Playtest #6 follow-up (v2.5.1): leader HP review — 直接乘算, one debuff instance, 999 layer cap, 限伤; elite to the board; 假想敌:胄 kit
- co-op leaders died within seconds: leader HP is the official data (40 values pinned); bond / strategy / item / 机变 / 特质 "+X%" bonuses now add up (PRTS 直接乘算) instead of compounding; a same-named enemy debuff keeps one (strongest) instance per target (奥术 across a pair field); leader parts pass damage 1:1; fixed co-op pool (the user's call) - official limits read from the client: each bond stops at 999 layers (MAX_GARRISON_STACK); a leader hit of 300000+ in boss / hidden battles is cancelled (MAX_BATTLE_DAMAGE, 限伤) — shared/constants.js switches, research 11 - a merge that consumes a deployed copy puts the elite on that tile and facing (user-confirmed); gold target highlight, promotion effect - 假想敌:胄 per PRTS: one shell, shells within range, any drone death costs 2 % max HP, 剑/锤 sorties and 瘫痪 - DESIGN §20.10–§20.14; 2842 unit tests, all 28 browser suites green; Chrome = Node on boss fields
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@@ -12,7 +12,9 @@
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// (free levels always; the −1/round discount is waited for early), then keep buying / refreshing with what is
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// left: merge progress (pairs → elites) > bond thresholds (focus core bond, add-ons 2/3) > role needs
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// (blockers, anti-air when the wave flies, one or two healers) > tier; with a full board a buy must improve the
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// best lineup. Items only when a deployed operator can carry them.
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// best lineup. Items only when a deployed operator can carry them. A merge that consumes a deployed copy leaves
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// the elite on that copy's tile (PRTS 卫戍协议/帮助, PlayerState._mergeChess): nothing here assumes it in the hand —
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// steps 3–4 plan it like any owned unit (kept, moved or benched).
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// 3. lineup: the deployed set maximizes unit value + activated bond tiers (exact counting via computeBonds) +
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// composition (chooseLineup: greedy seed + swap hill-climbing).
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// 4. placement (planLayout): the round's routes are traced over the own board from the enemy preview (ground
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