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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@@ -183,8 +183,8 @@ A `choice:<effectId>` registry handler overrides the default application (§2.4)
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* `g.autoplay { on }` ("AI 托管"): the bot plays the seat (drafts, buying, placement, ready) until turned off.
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* `onLeave` (quit / reconnect window expired): 中途退出 counts as elimination (research 00-INDEX §3, 01 §9, 06 §7 /
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§10.3): every copy the seat holds returns to the shared pool at once; the seat leaves the round loop and the Final
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Assault pairing (re-planned when it quits before the boss fight; the boss pool stays bloodPoint — it would shrink to
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× alive / 4 only with config `bossHpScale.aliveScaling`, off — the user chose the fixed pool, DESIGN §20.10); its
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Assault pairing (re-planned when it quits before the boss fight) and the boss pool (bloodPoint per player alive when
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the fight starts — a departed seat no longer counts, DESIGN §25.13.4); its
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running normal battle is force-ended; a pending band pick
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becomes the default band and a 机变 turn passes on. Status `left`, LP 0, rounds passed = the rounds it had survived.
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When no human is left at all the match ends immediately (`reason: 'abandoned'`); when only eliminated spectators are
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@@ -626,13 +626,14 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
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(own phase perfect) go to pending funds; bounty rounds decrement; LP ≤ 0 ⇒ eliminated (all copies back to the pool).
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* **Final Assault / Hidden Core**: finalAssault.js header. Boards are passed in board coordinates; the sim maps board
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rows 9–12 onto boss rows 2–5 (`BOSS_ROW_OFFSET` −7, matching every stage's boss rows) and mirrors the right side.
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Pool (`finalAssault.js bossPoolHp` → `GameData.bossPoolShare`, DESIGN §20.10): one pool shared by every boss field
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(official tip "最终攻势中,所有人将一起对敌方领袖造成伤害"); co-op = `bloodPoint[difficulty]` whatever the number of alive
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players (notice 5114's "敌方领袖的总生命值不变" is about the mirrored copies of a pair field sharing the pool, not about that
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number); `bossHpScale.aliveScaling` true (default false) would scale it × alive / `aliveFull` (4) — 巴哈姆特 12294
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"聯機隊友(撤退/死掉)變少,最後boss血條也會變少" is one community note without a proportion, kept off until the user confirms
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it (it would shorten the fight after eliminations, the opposite of the playtest report); solo = ×
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`bossHpScale.solo` (0.25 = one player of four [ASSUMED]); leaders are never scaled by `enemyScale`. The merged team LP loses leaks (`lpr`), the overtime drain
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Pool (`finalAssault.js bossPoolHp` → `GameData.bossPoolShare` → `gamedata.js bossPoolShareOf`, DESIGN §20.10,
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§25.13.4): one pool shared by every boss field (official tip "最终攻势中,所有人将一起对敌方领袖造成伤害"; notice 5114's
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"敌方领袖的总生命值不变" is about the mirrored copies of a pair field sharing it) = `bloodPoint[difficulty]` × the players
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alive when the fight starts (bots and AI 托管 seats count, eliminated and departed seats do not; solo × 1) — the owner's
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decision of 2026-10-06, adopting PR #209 by @qingjingshenghuo (players' observation: bloodPoint is one player's share),
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which replaces the fixed pool of 「保持固定血量」 (config `bossHpScale.perPlayer: false` with `solo: 0.25` restores it;
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its optional × alive / 4, `aliveScaling`, stays off); leaders are never scaled by `enemyScale`, their parts and escorts
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keep their own HP. The merged team LP loses leaks (`lpr`), the overtime drain
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(`bossTurnHpReduceTime` 150 counts REAL seconds, like the boss level's 120 s maxPlayTime that runs out first — the
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battle goes on — so 1 LP per real second from 150 real s = 300 game s on the 2× field clock; `gd.bossOvertimeDue`)
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and leader "扣除目标生命" effects (the sim's `lpLoss` hook: boss_7 Doom, 斥退 …); after every change it is written back
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@@ -659,13 +660,15 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
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**限伤** (research 11 §2; client `AutoChessStepModeManager._OnBossEnemyTakeDamage`): in both boss rounds a single hit
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on a leader with ceil(damage) ≥ `BOSS_HIT_LIMIT` = 300000 (shared/constants.js; 0 / Infinity = off) is cancelled in the
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sim (`sim/damage.js leaderHitCancelled`, SIM.md §4) — it deals 0 and nothing reaches the shared pool, the per-player
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boss damage or the BOSS_HIT tickers; minions, parts, normal rounds and 联防 are unaffected. The server's own runs, the
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browsers' runs and the server's verification share the rule, so digests agree.
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boss damage or the BOSS_HIT tickers; minions, parts, normal rounds and 联防 are unaffected. 胄's drone link (2 % of the
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pool when a drone dies) is a share, no hit, and passes the limit (`Battle.loseHp noHitLimit`; with the per-player pool
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a hidden 胄 终极 drone is 432 000 / 576 000 at 3 / 4 players [ASSUMED], §25.13.4). The server's own runs, the browsers'
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runs and the server's verification share the rule, so digests agree.
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### 3.1 Balance layer (data/tuning.json)
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`data/config.json` is generated and stays research-faithful. There is **no custom balance** any more (DESIGN §14
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corrections, research 08 §6): enemy numbers are the official ones (the PRTS `enemyScale` table, leader pool =
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`bloodPoint`). `data/tuning.json` (hand-maintained, loaded as `data.tuning`, layered on the config by gamedata.js only)
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corrections, research 08 §6): enemy numbers are the official ones (the PRTS `enemyScale` table, the leader table
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`bloodPoint` — × the players alive by the owner's decision of 2026-10-06, §25.13.4). `data/tuning.json` (hand-maintained, loaded as `data.tuning`, layered on the config by gamedata.js only)
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keeps just the result-title rules:
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```jsonc
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