemies it blocks and its skill-trigger targets: targeting.js canTargetEnemy; 嵯峨 "不攻击重伤
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