feedback1e WR: 阵法术师 / 轰击术师 strike every enemy in range (卡涅利安 E3)
Community report E3 "卡涅利安的攻击不是真群攻" was real: the phalanx trait "技能开启时攻击造成群体法术伤害" was read as one bolt at the priority target plus a 1.1-tile splash, so spread enemies took one hit per attack (act2 m01, round 10: 2.3 of 12.4 enemies on her range per attack, never all). Officially a 阵法术师 attack hits every enemy inside the attack range at once, the same damage near and far (Arknights Terra Wiki, Phalanx Caster; PRTS 林 S3 note; PRTS 作战机制 AOE), and so does the 轰击术师 line (Terra Wiki, Blast Caster; PRTS 作战机制: 伊芙利特's 炎爆 is a range-locked AoE). The 扩散术师 keep their 1.1-tile splash around the target. - professions.js: phalanx and blastcaster get allInRange + rangeAoe (instant 'beam' hits, no projectile) instead of the 1.1 splash. - 卡涅利安 S3 食噬之印: ATK climbs in 1 s steps to the full bonus at 20 s (PRTS note) instead of continuously over the 21 s duration. - fx.js: phalanx / blastcaster leave the splash-ring list. - Tests: real battles counting damaged enemies per attack for every phalanx skill, both blast casters, a splash-caster guard, a real stage and wave, the S3 ramp; opt-in headless-Chrome check of the strikes. - SIM.md profession rows and kit comments updated.
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@@ -768,10 +768,11 @@ const KITS = {
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return kit;
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},
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// ---- 3_08 薄绿 · 阵法术师 — S2 聚能涡旋: each hit pushes the target towards her (splash arts), end-of-skill burst on
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// ---- 3_08 薄绿 · 阵法术师 — S2 聚能涡旋: each attack strikes every enemy on her range (the trait's 群体法术伤害) and
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// pushes each one towards her, end-of-skill burst on
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// every enemy in range; 地质学者: DEF aura (skill off) / less likely targeted (skill on);
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// 精锐 module PLX-X: keeps part of the guard (DEF/RES) while the skill runs
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// S1 风语: wider range (skill grid), attacks at attack@atk_scale (群体 arts splash of the trait). Auto-cast: the data
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// S1 风语: wider range (skill grid), attacks every enemy on it at attack@atk_scale. Auto-cast: the data
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// rule SEARCH is the 阵法术师 row (PRTS 卫戍协议/帮助 "不受基础策略影响,在初始攻击范围内存在敌人时释放技能"; it
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// covers every MANUAL skill of the class — user playtest #6) = an enemy inside her INITIAL range — the engine's
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// DEFAULT rule, checked every tick for a unit that does not attack while its skill is off — not any enemy on the
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@@ -16,8 +16,8 @@
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// groupId `abyssal` (data/chess.json has no groupId: charIds from docs/research/03-operators.json).
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// - "友方干员" effects touch operators only (summons/devices excluded); SP gifts skip units whose timed skill runs
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// (AK: no SP gain during a skill — the engine's gainSp enforces it too; the kits skip such units when picking).
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// - On-hit statuses of AoE skill attacks (卡涅利安) apply to every enemy the attack damages (a SkillSpec
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// `attack.onHit` only sees the main target), via a `damaged` hook.
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// - On-hit statuses of 卡涅利安's attacks apply to every enemy the attack damages — the 阵法术师 trait strikes every
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// enemy on her range at once (professions.js `allInRange`, community report E3) — via a `damaged` hook.
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// - Dodge from a skill that adds to other dodge sources (焰尾 S3) is rolled independently in a `hit` hook, so the
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// sources combine as 1 − Π(1 − p) (the same rule the engine now applies to stacked dodge mods).
