feedback5 WY: the Final Assault / Hidden Core leader pool is bloodPoint × the players alive when the fight starts (solo × 1), replacing 「保持固定血量」; 胄's drone share passes 限伤 (from PR #209 by @qingjingshenghuo; the owner's decision of 2026-10-06)
Ported by hand from PR #209 by @qingjingshenghuo (its one-line data/config.json was not taken): - server/match/gamedata.js bossPoolShareOf (used by GameData.bossPoolShare and by finalAssault.bossPoolHp for a plain game-data object): solo × `solo` (1); co-op with `perPlayer` true × `coop` (1) × the players alive at the boss round's start (bots and AI 托管 seats count, eliminated / departed seats do not; at most aliveFull 4; a count left out = a full team). The fixed pool stays restorable through config: bossHpScale perPlayer false + solo 0.25 (and its optional aliveScaling). - tools/build-data.mjs: the global bossHpScale carries the rule (perPlayer true, solo 1); the modes' entries keep only bloodPointKey / unaffectedByEnemyScale. data/config.json regenerated offline — JSON compare: only bossHpScale (global and the 9 mode entries) changed. - The problem #209 documented: a 胄 drone death is 2 % of the pool and 限伤 cancels a hit of ceil ≥ 300000, so the hidden 胄 终极 pool at 3 / 4 players (21.6M / 28.8M) would cancel every drone (432000 / 576000). The drone link is a share of the pool, no hit: Battle.loseHp takes noHitLimit and the link passes the limit [ASSUMED: the official client checks every damage modifier and PRTS calls it 真实伤害, but which max HP it reads is undocumented]; a part's 传递 and every hit stay under the limit. Golden (regenerated; why: the pool size): - fields: boss-boss_1..7-pair/-solo and hidden-boss_8..10-pair/-solo (all 20 boss / hidden scenarios) — a pair field's pool × 2 (two players), a solo template's × 4 (solo × 1, was × 0.25); boss-boss_1-pair, boss-boss_1-solo, boss-boss_3-pair, boss-boss_3-solo, boss-boss_5-solo, boss-boss_7-pair and hidden-boss_9-solo now end at the 200 s cap instead of clearing; the two 联防 scenarios are unchanged. - matches: solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-HARD-2 now lose the Final Assault (solo leaders have 4× the HP: team LP 0 with 93088–176395 of the pool left); solo-FUNNY-1, solo-NORMAL-2, solo-HARD-9-boosted (its Hidden Core too), coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy still win with more leader damage (pool × players alive; solo-FUNNY-1 / solo-HARD-9-boosted end with 6 / 1 team LP less). Unchanged: coop2-NORMAL-8-serverrun and coop2-NORMAL-14-standins (one player left at R14: × 1 as before) and the matches that end before R14; roster / bonds / standins / diy unchanged. Tests: test/match/boss-hp-scaling.test.js (from PR #209, adapted — every leader and difficulty × 1–4 players and solo; R14 / R15 leave out two departed players; AI 托管 and bots count, an eliminated player does not; config restores the fixed pool, the opposite of the PR's test; the plain-object fallback agrees; only the leader's HP scales); test/content/enemies_bosses.test.js (hidden 胄 终极 at 3 / 4 players: the drone share lands, a hit of the same size is cancelled — fails without the change). Updated on purpose: finalAssault, balance, bosshp, connection, docs-consistency (the §20.9 record points to §25.13.4; the data carries perPlayer true), sim/playtest6_limits (the drone share lands past the line), match/playtest6-bosspool (the 5 % knob halved to keep the 2-player pool's size: that test is about the pool's arithmetic). Docs: PLAYING §7, DATA, META, BALANCE, SIM, design engine.md / network.md, the §20.9 / §20.10 records, research 00 / 01 / 08, the code comments, DESIGN §25.13.4 and the §25.10 table.
