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.
This commit is contained in:
sganggs committed 2026-10-03 04:59:08 +08:00
1 parent 7f134737ce
commit 27181d88bd
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@@ -5,10 +5,13 @@
// data fields (dmgType/attackKind/projectile/canHitFly/targetPriority from data/chess.json) → kit.trait overrides.
// Profile fields:
// attack 'melee'|'ranged' dmgType 'phys'|'arts'|'true'|'heal'|'none'
// projectile 'none'|'arrow'|'bolt'|'bomb'|'lob'|'orb'|'drone'|'boomerang' ('boomerang': out to the target and back to
// the thrower, ai.js throwBoomerang) boomerang bool (回环射手: keeps 'boomerang')
// projectile 'none'|'beam'|'arrow'|'bolt'|'bomb'|'lob'|'orb'|'drone'|'boomerang' ('beam': an instant hit drawn as a
// line; 'boomerang': out to the target and back to the thrower, ai.js throwBoomerang)
// boomerang bool (回环射手: keeps 'boomerang')
// canHitFly bool maxTargets n (≥1) hitAllBlocked bool (attack every blocked enemy)
// allInRange bool splashRadius tiles splashScale (× damage for splash victims)
// allInRange bool (every enemy on the range at once) splashRadius tiles (around the struck target)
// rangeAoe bool (a 锁定攻击范围 AoE without a projectile: allInRange, instant 'beam' hits)
// splashScale (× damage for splash victims)
// splashOthersOnly bool groundOnly bool hits n (damage instances per attack)
// chain {count, falloff, radius, sluggish} heal {mode:'single'|'multi'|'chain', count, falloff, farMul, elementHealRatio}
// priority 'fly'|'lowDef'|'ranged'|'lowestHp'|'highestHp'|'nearest'|'farthest'|'notBurst'|null
@@ -297,8 +300,12 @@ export const SUB = Object.freeze({
return front ? (unit.profile.frontScale ?? 1.5) : 1;
} }),
// --- CASTER
// "群体法术伤害" names two shapes: the 扩散术师 splash 1.1 tiles around the struck target (Arknights Terra Wiki, Splash
// Caster), while the 轰击术师 ("超远距离的群体法术伤害") and the 阵法术师 strike every enemy inside the attack range at
// once, the same damage near and far (Terra Wiki, Blast / Phalanx Caster; PRTS 作战机制 §AOE伤害判定: 伊芙利特's 炎爆 is a
// 锁定攻击范围 AoE) — community report E3 after 0.1.0
splashcaster: P({ splashRadius: 1.1 }),
blastcaster: P({ splashRadius: 1.1, projectile: 'bomb' }),
blastcaster: P({ allInRange: true, rangeAoe: true }),
chain: P({ chain: { count: 3, falloff: 0.15, radius: 1.8, sluggish: 0.5 } }),
funnel: P({ projectile: 'drone', install: installFunnel,
dmgMul: (battle, unit, target) => {
@@ -309,7 +316,7 @@ export const SUB = Object.freeze({
} }),
mystic: P({ install: installMystic,
hitsFn: (battle, unit) => { const n = 1 + (unit.trait.stored ?? 0); unit.trait.stored = 0; return n; } }),
phalanx: P({ noAttackUnlessSkill: true, splashRadius: 1.1, install: installPhalanx }),
phalanx: P({ noAttackUnlessSkill: true, allInRange: true, rangeAoe: true, install: installPhalanx }),
primcaster: P({}),
corecaster: P({}),
// --- MEDIC
@@ -476,6 +483,10 @@ export function resolveProfile(def, kitTrait = null) {
// a boomerang thrower (回环射手) always throws its boomerang: the data's generic ranged projectile ('arrow', a
// build-data default) would turn the out-and-back flight into a plain shot
if (p.boomerang && p.attack === 'ranged') p.projectile = 'boomerang';
// a 锁定攻击范围 AoE (阵法术师, 轰击术师) has no projectile: every enemy on the range is struck at the same moment
// ('beam' = instant hits, drawn as a line to each victim — PRTS 作战机制 "在攻击前摇结束时选取范围内的全体目标,同时
// 造成伤害"); the data's generic ranged projectile ('bolt') would land them one by one
if (p.rangeAoe && p.attack === 'ranged') p.projectile = 'beam';
if (def.type === 'token') {
if (p.dmgType === 'heal') p.heal = p.heal || { mode: 'single' };
if (def.stats.atk <= 0) p.noAttack = true;