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// - Operator loadouts (DESIGN §16): every selectable non-default skill of the 22 visible chess is authored in the kit's
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@@ -37,6 +37,8 @@ const AURA = 0.2; // aura refresh period (s)
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const AURA_DUR = 0.25; // aura buff lifetime (s): lapses ~1 tick after the source stops refreshing it
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const ABYSSAL = new Set(['char_143_ghost', 'char_263_skadi', 'char_474_glady', 'char_4145_ulpia', 'char_1023_ghost2']);
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const LINE = Object.freeze(Array.from({ length: COLS }, (_, i) => Object.freeze([0, i])));
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/** 卡涅利安 S3 食噬之印: the ATK bonus climbs in 1 s steps over 20 s (PRTS 备注; the blackboard has no ramp time). */
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const BILLRO_S3_RAMP = 20;
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// ---------------------------------------------------------------------------------------------------------------
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// helpers
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@@ -834,7 +836,7 @@ const kits = {
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kind: instantKind(def),
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attack: {
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atkScale: num(bb.atk_scale, 1.5),
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onEachHit({ battle, unit, target }) { // every victim of the blast (main + splash) that flies
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onEachHit({ battle, unit, target }) { // every enemy of her line the blast strikes that flies
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if (target && target.alive && target.isFlying) battle.dealDamage(unit, target, { amount: unit.s.atk * num(bb.atk_scale_to_fly, 0.55), type: 'arts', isSkill: true, tags: ['skill', 'antiAir'] });
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},
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},
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@@ -1712,11 +1714,12 @@ const kits = {
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};
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},
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// ===== 卡涅利安 (phalanx) S2 沙缚镣锁 — faster AoE, 0.3 s sluggish; charged: ATK +10 % and bind; talents
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// ===== 卡涅利安 (phalanx) S2 沙缚镣锁 — faster attacks on every enemy in range (the trait's 群体法术伤害), 0.3 s
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// sluggish on each; charged: ATK +10 % and bind; talents
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// S1 沙暴守卫 (SEARCH: ATK/DEF up; charged — cast with every charge stored — the trait's DEF/RES guard stays on);
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// S3 食噬之印 (wider range, ATK ramps to +140 %/+200 % over the skill; charged: every hit marks the target, +20 %
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// damage from her per mark, ≤ 5, until the skill ends). Talent 生命之餐 heals on every skill; module PLX-X keeps
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// part of the guard during any skill, PLX-Y (乡音): +3 % damage per enemy in range (≤ 5)
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// S3 食噬之印 (wider range, ATK +0 % → +140 %/+200 % in 1 s steps over 20 s — PRTS 备注; charged: every hit marks
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// its target, +20 % damage from her per mark, ≤ 5, until the skill ends). Talent 生命之餐 heals on every skill;
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// module PLX-X keeps part of the guard during any skill, PLX-Y (乡音): +3 % damage per enemy in range (≤ 5)
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chess_char_4_24_a: (bb, chess, def) => {
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const t0 = tbb(def, 0), t1 = tbb(def, 1), mb = moduleBb(def);
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const tb = def.traitBb || {};
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@@ -1748,10 +1751,11 @@ const kits = {
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battle.addBuff(unit, { key: 'billro:s3atk', mods: { atkPct: 0 } });
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battle.fx('devour', { x: unit.x, y: unit.y, id: unit.id });
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},
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onTick({ unit, skill, dt }) { // 攻击力逐渐增至+N% (linear over the skill duration)
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onTick({ unit, dt }) { // 攻击力逐渐增至+N%: PRTS 备注 "从+0%开始在20秒内线性增加,攻击力每1秒更新1次"
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unit.mem.billroRamp = (unit.mem.billroRamp ?? 0) + dt;
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const steps = Math.min(BILLRO_S3_RAMP, Math.floor(unit.mem.billroRamp + 1e-9));
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const b = unit.findBuff('billro:s3atk');
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if (b) { b.mods = { atkPct: num(bb.atk) * Math.min(1, unit.mem.billroRamp / Math.max(0.1, skill.duration)) }; unit.markDirty(); }
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if (b && b.mods.atkPct !== num(bb.atk) * steps / BILLRO_S3_RAMP) { b.mods = { atkPct: num(bb.atk) * steps / BILLRO_S3_RAMP }; unit.markDirty(); }
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},
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onEnd({ battle, unit }) {
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battle.removeBuff(unit, 'billro:s3atk');
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@@ -1817,8 +1821,7 @@ const kits = {
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}, { owner: unit });
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}
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if (!S2) return;
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// "每次攻击对目标造成0.3秒停顿" (charged: 束缚): every enemy damaged by her AoE skill attack — the splash victims
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// too (a SkillSpec attack.onHit only sees the main target)
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// "每次攻击对目标造成0.3秒停顿" (charged: 束缚): every enemy her attack damages — each one on her range
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battle.on('damaged', (c) => {
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const e = c.target;
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if (c.source !== unit || !c.dmg || !c.dmg.isAttack || e.side !== 'enemy' || !e.alive || !skillActive(unit)) return;
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