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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sganggs committed 2026-10-03 04:59:08 +08:00
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@@ -768,10 +768,11 @@ const KITS = {
return kit;
},
// ---- 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
// ---- 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
// pushes each one towards her, end-of-skill burst on
// every enemy in range; 地质学者: DEF aura (skill off) / less likely targeted (skill on);
// 精锐 module PLX-X: keeps part of the guard (DEF/RES) while the skill runs
// S1 风语: wider range (skill grid), attacks at attack@atk_scale (群体 arts splash of the trait). Auto-cast: the data
// S1 风语: wider range (skill grid), attacks every enemy on it at attack@atk_scale. Auto-cast: the data
// 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
// covers every MANUAL skill of the class — user playtest #6) = an enemy inside her INITIAL range — the engine's
// DEFAULT rule, checked every tick for a unit that does not attack while its skill is off — not any enemy on the