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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@@ -17,25 +17,35 @@ test('pairing by seat: (1,2), (3,4); an odd player alone', () => {
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assert.deepEqual(pairPlayers([p(3), p(1), p(0), p(2)]).map((g) => g.map((x) => x.seat)), [[0, 1], [2, 3]]);
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});
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test('boss pool = bloodPoint[difficulty] in co-op whatever the alive count (× alive / 4 only with aliveScaling; solo × 0.25) × tuning; shared and never negative', () => {
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// research numbers (data/tuning.json left out); DESIGN §20.10: notice 5114's "敌方领袖的总生命值不变" is about the
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// mirrored copies, the one note on player count (巴哈姆特 12294 "聯機隊友(撤退/死掉)變少,最後boss血條也會變少") has no
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// proportion — config bossHpScale.aliveScaling (off) would apply × alive / 4
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test('boss pool = bloodPoint[difficulty] × the players alive at the fight\'s start (solo × 1) × tuning; config restores the fixed pool; shared and never negative', () => {
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// DESIGN §25.13.4: the owner's decision of 2026-10-06 adopts PR #209 by @qingjingshenghuo (bloodPoint is one player's
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// share) and replaces the fixed pool of 「保持固定血量」 — config bossHpScale (perPlayer false, solo 0.25) restores it.
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// Research numbers (data/tuning.json left out).
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const { tuning, ...RAW } = DATA; // eslint-disable-line no-unused-vars
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const gd = new GameData(RAW, 'mode_multi_hard');
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for (const n of [4, 3, 2, 1, undefined, 9]) assert.equal(bossPoolHp(gd, 'boss_1', n), 1800000, `${n} alive`);
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for (const n of [1, 2, 3, 4]) assert.equal(bossPoolHp(gd, 'boss_1', n), 1800000 * n, `${n} alive`);
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assert.equal(bossPoolHp(gd, 'boss_1'), 1800000 * 4, 'no count given: a full team');
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assert.equal(bossPoolHp(gd, 'boss_1', 9), 1800000 * 4, 'at most aliveFull (4) players');
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assert.equal(gd.bossPoolHp('boss_1', 2), bossPoolHp(gd, 'boss_1', 2), 'GameData agrees');
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// the flip: config bossHpScale.aliveScaling true scales the pool by alive / 4
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const scaled = new GameData({ ...RAW, config: { ...RAW.config, bossHpScale: { ...RAW.config.bossHpScale, aliveScaling: true },
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modes: { ...RAW.config.modes, mode_multi_hard: { ...RAW.config.modes.mode_multi_hard, bossHpScale: { ...RAW.config.modes.mode_multi_hard.bossHpScale, aliveScaling: true } } } } }, 'mode_multi_hard');
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assert.equal(bossPoolHp(new GameData(RAW, 'mode_single_abyss'), 'boss_5', 1), 3000000, 'solo: the table value');
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assert.equal(bossPoolHp(new GameData(RAW, 'mode_single_funny'), 'boss_2', 1), 225000);
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// the flip back: the fixed pool of 0.1.x (perPlayer false; solo 0.25), and its optional × alive / 4 (aliveScaling)
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const withScale = (over) => ({ ...RAW, config: { ...RAW.config, bossHpScale: { ...RAW.config.bossHpScale, ...over } } });
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const fixed = withScale({ perPlayer: false, solo: 0.25 });
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for (const n of [4, 3, 2, 1, undefined, 9]) assert.equal(bossPoolHp(new GameData(fixed, 'mode_multi_hard'), 'boss_1', n), 1800000, `fixed pool, ${n} alive`);
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assert.equal(bossPoolHp(new GameData(fixed, 'mode_single_abyss'), 'boss_5', 1), 750000);
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assert.equal(bossPoolHp(new GameData(fixed, 'mode_single_funny'), 'boss_2', 1), 56250);
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const scaled = new GameData(withScale({ perPlayer: false, aliveScaling: true }), 'mode_multi_hard');
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assert.equal(bossPoolHp(scaled, 'boss_1', 4), 1800000);
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assert.equal(bossPoolHp(scaled, 'boss_1', 3), 1350000);
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assert.equal(bossPoolHp(scaled, 'boss_1', 2), 900000);
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assert.equal(bossPoolHp(scaled, 'boss_1', 1), 450000);
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assert.equal(bossPoolHp(scaled, 'boss_1'), 1800000, 'no count given: a full team');
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assert.equal(bossPoolHp(scaled, 'boss_1', 9), 1800000, 'never above the data value');
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assert.equal(bossPoolHp(new GameData(RAW, 'mode_single_abyss'), 'boss_5', 1), 750000);
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assert.equal(bossPoolHp(new GameData(RAW, 'mode_single_funny'), 'boss_2', 1), 56250);
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// a mode's own entry overrides the global one
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const perMode = { ...RAW, config: { ...RAW.config, modes: { ...RAW.config.modes, mode_multi_hard: { ...RAW.config.modes.mode_multi_hard, bossHpScale: { ...RAW.config.modes.mode_multi_hard.bossHpScale, perPlayer: false } } } } };
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assert.equal(bossPoolHp(new GameData(perMode, 'mode_multi_hard'), 'boss_1', 3), 1800000, 'the mode entry first');
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assert.equal(bossPoolHp(new GameData(perMode, 'mode_multi_abyss'), 'boss_1', 3), 3600000 * 3, 'other modes keep the global rule');
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// the balance layer multiplies the pool (docs/BALANCE.md)
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for (const modeId of ['mode_single_funny', 'mode_multi_hard']) {
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const tuned = new GameData(DATA, modeId);
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