feedback1 final: six 重装 skills cast with an enemy in range, a deliberate deviation from the official TAKE_DAMAGE row (GitHub issue #4, PR #12)
The owner's decision (2026-10-03, after community feedback): 深巡 S2 行动能力剥夺, 雷蛇 S2 反击电弧, 号角 S2 暴风号令 and S3 终极防线, 灰毫 S1 攻击力强化·γ型 and S2 专注轰击 take the basic strategy (DEFAULT) instead of the 下半 TANK class row's TAKE_DAMAGE. Every other MANUAL 重装 skill, 深巡 S1 included, still waits for a hit. - tools/build-data.mjs TRIGGER_DEVIATIONS: a small table keyed by the normal chess id and the skill id (the elite follows through baseId), never by the skill id alone - 灰毫 S1 is the generic skcom_atk_up[3]. resolveTrigger applies it last; rawRule keeps the official TAKE_DAMAGE; validateAll fails the build when an entry no longer meets a TAKE_DAMAGE row. data/chess.json rebuilt with --offline: exactly the 12 records' rule changes. - PR #12's kit lines (trigger 'DEFAULT' on 深巡 / 雷蛇 S2) stay and agree with the data; their comments and tests now give this reason instead of the community summary. - Tests: test/sim/feedback1-tank-triggers.test.js (the data, kit = data, a real battle on 战场#01(下半) in which each of the six casts with an enemy in range before any hit and each of the other 46 MANUAL 重装 records casts on the first hit); data.test.js trigger expectations; the 灰毫 / 号角 kit tests follow; docs-consistency. - Docs: DESIGN §21.29 (new), §5.6, §19.2, §20.2, §21.20 (settled row), §21.23; DATA, SIM, PLAYING, CHANGELOG 0.1.1; research 03 §1.4 drops the arknights.wiki.gg "offensive / defensive" summary and records the activity_table history (上半 had no TANK row, 下半 added it) and this deviation; research 00-INDEX.
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@@ -673,7 +673,8 @@ test('1_20 雷蛇 反击电弧: attack interval +70 % of the base (PRTS 增大(+
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for (const id of pair('20')) {
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const bb = raw(id).skill.bb;
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assert.equal(raw(id).skill.skillId, 'skchr_liskam_2');
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// 重装 S2 反击电弧 is an OFFENSIVE skill: the basic strategy casts it with an enemy in the skill range (issue #4) —
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// 重装 S2 反击电弧 is an OFFENSIVE skill: the basic strategy casts it with an enemy in the skill range (issue #4; the
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// deliberate deviation from the official 重装 row, DESIGN §21.29) —
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// the enemy here stands two tiles ahead and, being a speed-0 dummy, never touches her
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const h = run({ defs: { enemies: { e: dummy('e', { atk: 300, bat: 1 }) }, chess: noGarrison(id) }, units: [{ chessId: id, row: 9, col: 4, carryState: READY }], enemies: [{ key: 'e', pos: [9, 6] }] });
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const u = h.unit(id);
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