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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@@ -26,6 +26,9 @@
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// healThrough(healer, ally) → bool (a healer that selects and heals that ally through its 禁疗 — Battle
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// injuredAlliesInKeys, damage.js heal; 凯尔希 on her Mon3tr)
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// hitsFn(battle, unit, info) → n (info: the hit's { isSkill, index, attackId, energy })
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// hitDmgMul n (伤害倍率 of each of the `hits` instances on the main target: DamageInfo `mul`, applied after DEF / RES
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// and the damage multipliers, not 攻击倍率 — a 频次 enemy still loses 1 per instance; the instances after
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// the first carry `noSp`, no 受击回复: 砾's two 50 % hits, PRTS 砾 特性备注 — ai.js resolveHit)
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// install(battle, unit) — per-unit hooks, called once at setup
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// storeEnergy(battle, unit) → bool / releaseEnergy(battle, unit) → n (秘术师: the attack check found no valid target ⇒
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// store one energy, false when full; the energies leaving with an attack — installMystic)
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