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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@@ -3511,9 +3511,9 @@ function buildConfig(ctx, waves, stages, bands) {
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lastRound, bossRound, hiddenRound,
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rounds, spRounds: roundNums.filter((r) => rounds[r].isSpPrepare),
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combatTimeLimit, enemyScale,
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bossHpScale: type === 'SINGLE'
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? { bloodPointKey: DIFF_KEYS[m.modeDifficulty] || null, solo: 0.25, soloAssumed: true, unaffectedByEnemyScale: true }
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: { bloodPointKey: DIFF_KEYS[m.modeDifficulty] || null, coop: 1, aliveScaling: false, aliveFull: 4, aliveAssumed: true, unaffectedByEnemyScale: true },
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// the pool rule's numbers live in the global bossHpScale below (one place restores the fixed pool); a key set here
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// would override it for this mode (match/gamedata.js bossPoolShareOf)
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bossHpScale: { bloodPointKey: DIFF_KEYS[m.modeDifficulty] || null, unaffectedByEnemyScale: true },
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upgradePrices: levels.slice(0, -1).map((l) => shopLv[l].initialUpgradePrice),
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maxShopLevel: levels.length ? levels[levels.length - 1] : 6,
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shopSlots: Object.fromEntries(levels.map((l) => [l, { chess: shopLv[l].charChessCount, item: shopLv[l].itemCount }])),
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@@ -3577,9 +3577,11 @@ function buildConfig(ctx, waves, stages, bands) {
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},
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lpCapPerRound: act.constData.costPlayerHpLimit ?? 10,
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bossOvertimeAfter: 150, bossOvertimeDrainPerSec: 1,
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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; it replaces the fixed pool of 「保持固定血量」 (perPlayer false + solo 0.25 restore it)
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bossHpScale: {
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formula: 'co-op: bloodPoint[difficulty] — one pool for every field ("所有人将一起对敌方领袖造成伤害"; the mirrored copies of a pair field share it, "两侧的敌方领袖共享生命值(敌方领袖的总生命值不变)"); aliveScaling true would scale it × alive players at the Final Assault / aliveFull (巴哈姆特 12294 "聯機隊友(撤退/死掉)變少,最後boss血條也會變少", one community note, no proportion: off until confirmed, the alive / 4 proportion [ASSUMED]); solo: bloodPoint[difficulty] × solo (0.25 = one player of four) [ASSUMED]',
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coop: 1, solo: 0.25, soloAssumed: true, aliveScaling: false, aliveFull: 4, aliveAssumed: true, unaffectedByEnemyScale: true,
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formula: 'one pool for every boss field ("所有人将一起对敌方领袖造成伤害"; the mirrored copies of a pair field share it, "两侧的敌方领袖共享生命值(敌方领袖的总生命值不变)") = bloodPoint[difficulty] × share. perPlayer true (the owner\'s decision of 2026-10-06, PR #209): co-op share = coop × the players alive when the fight starts (bots and AI 托管 seats count, eliminated and departed seats do not), at most aliveFull; solo share = solo (1). perPlayer false (the fixed pool of 0.1.x, 「保持固定血量」): co-op share = coop whatever the count (× alive / aliveFull with aliveScaling, the alive / 4 proportion [ASSUMED]: 巴哈姆特 12294); solo was 0.25 [ASSUMED]',
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perPlayer: true, coop: 1, solo: 1, aliveFull: 4, aliveScaling: false, aliveAssumed: true, unaffectedByEnemyScale: true,
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},
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hiddenCore: { single: 350, multi: 1200, minTeamLpExclusive: 1, difficulties: ['NORMAL', 'HARD', 'ABYSS'], checkedAfterRound: 14 },
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dp: { init: 10, perSec: 1, max: 99 },
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