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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@@ -142,7 +142,7 @@ Official since the follow-up — read from the client binary (research 11, §20.
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| Ground routes (§21.15) | the official flow field unless the playtest #2 route crosses strictly fewer floor tiles (a corner touch is no crossing) | `server/sim/grid.js _buildField` always `use = o` (reverses 战场#01's col-8 road) |
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| Leader parts (§20.10, §20.13) | every damage a 剑 / 锤 / 碎铳之簧 takes is lost by its leader 1:1, 无来源 | `server/sim/content/bosses.js PART_TRANSFER = 0.5` (v2.5's share; v2.5 also passed a 剑 / 锤's damage only while grounded) |
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Settled by the user ("保持固定血量"): the co-op leader pool does not shrink when players are eliminated — `config bossHpScale.aliveScaling` is **false** (pool = bloodPoint whatever the number of alive players; one community note, 巴哈姆特 12294, said otherwise) (§20.10); flip: `aliveScaling: true` (× alive / 4).
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Settled by the user ("保持固定血量"): the co-op leader pool does not shrink when players are eliminated — `config bossHpScale.aliveScaling` is **false** (pool = bloodPoint whatever the number of alive players; one community note, 巴哈姆特 12294, said otherwise) (§20.10); flip: `aliveScaling: true` (× alive / 4). Replaced on 2026-10-06 by the owner's decision adopting PR #209: the pool is bloodPoint × the players alive when the fight starts, solo × 1 (§25.13.4; `bossHpScale.perPlayer: false` with `solo: 0.25` restores this fixed pool).
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Settled by the user (2026-10-02, after v2.5.2: "共享阵地按你说的规则就行"): on a shared field (联防, Final Assault / Hidden Core) the bond strip follows the player of the half the ‹ › pill points at; on 全景 or an empty half it shows your own bonds when you fight there, else the teammate picked with 前往查看 or the field's first player — never your own (§20.15); rule: `public/js/ui/watchBonds.js bondOwnerId`.
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@@ -152,7 +152,7 @@ Still [ASSUMED] (each in its section): the class rows covering every MANUAL skil
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- **Seen**: co-op 终极 / 绝境 leaders died within seconds; with the user's layer counts the official leader never dies that fast.
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- **HP and pool — official, unchanged**: `bloodPoint[difficulty]` = activity_table act2autochess bossInfoDict `bloodPoint` / `bloodPointNormal` / `bloodPointHard` / `bloodPointAbyss` of the current data (the cache equals upstream ArknightsGameData master as of 2026-10-01; `test/match/bosshp.test.js` pins all 40 values — e.g. 胄 247 500 / 675 000 / 1 800 000 / 3 600 000, hidden 胄 750 000 / 937 500 / 3 600 000 / 7 200 000). PRTS 盟约记录's leader table is an older (11月18日) revision: 铳 险境 and 胄 / 铳 / 萨米 绝境 differ, no 终极 column, no 卢西恩 row. The data has no per-player or per-field factor; leader HP ignores `enemyScale` ("领袖单位于服务器的生命值加成不受上述加成影响"). One pool for every boss field ("最终攻势中,所有人将一起对敌方领袖造成伤害"); notice 5114's "敌方领袖的总生命值不变" means the two mirrored copies of a pair field share it.
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- **Pool size**: co-op = bloodPoint whatever the number of alive players — `bossHpScale.aliveScaling` (× alive / 4, one community note: 巴哈姆特 12294) stays **off** — the user chose the fixed pool (§20.9); solo × 0.25 [ASSUMED].
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- **Pool size**: co-op = bloodPoint whatever the number of alive players — `bossHpScale.aliveScaling` (× alive / 4, one community note: 巴哈姆特 12294) stays **off** — the user chose the fixed pool (§20.9); solo × 0.25 [ASSUMED]. (Replaced on 2026-10-06: bloodPoint per player alive at the fight's start, §25.13.4.)
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- **Fixed — why leaders fell too fast**:
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1. **直接乘算**: "+X%" ATK / DEF / max HP from bonds, strategies, equipment, 机变 cards and per-layer 特质 are summed with each other and with the skills' "+X%" (PRTS 盟约记录 "…属性加成均为直接乘算"; 游戏数据基础 D_t = Σtᵢ, A = (A₀ + D_p)(1 + D_t)). v2.5 compounded them (×74 instead of ×12 at 600 精准 layers with four more bonuses). `DIRECT_BONUS_STACKING 'add'`, content/support `directMods`; 炎佑 ×1.5 and the char_attribute_mul 特质 stay multipliers (§5.2).
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2. **Same-named enemy debuffs**: one instance per target, the strongest (PRTS 作战机制 "同名buff…只能表现出一个"; 巴哈姆特 12316 "共享型buff會跟對面搶") — 奥术, 灵知 坚冰, the 莱恩哈特 / 缄默德克萨斯 RES cuts (`Battle.applyStrongest`, §5.3). v2.5 kept one 奥术 per player, so a pair field multiplied it (×40 arts damage taken at +400 layers; ×7.6 now). "Strongest" rather than "latest" is [ASSUMED].
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