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@@ -13,9 +13,11 @@ kinds / counts and routes must follow the official game; research 08 §6–§7,
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`k` copies, no kept fly placeholders; verified against all 429 official entry × round compositions and the official
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count distribution (同盟 险境 R3 ≤ 10 enemies, R13 ≈ 37 — the old generator averaged 28 / 81);
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* stats = the PRTS per-round `enemyScale` table only (`data/config.json`, 终极 ×1.15 speed from R3);
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* leader pool = `bloodPoint[difficulty]` in co-op — one pool for every boss field, whatever the number of alive players
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(config `bossHpScale.aliveScaling` would make it × alive / 4; off — the user chose the fixed pool, DESIGN §20.10); solo keeps ×0.25,
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flagged [ASSUMED] in data;
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* leader pool = `bloodPoint[difficulty]` × the players alive when the fight starts — one pool for every boss field; solo
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× 1 (the owner's decision of 2026-10-06, adopting PR #209: it replaces the fixed pool of DESIGN §20.10, co-op
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bloodPoint whatever the count and solo × 0.25 [ASSUMED] — config `bossHpScale.perPlayer: false`, `solo: 0.25` restores
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it; DESIGN §25.13.4). The bots' solo matches got 4× the leader HP: in the golden corpus 4 of the 6 solo matches that
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reached and won the Final Assault now lose it (team LP 0 with 93k–176k of the pool left);
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* leader parts and drones (DESIGN §20.10): a 剑 / 锤 / 碎铳之簧 passes every damage it takes to its leader 1:1 (PRTS "等量的
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无来源生命流失"; until 2026-10-01 half, and a 剑 / 锤 only while grounded — the dive hits [ASSUMED], the handbook says
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"被击落时"); a 胄 drone that dies (whoever kills it, DESIGN §20.13) costs 2 % of the leader's shown max HP = the pool (unchanged from v2.5; which "最大生命值" the
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@@ -68,7 +70,7 @@ and runs the real
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`Battle` with full content (kits, talents, bonds with layers, IN_BATTLE 特质, equipment, bands, summons). Co-op rounds
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field **4 boards** against the same wave and then run **联防** exactly like the match (`unite.js`: ≤ 2 perfect helpers,
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only the survivors cost their source LP). Boss rounds build the Final Assault fields exactly like `Match.startFinalAssault`
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(pairs / `_s` for a lone player, shared pool `GameData.bossPoolHp` = `bloodPoint` (solo ×0.25), merged team LP of 15 per player, leaks' `lpr`,
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(pairs / `_s` for a lone player, shared pool `GameData.bossPoolHp` = `bloodPoint` × the players alive (solo × 1, §25.13.4), merged team LP of 15 per player, leaks' `lpr`,
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−1 LP/s after 150 s) and record the pool damage by 150 s, the kill time and the win rate.
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Metrics: **capped leaks** = min(leaks, 10) per board and round (what that board alone would lose; the targets below
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@@ -199,8 +201,8 @@ earlier commit (a current run differs for every leader) and were not refreshed h
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Reading: the early game is easy everywhere (official R1–R3 bring 3–10 enemies); leaks concentrate on the second-half
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specials (深池逐火 TIMES embers, stealth 隐形弩手组长 / 重弩突袭者, 疯狂的逐腐兽, 掠海漂移体) and 终极 R6–R11, where co-op
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boards still leak 3–6 and 联防 halves the LP cost. Solo leaders (bloodPoint × 0.25 [ASSUMED]) are the hard part of the
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solo modes; the solo pool factor is the one open number here (research 08 §8 #2).
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boards still leak 3–6 and 联防 halves the LP cost. Solo leaders (bloodPoint × 0.25 [ASSUMED] when these tables were
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measured; × 1 since the owner's decision of 2026-10-06, §25.13.4) are the hard part of the solo modes.
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Reproduce: `node tools/balance.mjs --mode all --difficulty ALL --tuning off [--bots 5] [--json]`.
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@@ -422,6 +424,8 @@ on a leader is cancelled (`MAX_BATTLE_DAMAGE`: 0 damage, nothing to the pool —
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`--profile` above ≈ 4.9 would have pushed the 170-layer R15 core curve, +20 % jitter, past 999) and
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`matchrun.mjs --layers N` adds at most the room left under 999, so `--check` stays clean on a boosted run.
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- **Pool size and the line**: a drone that dies (whoever kills it, DESIGN §20.13) costs 假想敌:胄 0.02 × the pool
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max (【死亡集群】, boss_1 / boss_8; `bosses.js DRONE_LINK_BASE 'pool'`). Today that is at most 144000 (boss_8 ABYSS 7.2M) and lands; a pool above 14999950 would make every
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drone kill a cancelled hit. Re-check this whenever the pool size changes (research 11 §6).
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max (【死亡集群】, boss_1 / boss_8; `bosses.js DRONE_LINK_BASE 'pool'`). With the pool per player alive (§25.13.4) the
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hidden 胄 终极 pool is 21.6M / 28.8M at 3 / 4 players, so a drone is 432000 / 576000 — above the line; the link is a
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share, no hit, and passes it (`Battle.loseHp noHitLimit` [ASSUMED]: research 11 §2.1 checks every damage modifier, but
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which max HP the official link reads is not documented). Re-check this whenever the pool size changes (research 11 §6).
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