feedback5 WL: 生命回复速度 is not 治疗 — the 吟游者 trait, 调香师, 瑕光 S2, 铃兰 S3 and 锡人 give an hpRegen buff, so 无法被友方治疗 / 禁疗 units get it and 治疗加成 does not scale it (GitHub #96 / #137)

PRTS: 分支特性信息 吟游者 「特性为基于自身攻击力来增加受益者的“生命回复速度”属性」 (魔王, 浊心斯卡蒂); the 备注 of 调香师 熏衣草,
瑕光 S2, 铃兰 S3 and 锡人 S2 「生命恢复的提供方式为增加目标的“生命回复速度”属性…不受治疗加成和禁疗影响」 (铃兰: none in the
first second, refreshed every second); 异常效果 禁疗 「增减生命回复速度…的效果不会被识别为治疗类能力」. These were heals from
the provider, which damage.js refused on 收割者 / 不屈者 / 武者 (noHeal) and under 禁疗 — 隐德来希 gained nothing under 魔王.
This is the separation proposed in PR #135 by @SpiritedAwayCN, written anew (the PR's patch is not used):
- professions.js bardRegen: the trait is an hpRegen buff per bard refreshed every 0.25 s; 魔王's 微尘 ×1.5 goes through
  its `bardRegen` hook (both 魔王 kits); 浊心斯卡蒂's pulse and the 海嗣 token use it too.
- 调香师 (every ally), 瑕光 S2 (the skill range, removed at its end), 铃兰 S3 (from the first full second, removed at its
  end), 锡人 (per 炼金单元, its cached ATK): hpRegen buffs instead of battle.heal.
- damage.js: a `regen` tick takes no healing multiplier and a heal hook cannot change its amount (no 治疗加成 on any
  生命回复速度); 流明's 凡人之愿 and 华法琳's S1 bonus skip a regen tick of their own.
Direct heals are unchanged (still refused / scaled); 魔王 S3's redistribution and 纯烬's HoT are untouched. Other
per-second recoveries without such a note stay heals (引星棘刺, 塞雷娅 S3, 流明 / 纯烬 HoTs; 余 闲云隐市 and 天马之盔 left open).

Golden moved (every one fields 魔王 / 浊心斯卡蒂 / 调香师 / 瑕光 S2 / 铃兰 / 锡人): roster-004, roster-005, roster-006,
roster-011, roster-013, roster-015, roster-016, roster-018, roster-023, roster-025, roster-030, roster-032, roster-035,
roster-037, roster-039, roster-041, roster-042, roster-045, roster-046; bond-deputShip-high, bond-emptyShip-low,
bond-emptyShip-high, bond-indomShip-high, bond-kazimierzShip-low, bond-kazimierzShip-high, bond-sargonShip-low,
bond-sargonShip-high, bond-skillfulShip-high; boss-boss_1-pair, boss-boss_1-solo, boss-boss_2-solo, boss-boss_3-pair,
boss-boss_3-solo, boss-boss_4-solo, boss-boss_5-pair, boss-boss_5-solo, boss-boss_6-solo, boss-boss_7-pair,
boss-boss_7-solo, hidden-boss_8-solo, hidden-boss_9-pair, hidden-boss_9-solo, hidden-boss_10-solo, unite-1;
solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins.
Docs: SIM.md (heal pipeline, bard row), PLAYING.md, kits/README.md (checklist item 11).
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sganggs committed 2026-10-05 21:13:15 +08:00
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commit 5c6524e1ad
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@@ -11,6 +11,9 @@ import { num, talentBb, moduleBb, enemiesInGrid, once, spTimeBonus, makeZone, in
* for projectile_delay_time s, ground enemies within projectile_range tiles take atk_scale × ATK arts per second,
* allies there recover hp_recovery_per_sec_ratio × ATK per second. Elite: 凋敝魂灵 (skill@damage_scale: damage-over-
* time taken by ground enemies inside a unit ×1.2) and the module's +sp_recovery_per_sec SP while a unit exists.
* PRTS 锡人 技能2 备注: the unit caches her ATK at the cast, several can exist and their effects add up, and "生命恢复的
* 提供方式为增加目标的“生命回复速度”属性,不受治疗加成和禁疗影响" — an hpRegen buff per unit on the allies inside it
* (no heal: 无法被友方治疗 / 禁疗 units get it too), set at each pulse until the next.
*/
export function tinmanKit(bb, chess, def) {
const dur = num(bb.projectile_delay_time, 10);
@@ -28,6 +31,7 @@ export function tinmanKit(bb, chess, def) {
const x = tgt ? tgt.x : unit.x + unit.fwd[1], y = tgt ? tgt.y : unit.y + unit.fwd[0];
const atk = unit.s.atk;
unit.mem.tinZones = (unit.mem.tinZones ?? 0) + 1;
const regenKey = `tinman:zone:${unit.id}:${unit.mem.tinZoneSeq = (unit.mem.tinZoneSeq ?? 0) + 1}`;
makeZone(battle, unit, {
x, y, radius, duration: dur, skill: 'tinman', onPulse(b) {
for (const e of b.foesInRadius(x, y, radius)) {
@@ -35,7 +39,12 @@ export function tinmanKit(bb, chess, def) {
if (wither > 1) b.addBuff(e, { key: witherKey, duration: 1.05, data: { mul: wither }, source: unit });
b.dealDamage(unit, e, { amount: atk * dmgScale, type: 'arts', isSkill: true, canDodge: false, tags: ['dot', 'zone'] });
}
if (healRatio > 0) for (const a of b.alliesInRadius(x, y, radius, null)) if (a.hp < a.s.maxHp) b.heal(unit, a, atk * healRatio, { tags: ['zone'] });
// pulses every second: the buff bridges to the next pulse (two ticks over), the last one ends with the unit
if (healRatio > 0) {
for (const a of b.alliesInRadius(x, y, radius, null)) {
if (b.allySelectable(a, unit)) b.addBuff(a, { key: regenKey, duration: 1 + 2 * b.dt, source: unit, mods: { hpRegen: atk * healRatio } });
}
}
},
onEnd() { unit.mem.tinZones = Math.max(0, (unit.mem.tinZones ?? 1) - 1); },
});